9 Jun 2005 19:10
Build systems (again) [Was Re: Effective use of C?++ exceptions?]
Alen Ladavac <alenl-ml <at> croteam.com>
2005-06-09 17:10:37 GMT
2005-06-09 17:10:37 GMT
IANM, the pause is like a constant time _per-project_, not depending on the project size. One would almost that there is a Sleep(1000). Still, my memories may be wrong, as that's from the bad times, before we switched over to Jam. ;p Btw, Noel, just read your tests, and now I'm depressed. :/ We are using Jam, and it is excellent for incremental builds. But I was hoping to switch over to SCons to take advantage of its network cache. The concept of network cache should improve build times in a team effort a lot. E.g. if someone changes some h file and causes some cpps to rebuild, at the time he checks it in, all the objs are already in the cache, and it doesn't cost you much to sync and compile the newest version. One specific problem I saw with Jam was that it is not possible to explain to it not to relink exe if dll is relinked. Not that I know how, anyway. That makes modifications in low-level library slow to compile, because it is relinking a chain of dlls for no reason. In more general, it is very fast, flexible etc, but at some point, its flexibility ends, because there are some concepts that you cannot do with it. Limitations are not in the procedural part of the syntax, which, even though a bit shady at parts, was able to take any algorithm I tried to implement in it. But in the way that dependencies are layed out. Some complex dependency concepts cannot be expressed, and some things are not possible at all - i.e. lot of times it would be nice to just load a text file do something with it, or just write out a list of files so it can be passed over to Zip, etc. Those can be done, but with so much hacks my head hurts. So, I've come to yearn for a full-blown scripted build tool. Is that too much? This all smells like "roll your own" to me. I so hate reinventing the wheel, but... if anyone knows of a build-tool wheel that (a) is _round_ and (b) has a hole to put an axle exactly _in the middle_, please, please, please let me know. :))) sorry for the rant... Alen ----- Original Message ----- From: "Noel Llopis" <nll_pub <at> convexhull.com> To: <sweng-gamedev <at> midnightryder.com> Sent: Thursday, June 09, 2005 13:59 Subject: Re: [Sweng-gamedev] Effective use of C?++ exceptions? > On Wednesday 08 June 2005 23:58, Kelly Brock wrote: >> Add gui update time and those simple messages CAN be a notable >> problem. > > I don't buy the theory that those delays are caused by printing messages > to > the output window. There are plenty of other messages going by really fast > without causing those problems, yet the build messages consistently are > about 1 second apart. The only time I've seen major delays for > OutputDebugString() is when the system gets flooded with debug messages > and > has to wait to print some more. > > Besides, the same delay happens when you run devenv from the command line, > and there are no GUI updates there. > > I think it's really doing some sort of really slow, really bad dependency > checking. > > > --Noel > Games from Within > http://www.gamesfromwithin.com > _______________________________________________ > Sweng-gamedev mailing list > Sweng-gamedev <at> lists.midnightryder.com > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > _______________________________________________ Sweng-gamedev mailing list Sweng-gamedev <at> lists.midnightryder.com http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com
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