CHangelog
git-svn-id: https://svn.code.sf.net/p/rathena/svn/branches/stable@977 54d463be-8e91-2dee-dedb-b68131a5f0ec
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Date Added
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01/24
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* some G++ compile tweaks and got through several files in the
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map server - [SVN 976] [MouseJstr]
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Why are we doing a C++ conversion? We have a lot of duplicate
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code and would like to make the "classes" in the server share
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code.. For example, a pet should be able to share code from
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the player or from a mob. Similerly, introducing a new type
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of entity in the game should be as simple as creating a
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sub-class instead of having to crawl through the entire source
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tree searching for every class check and introducing handler
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code in for your new type.
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Finally, while a garbage collector is "cool", it would still
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be nice to have enough object knowledge on how to clean up
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data that it is not absolutely required. It is faster for
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us to clean up our own messes then introduce a whole system
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for cleaning up after ourselves.
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Is there a C++ performance penalty? Not if the code is
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written correctly. For example
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1) No templates - code bloat and destroys cpu cache
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coheriancy
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2) No C++ exceptions - slows down entering and
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exiting functions
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3) No operator overloading - makes it hard to
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understand what is going on.
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4) No C++ STL libraries - Templates, huge, bloated,
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unportable
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5) No method inlining - code bloat and reduces cache
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coheriancy. Let the optimizer do it...
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01/23
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01/23
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* char-server (SQL & TXT), login-server (SQL & TXT), and txt-coonvertors
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* char-server (SQL & TXT), login-server (SQL & TXT), and txt-coonvertors
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(char and login) all compile on g++ now [svn 975] [Ajarn]
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(char and login) all compile on g++ now [svn 975] [Ajarn]
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