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Jason Turner
Jason Turner@lefticus·
For everyone professionally programming and working in a compiled language, how long does your product take to compile for a full clean build? (Full clean means from fresh checkout on a newly set up system to working tests)
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Andrew Kaster
Andrew Kaster@Ramborambowski·
@lefticus Depends, does the machine have a souped up Ryzen 9 CPU with 64GiB of RAM? Or is it your college roommate's 2015 MacBook Pro with a barely working screen? :)
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hby
hby@hby_stuff·
@lefticus LLVM. Depending on the machine, could be 15 minutes all the way to 1 hour+.
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Regan Carver
Regan Carver@regancarver·
@lefticus I find it mildly worrying that "<10 minutes" was your minimum
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Raphael Luba
Raphael Luba@LubaRaphael·
@lefticus Why are there no sub-minute options? „<1 second“, „<30 seconds“, „too long“, „way too long“
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Tim Trussner
Tim Trussner@TTrussner·
@lefticus I do everything in my power to keep our compile time below 10 seconds. Removing templates and other cpp nonsense, unity builds etc. I think it could be done < 2 secs
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MidgetViking Games
MidgetViking Games@midgetviking·
@lefticus Typically, my projects take less than a minute to compile. This is because I usually use delphi or freepascal whenever I can. Or, unless c or c++ is the only logical choice. Nothing against c languages, I just prefer pascal.
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Andrew J Haman
Andrew J Haman@AndrewJHaman·
@lefticus 0.6 seconds debug, 10 seconds full release optimizations
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meglio
meglio@meglio·
@lefticus You’re missing a “Less than 5 seconds” option. It is sad that most people don’t even consider it an option and something achievable. Note that Jonathan Blow targets 1M loc/sec with his Jai programming language.
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p1xelHer0
p1xelHer0@p1xelHer0·
@lefticus < 10 minutes seems like a really big interval to me 😬 but I'm not a c/c++ person! Interested in the results.
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exacoustics
exacoustics@exacoustics·
@lefticus 2-2.5 sec 100k loc C codebase, debug build 12sec release build
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jvstech 🇺🇦
jvstech 🇺🇦@jvs_tech·
@lefticus All of LLVM (clang, lldb, lld, mlir, etc.): * 1 hour 8 minutes on my laptop (16 GB RAM, some i7) * 25 minutes on my first build server (256 GB RAM, 2 Xeon E-somethings) * 4 minutes on my second build server (512 GB RAM, 2 Epycs second from top-of-the-line)
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eggsquad
eggsquad@eggsquad_dev·
@lefticus Like 20 minutes on M1, but on the horrid windows laptop they gave me like a good 45 mins to an hour
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Dbug
Dbug@DefenceForceOrg·
@lefticus 45+ minutes on a stand-alone machine, 15+ with a distributed build system... that's using Unreal Engine on an overclocked 5950X with 64gigs of ram and a fast nvme SSD.
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Konrad Kubacki
Konrad Kubacki@konrad_kubacki_·
@lefticus How badly the project has to be architectured to take more than 5 mins on normal HW (company issued Lenovo laptop)? I cannot fathom this 😨 so you make some changes that require full rebuild and then go eat lunch? And what about testing the code? insane waste of programmers time
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Eric Hopper
Eric Hopper@Omnifarious0·
@lefticus When I was working on Minecraft, it was around the 20 minute mark, if I remember correctly. A lot of people used something I thought was a terrible hack that combined all translation units into one. It did speed up builds though, by quite a lot.
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Dmitry /Undefined Behavior/ Sviridkin
@lefticus Rust: 1 minute to download and compile dependencies 5 minutes to compile the service itself (relatively small ~20k LoC, but a lot of monomorphizations for static dispatch by runtime performance reasons) 3 minutes to run unit tests
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Amir Ayupov
Amir Ayupov@disruptnhandlr·
@lefticus Whatever your answer is, try Clang built with PGO and BOLT to save yourself some build time (double digit percentages if you’re lucky). And lld or mold for linking while you’re at it. And of course ninja.
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newobject
newobject@newobject·
@lefticus You need <1 minute option and <10s options
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Manu Sánchez
Manu Sánchez@Manu343726·
@lefticus From the top of my head only the smaller of our C++ based projects takes less than 15min on a 16 thread machine. I recently hit the gnu linker max archive size and had to split stuff into different static libs
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Can
Can@ecoezen·
@lefticus ~30 minutes on distributed build ( w/ incredibuild) ~1 hour local build(high-end machines with 20 threads, parallel build). Both for full release, debug 25% cheaper due to disabled leafs/ build stages. Mostly C++, but also C# and many resource/code generation as build stages.
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Eyal Amir
Eyal Amir@EyalAmirMusic·
@lefticus It's around a minute for a full clean debug rebuild of a single product + library (build from source) + some pre/post scripts. If for whatever reason it would take dramatically longer I would have restructured my project to use prebuilt static libs or something.
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oneH0t
oneH0t@Pw86874243P·
@lefticus Over 30 minutes because of the heavy use of modern C++ features. It's awful.
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david
david@frappe2k·
@lefticus Huge game engine, 3 minutes on a developer machine. At my previous job, a small game written in modern C++ took 40 minutes. You need to optimize for build times.
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