RE: [GD-General] Overhead of RTTI
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From: Grills, J. <jg...@so...> - 2002-12-24 14:43:14
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I think it's a good general rule. I never said it was an absolute, mind you, just a general rule. My experience with game programmers is that MI is most often misused. Sure, it has appropriate applications, but I'd bet at least 90% of the MI use in our game is ill-founded. Actually, it's funny that you mention templates. We are seriously debating a rule about templated classes in headers requiring lead permissions as well. They substantially increase build times, dependencies, and a host of other evil problems. In fact, we just ran into a problem where MSVC 6's PDB format is limited to 64mb, and one of our largest applications will no longer link with full debugging information because of it. I've done some analysis of the PDB contents, and about 27mb of that are text strings containing symbol names with "_STL" in them. Unless compiler/linker support for templates improves significantly, I really think that one day in the future, we'll look back on C++, templates and the STL and say, "What in the hell were we thinking?!?". And yes, we have a large team of 13 programmers. j -----Original Message----- From: Noel Llopis [mailto:ll...@co...] Sent: Tuesday, December 24, 2002 8:04 AM To: gam...@li... Subject: Re: [GD-General] Overhead of RTTI On Tue, 24 Dec 2002 05:54:49 -0800 "Grills, Jeff" <jg...@so...> wrote: > And, as a general rule, multiple inheritance is evil and should be avoided. Whoa! Talk about an overblown general statement! I would say that multiple inheritance definitely has its place, in particular inheritance of abstract interfaces. > In fact, we've recently put a rule in place where any use of multiple > inheritance requires a lead programmer's permission before submitting to > source control. Do you have similar rules about using templates? What about classes that exceed 1000 lines of code? Both of those situations seem more potentially dangerous to me than using multiple inheritance. Just curious. Of course, on the other hand, in a large team it might be a good idea if before checking in any new classes or adding any new dependencies between classes a lead programmer approves it first, but that's a separate discussion. --Noel ll...@co... ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Gamedevlists-general mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-general Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=557 |