RE: preventing c++ and stl code bloat?

  • From: "Ken Perry" <whistler@xxxxxxxxxxxxx>
  • To: <programmingblind@xxxxxxxxxxxxx>
  • Date: Sat, 1 Jan 2011 02:18:16 -0500

I have started using boost and stl more which is why the code base has
shrunk but the binary has not grown that much you have to understand stl is
mostly templates and compilers do a pretty good job now days if you are
already using a list for example you don't get a whole other code segment of
list if you use two.  You pretty much should only get a data section if the
compiler is working right.

Ken

-----Original Message-----
From: programmingblind-bounce@xxxxxxxxxxxxx
[mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield,
Tyler
Sent: Saturday, January 01, 2011 1:51 AM
To: programmingblind@xxxxxxxxxxxxx
Subject: Re: preventing c++ and stl code bloat?

How much do you make use of the stl? I use it everywhere. From holding 
options to holding lists of players, rooms, zones, sockets, etc. I could 
use libraries (and may at some point, possibly for some other stuff), 
but only if I really need to worry about code size. Right now I was just 
getting kind of worried that the use of the stl is going to cause 
headaches and problems at some point sooner or later.
On 12/31/2010 11:38 PM, Ken Perry wrote:
> I have 67,000 lines and I am at 11 mb debug and 900kb stripped.
>
> I was not much bigger when I was at 100,000 lines of code.  I have shrunk
it
> by using libraries but the binary comes out about the same.
>
> ken
>
> -----Original Message-----
> From: programmingblind-bounce@xxxxxxxxxxxxx
> [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of Littlefield,
> Tyler
> Sent: Saturday, January 01, 2011 1:16 AM
> To: programmingblind@xxxxxxxxxxxxx
> Subject: preventing c++ and stl code bloat?
>
> Hello all,
> I've been doing some googling, and I have a quick question. With my mud
> engine nearing 10k lines of code, I'm starting to get worried about the
> fact that with debugging I'm looking at a 3.5m executable. without
> debugging symbols, we're at about 600 kb. Now, while this isn't a whole
> lot, where will I be in twice the amount of code? three times? 5 times?
> I believe a huge problem is the STL, I'm just not really sure how to cut
> down on the massive amount of code that was apparently generated as part
> of my lists and vectors that I use. Ideas here would be welcome. I was
> told (or read somewhere) that game engines just write their own types,
> which makes sense, but I see multiple problems with this. 1) you're
> basically defeating the purpose of templates just to rewrite code, and
> each new type you rewrite to handle a list of sockets, a list of
> players, etc etc may or may not be more or less bloated and have bugs.
>
> As always, you can grab the code from:
> svn://tds-solutions.net/branches/unstable/aspen if you care to peek at
> it. It's still in early development phases, though it's coming along
> quite nicely every day I add to it, so be ware lack of documentation in
> some places, bad code, bugs, etc etc.
>


-- 

Thanks,
Ty

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