Re: dmd 1.062 and 2.047 release
== Quote from BCS (n...@anon.com)'s article > Hello Walter, > > strtr wrote: > > > >> It's the optimization :) > >> Without -O compilation took only a few seconds! > > Well, that explains it! Little attempt is made in the optimizer to > > make it compile faster if that would interfere with generating faster > > code. > > > How does 1.061 w/ -O compare to 1.062 w/ -O? If 62 is much slower that might > be of interest. That is exactly what I mentioned :? Or did you mean w/o ? In that case I don't much care it takes 5 or 10 seconds for thousands of lines of code :) (or, I don't know how to time dmd more precise than with my stopwatch when called through bud :D) Anyway, I kind of like that it takes longer now with optimization. I haven't checked whether things actually got any faster, but it feels a bit like in older games when it said: "Optimizing X for your computer" or "Generating A.I." :)
Re: dmd 1.062 and 2.047 release
Hello Walter, strtr wrote: It's the optimization :) Without -O compilation took only a few seconds! Well, that explains it! Little attempt is made in the optimizer to make it compile faster if that would interfere with generating faster code. How does 1.061 w/ -O compare to 1.062 w/ -O? If 62 is much slower that might be of interest. -- ... <
Re: dmd 1.062 and 2.047 release
Brad Roberts wrote: On Tue, 15 Jun 2010, Walter Bright wrote: strtr wrote: It's the optimization :) Without -O compilation took only a few seconds! Well, that explains it! Little attempt is made in the optimizer to make it compile faster if that would interfere with generating faster code. Chances are that the changes to allow more inlining contribute to handing the optimizer more work to chew on too. You're very likely right.
Re: dmd 1.062 and 2.047 release
On Tue, 15 Jun 2010, Walter Bright wrote: > strtr wrote: > > It's the optimization :) > > Without -O compilation took only a few seconds! > > Well, that explains it! Little attempt is made in the optimizer to make it > compile faster if that would interfere with generating faster code. Chances are that the changes to allow more inlining contribute to handing the optimizer more work to chew on too.
Re: dmd 1.062 and 2.047 release
strtr wrote: It's the optimization :) Without -O compilation took only a few seconds! Well, that explains it! Little attempt is made in the optimizer to make it compile faster if that would interfere with generating faster code.
Re: dmd 1.062 and 2.047 release
It's the optimization :) Without -O compilation took only a few seconds!
Re: dmd 1.062 and 2.047 release
strtr wrote: My project takes 4 times longer to compile with 1.062 (iso 1.061). It now takes 1min 20sec on my p4 and memory doesn't seem to be the problem (<80MB). I'd rather have it below 30sec :) I have no idea why that might be. Anyone else have this problem?
Re: dmd 1.062 and 2.047 release
My project takes 4 times longer to compile with 1.062 (iso 1.061). It now takes 1min 20sec on my p4 and memory doesn't seem to be the problem (<80MB). I'd rather have it below 30sec :) bud prj\main.d -w -inline -O -full -cleanup -IC:\D\Libs\
Re: dmd 1.062 and 2.047 release
On 2010-06-14 04:10, Eric Poggel wrote: On 6/13/2010 9:30 AM, Lutger wrote: Great, thank you! I noticed both std.concurrency and std.json are not (yet?) included in the documentation. Does that have any bearing on their status, are they usable and / or stable? There are some other modules without documentation like std.openrj and std.perf. Is there a page somewhere that documents their fate? I could only find this one: http://www.wikiservice.at/wiki4d/wiki.cgi?LanguageDevel Speaking of std.json, has anyone looked at the Orange library on dsource? http://www.dsource.org/projects/orange/ I haven't used it (yet), but it looks to support a back-end serialization engine that supports different front-ends, with xml currently being implemented. It's also Boost licensed. I would but it the other way around, a serialization front end with support for different back ends (archive types). I hope to add support for Phobos soon. -- /Jacob Carlborg