Gav is probably correct... about the size of the resultant B3D code being bigger...
... i think one BIG factor is being overlooked here.
all c code is not entirely independent... especially MS compiled code... it relies heavily on the various runtimes to accomplish whatever it needs to do...
taking this into account, i would think that any c or c++ code that produces a single binary of similar functionality, that Blitz3D implements, will be the same size, or similar...
try and run some c stuff without MSVCRTxxx.xxx... surely the sizes of those libs must also be factored in...
i would then have to conclude that this fact makes this whole thing about compiler bloat (whatever that actually is referring to) as being relatively... insignificant...
** note ** ** disclaimer **
the above response is not a product of any Blitz3D fanboy paranoia or associative mental disorders...
nor is it a prewritten template response, from a member of the Entity Guild...
my objectivity is a matter of public record as far as Blitz vs the World issues is concerned...
:)
--Mike
... i think one BIG factor is being overlooked here.
all c code is not entirely independent... especially MS compiled code... it relies heavily on the various runtimes to accomplish whatever it needs to do...
taking this into account, i would think that any c or c++ code that produces a single binary of similar functionality, that Blitz3D implements, will be the same size, or similar...
try and run some c stuff without MSVCRTxxx.xxx... surely the sizes of those libs must also be factored in...
i would then have to conclude that this fact makes this whole thing about compiler bloat (whatever that actually is referring to) as being relatively... insignificant...
** note ** ** disclaimer **
the above response is not a product of any Blitz3D fanboy paranoia or associative mental disorders...
nor is it a prewritten template response, from a member of the Entity Guild...
my objectivity is a matter of public record as far as Blitz vs the World issues is concerned...
:)
--Mike