• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
jerrinx

Improvement in Template Compilation Time

4 posts in this topic

Hey Guys,

The following works for me in Windows.
I have one header file for [b]declaration "TemplateChk.h"[/b]
I have one header file for [b]definition "TemplateChkDef.h"[/b]

And in your target application you could define concrete classes for the corresponding template classes in Concrete.cpp
So your header file for template classes need not contain implementation, thereby improving compilation time for template
classes, if I am not mistaken.

Just want to know if what I am doing is correct and is it supported on other Platforms like Linux and Apple IOS ?

Thanks

-------------------------------------------------
//TemplateChk.h
-------------------------------------------------

#pragma once

template <class E>
class TemplateChk
{
E val;

public:
void lama();
};

-------------------------------------------------
TemplateChkDef.h
-------------------------------------------------

#pragma once

template <class E>
class TemplateChk
{
E val;

public:
void lama()
{
}
};

-------------------------------------------------
Concrete.cpp
-------------------------------------------------
#include "TemplateChkDef.h"

template TemplateChk<int>;
template TemplateChk<float>;
.....

//Compilation time for this file is reduced since it does not include template class with function definition
-------------------------------------------------
Application.cpp
-------------------------------------------------
#include "TemplateChk.h"

void main()
{
TemplateChk<int> mamma;
mamma.lama();

TemplateChk<float> mamma;
mamma.lama();
}
1

Share this post


Link to post
Share on other sites
It's called explicit template instatiation. However, you should not have the class defined a second time in a second file. In your concrete.cpp, just define the functions as normal outside-the-class member function definitions and instatiate the templates. Your structure with two files; one with the class declaration and one with the definition, is at the very least a maintenance nightmare since you must keep the two files in sync. The language already have what you need so you don't have to hack that part.
2

Share this post


Link to post
Share on other sites
Hey Bob,

Thanks a lot. Template instantiation is what I wanted !!

Regards Edited by jerrinx
0

Share this post


Link to post
Share on other sites
[quote name='Brother Bob' timestamp='1338231421' post='4944108']
In your concrete.cpp, just define the functions as normal outside-the-class member function definitions and instatiate the templates
[/quote]

If you are doing this as part of a static library I would say it's best to still put these function definitions in a seperate header file (or .ipp or .inl whatever takes your fancy) rather in the instantiating cpp (although as Brother Bob points out the extra class definition in your example code is redundant). This file can then be distributed with your normal headers. This way if you don't provide an explcit instantiation for a particular type, client code can still include the appropriate file and instantiate for that type, otherwise client code can only ever use the types you export.

[CODE]
// SomeStruct.hpp
template <class T>
struct SomeStruct {
void func();
};

// SomeStruct.ipp
template <class T>
void SomeStruct<T>::func() {
// code
}

// instantiation.cpp
#include "SomeStruct.hpp"

template class SomeStruct<int>;
template class SomeStruct<double>;

// client.cpp
#include "SomeStruct.hpp"
#include "SomeStruct.ipp" // explicit instantation for double not provided in SomeLib.lib

SomeStruct<double> object;
[/CODE]
1

Share this post


Link to post
Share on other sites
You are right !

I was doing that right now when I saw your comment. [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

Thanks for the update guys. Really appreciate it.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0