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author(no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec>2005-01-24 17:06:08 +0000
committer(no author) <(no author)@54d463be-8e91-2dee-dedb-b68131a5f0ec>2005-01-24 17:06:08 +0000
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CHangelog
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/branches/stable@977 54d463be-8e91-2dee-dedb-b68131a5f0ec
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Date Added
+01/24
+ * some G++ compile tweaks and got through several files in the
+ map server - [SVN 976] [MouseJstr]
+
+ Why are we doing a C++ conversion? We have a lot of duplicate
+ code and would like to make the "classes" in the server share
+ code.. For example, a pet should be able to share code from
+ the player or from a mob. Similerly, introducing a new type
+ of entity in the game should be as simple as creating a
+ sub-class instead of having to crawl through the entire source
+ tree searching for every class check and introducing handler
+ code in for your new type.
+
+ Finally, while a garbage collector is "cool", it would still
+ be nice to have enough object knowledge on how to clean up
+ data that it is not absolutely required. It is faster for
+ us to clean up our own messes then introduce a whole system
+ for cleaning up after ourselves.
+
+ Is there a C++ performance penalty? Not if the code is
+ written correctly. For example
+ 1) No templates - code bloat and destroys cpu cache
+ coheriancy
+ 2) No C++ exceptions - slows down entering and
+ exiting functions
+ 3) No operator overloading - makes it hard to
+ understand what is going on.
+ 4) No C++ STL libraries - Templates, huge, bloated,
+ unportable
+ 5) No method inlining - code bloat and reduces cache
+ coheriancy. Let the optimizer do it...
+
01/23
* char-server (SQL & TXT), login-server (SQL & TXT), and txt-coonvertors
(char and login) all compile on g++ now [svn 975] [Ajarn]