RE: [Algorithms] OT: Include hell
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From: Tom F. <to...@mu...> - 2001-08-01 15:53:49
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Precompiled headers can speed up compiling enormously (we got a 4x speed increase on whole-project rebuilds). There's stuff in the archives about setting them up in VC6. Tom Forsyth - Muckyfoot bloke. What's he up to now (and can I have a go)? http://www.eidosinteractive.com/downloads/search.html?gmid=86 > -----Original Message----- > From: Sergei Miloikov [mailto:se...@ha...] > Sent: 01 August 2001 16:23 > To: gda...@li... > Subject: [Algorithms] OT: Include hell > > > Little offtopic, but I remember of slightly related > discussion right here so > here it goes: > We have problem with our compile time - our in-house tool > shown that from > 160K lines of code compiler must parse about 2.5M lines not > including STL > (77Mb text). I have been searching for some tool for > profiling the source > code structure and especially the include hierarchies, but > found none. So, > does somebody know such a tool? It will be cool if it can > determine when > there is no need of a header, this will be difinitely of > great help, because > after some reorganizations of source code I found that there are such > useless includes everywhere. And I have a question - how > other people decide > where to put constants? It seems that even if everything is > ideal (single > class - single header), if the class is some big, templated > piece of lots of > inlined code and there is single constant I feel very > confused to include it > because of that constant! Placing all the constants inside > single file is > pain indeed. Any comments? > Sergei Miloikov, programmer at Haemimont AD > > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > |