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Martin Foerster

Distribute compiling

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Is there a C++ Compiler I can compile my M$ VC++ projects with, that works over the network? Like IncrediBuild? But IncrediBuild does not work right. Do you know some other tools, I can use to fight the overwhelming compile time???

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quote:
Original post by Martin Foerster
Ah, thanks alot...but what a pitty...can''t change to another compiler or linux...not my decision.


you asked for a compiler...

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distcc might be able to use the command-line VC++ compilers with some modifications. or you could just compile with gcc. if you use complient code it might work just fine... probably not tho. maybe look into a distcc modified for VC++, im sure its simple.

actually, i think pro versions of vc might do this anyway.

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quote:
Original post by Martin Foerster
Is there a C++ Compiler I can compile my M$ VC++ projects with, that works over the network?
Like IncrediBuild? But IncrediBuild does not work right.


You want something else that does not work right? ;-)

quote:

Do you know some other tools, I can use to fight the overwhelming
compile time???



I submitted an article about this to Gamedev, but it was not published. I didn''t spend a lot of time on it (which is probably why it wasn''t published here!), but I think it has sound ideas in it. You can read it here. It draws heavily on Lakos'' book /Large-Scale C++ Software Design/.

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I can also vouch for IncrediBuild with .NET over a network. Works great, and allows you do see who isn''t doing a lot of work by how much CPU power they have available for you to gobble

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quote:
Original post by dmikesell
I submitted an article about this to Gamedev, but it was not published. I didn''t spend a lot of time on it (which is probably why it wasn''t published here!), but I think it has sound ideas in it. You can read it here. It draws heavily on Lakos'' book /Large-Scale C++ Software Design/.


No offense, but anyone who can get past the introductory paragraph of that article probably doesn''t need to read it. Coupling and cohesion aren''t terms that seem to be in the vocabulary of beginner programmers.

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quote:
Original post by SiCrane
quote:
Original post by dmikesell
I submitted an article about this to Gamedev, but it was not published. I didn''t spend a lot of time on it (which is probably why it wasn''t published here!), but I think it has sound ideas in it. You can read it here. It draws heavily on Lakos'' book /Large-Scale C++ Software Design/.


No offense, but anyone who can get past the introductory paragraph of that article probably doesn''t need to read it. Coupling and cohesion aren''t terms that seem to be in the vocabulary of beginner programmers.


Most programmers understand logical coupling, but I''m not sure they understand physical coupling in C++. If I declare a bunch of private variables and private functions in Foo.h, even though clients of Foo may not be *logically* coupled with these privates, they are *physically* coupled with them. So when they change, all clients must recompile. PIMPL helps to overcome this.



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I have a pretty big project, consisting of about 130 files and 12-14 sub-projects (Dlls).

It takes ''bout 9-10 minutes to compile it with .NET -> with incremental compiling, blahblah all turned on.


The problem with Incredibuild seems to be, that it can''t build on the other agents because of the dependencies between all the projects. However, I tried the trial-version only. But the trial should be no problem, because how should someone evaluate the use of such a tool, when the trial-version doesn''t feature the most important part...so I guess its not a matter of the version.

Regarding ''Like IncrediBuild?'' ... I mentioned this, to give my problem more precision.

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