compiled code file size

Duke Normandin dukeofperl at ml1.net
Fri Sep 20 15:49:58 PDT 2013


On Friday, 20-Sep-13 3:04 PM, Nick Sabalausky wrote:
> On Fri, 20 Sep 2013 21:45:48 +0200
> "Temtaime" <temtaime at gmail.com> wrote:
>>
>> Software MUST
>> running almost ANYWHERE and consumes minimal resources.
>>
>> For example i hate 3dsmax developers when on my game's map it
>> uses several GB of ram amd freezes sometimes, when Blender uses
>> only 500 MB and runs fast. The only reason for me for use 3dsmax
>> is more friendly contoling. But this is another story...
>>
>> Some users which doesn't have ""modern"" PC will hate your app
>> too i think.
>> One should optimize ALL things which he can to optimize.
>>
>
> I agree with what you're saying here, but the problem is we're looking
> at a difference of only a few hundred k.
>
> Heck, my primary PC was a 32-bit single-core right up until last year
> (and I still use it as a secondary system), and I didn't care one bit if
> a hello world was 1k or 1MB.
>
> How many real world programs are as trivial as a hello world? A few
> maybe, but not many. Certainly not enough to actually add up to
> anything significant, unless maybe you happen to be running on a 286 or
> such.
>
> If we were talking about real-world D programs taking tens/hundreds of
> MB more than they should, then that would be a problem. But they
> don't. We're just talking about a few hundred k for an *entire* program.
>

I should have been a bit more clear!! It's the _relative_ size 
difference that bothers me!! One is almost 26 times larger than the 
other. If I'm to expect that same variance in a large to huge 
project, that I think that I'd me in a world of bullshine!!


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