From: Jon S. B. <js...@ha...> - 2006-02-27 15:08:35
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You know, as I am building FlightGear right now, I am really amazed that such a large application - a collection of so many source files - builds and runs successfully on so many platforms. Thinking of all the dependencies - it's a huge undertaking that has carried us this far. Has anyone ever checked to see how many lines of code are involved in plib/simgear/flightgear? Jon |
From: David M. <dav...@gm...> - 2006-02-27 15:51:05
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On 27/02/06, Jon S. Berndt <js...@ha...> wrote: > Has anyone ever checked to see how many lines of code are involved in > plib/simgear/flightgear? It's not all that useful a metric -- I'd prefer to count methods, functions, etc. -- but FlightGear checks in at roughly 215,000 lines of C/C++ code, and SimGear checks in at close to 75,000 lines. Why stop there, though? The base package contains about 95,000 (!!!) lines of XML and nearly 30,000 lines of NASAL scripts. Of course, we should also count the raster graphics, sound samples, 3D models, non-XML data files, etc. etc. All the best, David -- http://www.megginson.com/ |
From: Jon S. B. <js...@ha...> - 2006-02-27 16:02:10
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> It's not all that useful a metric -- I'd prefer to count methods, > functions, etc. -- but FlightGear checks in at roughly 215,000 lines > of C/C++ code, and SimGear checks in at close to 75,000 lines. > > Why stop there, though? The base package contains about 95,000 (!!!) > lines of XML and nearly 30,000 lines of NASAL scripts. Of course, we > should also count the raster graphics, sound samples, 3D models, > non-XML data files, etc. etc. > > David No, it may not always be terribly useful, but it is an intersting metric - particularly when you know of similar projects and their source code count. All those other things you mention are also of great interest. It is also directly relevant to the make process. Another metric: there are ~1500 files in the plib/simgear/flightgear codebase. Jon |
From: Jon S. B. <js...@ha...> - 2006-02-27 16:24:04
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> Another metric: there are ~1500 files > in the plib/simgear/flightgear codebase. > > Jon Here's a clarification (before I get called on this), there are ~1500 .c, .h, .cpp, .cxx, and .hxx files. Jon |
From: Durk T. <d.t...@xs...> - 2006-02-27 18:22:06
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On Monday 27 February 2006 16:50, David Megginson wrote: > On 27/02/06, Jon S. Berndt <js...@ha...> wrote: > > Has anyone ever checked to see how many lines of code are involved in > > plib/simgear/flightgear? > > It's not all that useful a metric -- I'd prefer to count methods, > functions, etc. -- but FlightGear checks in at roughly 215,000 lines > of C/C++ code, and SimGear checks in at close to 75,000 lines. > > Why stop there, though? The base package contains about 95,000 (!!!) > lines of XML and nearly 30,000 lines of NASAL scripts. Of course, we > should also count the raster graphics, sound samples, 3D models, > non-XML data files, etc. etc. > > Just for fun, I did a word count on my custom build, unlicensable AI traffic file: durk@linux:~/src/FlightGear-0.9/data> wc Traffic/traffic.xml 4629929 4629960 144213423 Traffic/traffic.xml durk@linux:~/src/FlightGear-0.9/data> Let's see, that's 4 million sixhunderd and something lines of xml code alone modeling over 24 thousand aircraft :-) durk@linux:~/src/FlightGear-0.9/data> grep -c "</aircraft>" Traffic/traffic.xml 24465 durk@linux:~/src/FlightGear-0.9/data> Given these numbers, I'm amazed at how fast this file loads, and how few errors I've encountered in the AIModels code, but given the size of over 100 megabytes, I'm considering changing the format to something a "little" more efficient. Cheers, Durk |
From: Ampere K. H. <amp...@sy...> - 2006-02-28 02:41:01
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On Monday 27 February 2006 10:50, David Megginson wrote: > Why stop there, though? =A0The base package contains about 95,000 (!!!) > lines of XML and nearly 30,000 lines of NASAL scripts. =A0Of course, we > should also count the raster graphics, sound samples, 3D models, > non-XML data files, etc. etc. > > > All the best, > > > David 30,000 lines of NASAL scripts? Do we really have that many? Ampere |
From: Jon S. B. <js...@ha...> - 2006-02-27 15:52:34
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> Has anyone ever checked to see how many lines of code are involved in > plib/simgear/flightgear? > > Jon This: wc `find . -name "*.[ch]??";find . -name "*.[ch]"` results in a finding that there are 420,000+ lines in the source and header files. That's not lines-of-code, but just lines. Jon |
From: Curtis L. O. <cur...@fl...> - 2006-02-27 23:48:38
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David Megginson wrote: >It's not all that useful a metric -- I'd prefer to count methods, >functions, etc. -- but FlightGear checks in at roughly 215,000 lines >of C/C++ code, and SimGear checks in at close to 75,000 lines. > >Why stop there, though? The base package contains about 95,000 (!!!) >lines of XML and nearly 30,000 lines of NASAL scripts. Of course, we >should also count the raster graphics, sound samples, 3D models, >non-XML data files, etc. etc. > > If you dig up a utility called "sloc" (source lines of code) it suggests that we are sitting on a body of code that would have cost 10's of millions of dollars to produce had we done it in a traditional commercial environment. It makes some "wild" estimates on how many lines of code an engineer can produce in a day, and how much an engineer might cost. But even with conservative estimates we have a pretty impressive little chunk of code here. Curt. -- Curtis Olson http://www.flightgear.org/~curt HumanFIRST Program http://www.humanfirst.umn.edu/ FlightGear Project http://www.flightgear.org Unique text: 2f585eeea02e2c79d7b1d8c4963bae2d |