Long compile times
Displaying 1-11 of 11 total.
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Ness
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It might just be me, because my computer is brain damaged (the CPU will only run at 1 gHz instead of 2.2), but for me to compile my verge game takes upwards of 40 seconds.
Heres my VC stats:
193 ints (3961 expanded), 16 strings (295 expanded), 129 functions, 8109 total lines
It makes for tedious tweaking....
Posted on 2004-07-22 01:15:15
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Omni
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Maybe that's just getting too big. The older VergeC itself took a while to compile a lot of crap, I bet.
If you're using Textpad4, you could make two different tools: "Verge3 Engine" and "Verge3 Compile and Run".
Simply have the two tools run Verge.exe from two different directories: one with a verge.cfg with 'releasemode 1' and one without.
Or not, it's just an idea, though I think it's pretty neat.
VergeC isn't a true language, it is interpreted, after all.
Though, maybe it shouldn't take that long. And you're PC only getting half its processor speed? Unusual.
Posted on 2004-07-22 02:55:29
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Ness
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Um...yeah. I think I cooked the CPU, cause it's always running around 61c. Thats with 2 fans and at half speed.
Mabey when I finally get the thing fixed it will compile faster :p
Posted on 2004-07-22 03:21:50
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Buckermann
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Quote:Originally posted by Ness
It might just be me, because my computer is brain damaged (the CPU will only run at 1 gHz instead of 2.2), but for me to compile my verge game takes upwards of 40 seconds.
It's possible that your 1th or/and 2nd(unlikely) level cache is damaged. That would explain your long compile times.
I too run my CPU at around 1Ghz at the moment (trying to locate a hardware problem), at the compile time for my largest project, with around 7500 lines of code, is under 5 seconds.
Posted on 2004-07-22 12:39:18
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zaril
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compile time..? *looks at his 3 ghz which only shrugs back at him* we do not understand.
Posted on 2004-07-22 14:49:21
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RageCage
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I have a 1.5ghz that runs at 1ghz because my ram sucks but I've had a couple verge games with the same compile statistics as those and my compile times wernt that slow. You probably already know this but I'm gonna say it just to make sure, you can turn off the compiling in verge.cfg for when you want to show it to people and dont want it to take a minute to load
Posted on 2004-07-22 15:40:47
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mcgrue
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If anyone's interested, I believe The Man (aka vecna) is working on making the compiletimes way more efficient through the power of Trees.
He's gone Tree-mad lately for speed reasons. CallFunction() and the varname Get/Set functions (which I don't think have been announced yet) will be way faster in the next build, IIRC.
Posted on 2004-07-24 01:03:54
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Buckermann
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Tree hugging Hippy!
;)
Posted on 2004-07-24 01:09:28
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Zip
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Quote:Originally posted by mcgrue
He's gone Tree-mad lately for speed reasons. CallFunction() and the varname Get/Set functions (which I don't think have been announced yet) will be way faster in the next build, IIRC.
Is vec feeling ok? He's suddenly turned into a god of productivity.... He is putting me to shame...
ALL HAIL!
Zip
Posted on 2004-07-24 01:16:45
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Ness
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Trees > Linked lists
That said, I'm still going to need to get a new CPU...
Posted on 2004-07-24 01:36:19
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andy
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Quote:Originally posted by Ness
Trees > Linked lists
That said, I'm still going to need to get a new CPU...
errrr I was going to says something, but that's sort of true: linked lists are a special case of trees.
Anyway, the biggest advantages of this change (if it's what I think it is) won't be speed: compilers which work on syntax trees are just flat-out better in every way.
I've already implemented such a compiler myself, and it can do all sorts of fancy things like report multiple syntax errors in one run-through, some dead code removal, flow analysis, and all sorts of other fun things that just wouldn't be realistic otherwise.
There's also potential for doing cool things like deducing the type of a variable or a function based on an initializer expression or how it's used.
This should be a pretty huge improvement. :)
Posted on 2004-07-26 23:27:02
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