To reduce the level of misguided answers make s
Interesting question! You are certainly right that all of the listed disadvantages are specific to the developer. I would suggest, however, that a disadvantaged developer is far less likely to produce a quality product. There may be no runtime disadvantages, but imagine how reluctant a developer will be to make small changes if each compile takes hours (or even days) to complete.
I would look at this from a "premature optimization" angle: modular code in multiple files makes life easier for the programmer, so there is an obvious benefit to doing things this way. Only if a specific application turns out to run too slow, and it can be shown that inlining everything makes a measured improvement, would I even consider inconveniencing the developers. Even then, it would be after a majority of the development has been done (so that it can be measured) and would probably only be done for production builds.
We (and some other game companies) did try it via making one uber-.CPP that #include
ed all others; it's a known technique. In our case, it didn't seem to affect runtime much, but the compile-time disadvantages you mention turned out to be utterly crippling. With a half an hour compile after every single change, it becomes impossible to iterate effectively. (And this is with the app divvied up into over a dozen different libraries.)
We tried making a different configuration such that we would have multiple .objs while debugging and then have the uber-CPP only in release-opt builds, but then ran into the problem of the compiler simply running out of memory. For a sufficiently large app, the tools simply are not up to compiling a multimillion line cpp file.
We tried LTCG as well, and that provided a small but nice runtime boost, in the rare cases where it didn't simply crash during the link phase.
Little benefit
On a good compiler for a modern platform, inline
will affect only a very few functions. It is just a hint to the compiler, modern compilers are fairly good at making this decision themselves, and the the overhead of a function call has become rather small (often, the main benefit of inlining is not to reduce call overhead, but opening up further optimizations).
Compile time
However, since inline also changes semantics, you will have to #include
everything into one huge compile unit. This usually increases compile time significantly, which is a killer on large projects.
Code Size
if you move away from current desktop platforms and its high performance compilers, things change a lot. In this case, the increased code size generated by a less clever compiler will be a problem - so much that it makes the code significantly slower. On embedded platforms, code size is usually the first restriction.
Still, some projects can and do profit from "inline everything". It gives you the same effect as link time optimization, at least if your compiler doesn't blindly follow the inline
.
That's pretty much the philosophy behind Whole Program Optimization and Link Time Code Generation (LTCG) : optimization opportunities are best with global knowledge.
From a practical point of view it's sort of a pain because now every single change you make will require a recompilation of your entire source tree. Generally speaking you need an optimized build less frequently than you need to make arbitrary changes.
I tried this in the Metrowerks era (it's pretty easy to setup with a "Unity" style build) and the compilation never finished. I mention it only to point out that it's a workflow setup that's likely to tax the toolchain in ways they weren't anticipating.
Suppose foo()
and bar()
both call some helper()
. If everything is in one compilation unit, the compiler might choose not to inline helper()
, in order to reduce total instruction size. This causes foo()
to make a non-inlined function call to helper()
.
The compiler doesn't know that a nanosecond improvement to the running time of foo()
adds $100/day to your bottom line in expectation. It doesn't know that a performance improvement or degradation of anything outside of foo()
has no impact on your bottom line.
Only you as the programmer know these things (after careful profiling and analysis of course). The decision not to inline bar()
is a way of telling the compiler what you know.