RE: [GD-General] Re: stl on consoles
Brought to you by:
vexxed72
From: Andrew G. <ag...@cl...> - 2003-04-29 03:05:57
|
The debug symbols aren't loaded by the console they're used by the debugger. In the early days of SN's GC tools we were getting debug executables of about 150mb! FWIW we don't use the STL, we rolled our own versions of the most commonly used parts which have identical signatures, we did the same for large parts of the standard C library. Andy -----Original Message----- From: Enno Rehling [mailto:en...@de...] Sent: 28 April 2003 05:11 To: gam...@li... Subject: [GD-General] Re: stl on consoles I can't speak from experience about stl on consoles, haven't used it. But one problem I see that you haven't mentioned and I haven't seen discussed is symbol size. STL debug symbols tend to be big - I wrote a sample application using luabind the other day, which uses boost and some funky template stuff to create C++ bindings for lua. The executable was 400 K without debug symbols, and 16 MB with debug symbols. That wouldn't have fit on a console, ever. I think that for XBOX at least, you can keep the debugging symbols off the actual console, in a PDB file, but I'm not sure if that's the way all consoles handle it - thinking about it, they probably do. Has anyone got more console experience than me? Even then, the excessive inlining you get eith STL code is going to bloat your executable, and on some platforms you can't grow it much. On the gamecube, Nintendo won't let you make executables bigger than 4MB, for example, so this could conceivably become an issue. Enno. ------------------------------------------------------- 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 DISCLAIMER: Unless otherwise expressly stated, this message does not create or vary any contractual relationship between you and Climax Studios Ltd. The contents of this e-mail may be confidential and if you have received it in error, please delete it from your system, destroy any hard copies and contact the originator of the email. In accordance with the Telecommunications (Lawful Business Regulations) (Interception of Communications) Regulations 2000 the Company reserves the right and, may at any time, monitor and intercept (but not record) e-mails to establish if they are relevant to its business. |