How do YOU reduce compile time, and linking time for Visual C++ projects (native C++)?

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深忆病人
深忆病人 2020-11-29 21:46

How do YOU reduce compile time, and linking time for VC++ projects (native C++)?

Please specify if each suggestion applies to debug, release, or both.

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  • 2020-11-29 22:03

    Use the Handle/Body pattern (also sometimes known as "pimpl", "adapter", "decorator", "bridge" or "wrapper"). By isolating the implementation of your classes into your .cpp files, they need only be compiled once. Most changes do not require changes to the header file so it means you can make fairly extensive changes while only requiring one file to be recompiled. This also encourages refactoring and writing of comments and unit tests since compile time is decreased. Additionally, you automatically separate the concerns of interface and implementation so the interface of your code is simplified.

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  • 2020-11-29 22:04

    The compile speed question is interesting enough that Stroustrup has it in his FAQ.

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  • 2020-11-29 22:05

    With Visual C++, there is a method, some refer to as Unity, that improves link time significantly by reducing the number of object modules.

    This involves concatenating the C++ code, usually in groups by library. This of course makes editing the code much more difficult, and you will run into namespace collisions unless you use them well. It keeps you from using "using namespace foo";

    Several teams at our company have elaborate systems to take the normal C++ files and concatenate them at compile time as a build step. The reduction in link times can be enormous.

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  • 2020-11-29 22:14

    These solutions apply to both debug and release, and are focused on a codebase that is already large and cumbersome.

    Forward declarations are a common solution.

    Distributed building, such as with Incredibuild is a win.

    Pushing code from headers down into source files can work. Small classes, constants, enums and so on might start off in a header file simply because it could have been used in multiple compilation units, but in reality they are only used in one, and could be moved to the cpp file.

    A solution I haven't read about but have used is to split large headers. If you have a handful of very large headers, take a look at them. They may contain related information, and may also depend on a lot of other headers. Take the elements that have no dependencies on other files...simple structs, constants, enums and forward declarations and move them from the_world.h to the_world_defs.h. You may now find that a lot of your source files can now include only the_world_defs.h and avoid including all that overhead.

    Visual Studio also has a "Show Includes" option that can give you a sense of which source files include many headers and which header files are most frequently included.

    For very common includes, consider putting them in a pre-compiled header.

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  • 2020-11-29 22:15

    I use Unity Builds (Screencast located here).

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  • 2020-11-29 22:17

    Our development machines are all quad-core and we use Visual Studio 2008 supports parallel compiling. I am uncertain as to whether all editions of VS can do this.

    We have a solution file with approximately 168 individual projects, and compile this way takes about 25 minutes on our quad-core machines, compared to about 90 minutes on the single core laptops we give to summer students. Not exactly comparable machines but you get the idea :)

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