Re: preventing c++ and stl code bloat?

  • From: "Littlefield, Tyler" <tyler@xxxxxxxxxxxxx>
  • To: programmingblind@xxxxxxxxxxxxx
  • Date: Sat, 01 Jan 2011 00:50:53 -0700

I am curious where you find boost useful? I've tried numerous times to look at it and play with it, but I haven't really seen anything I can use out of it. Maybe it's just lack of experience with the library, but things like serialization is done (though I want to use tinyxml), and I'm not seeing where the rest of the library could be useful, so I'm curious how you use it to help in mud development.

On 1/1/2011 12:18 AM, Ken Perry wrote:
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

__________
View the list's information and change your settings at //www.freelists.org/list/programmingblind

Other related posts: