Don't forget to backup regularly

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roook_ph
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Postby roook_ph » Apr 10, 2011 2:33

I still wanna argue that about 90% of those 19000 lines are library codes
Well, just assume they aren't. :\

Whoa ! 19000 lines of purely typed freebasic codes! Really ? Thats would be a small OS if you are a C++ or assembler programmer.
agamemnus
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Postby agamemnus » Apr 10, 2011 2:38

Well, it's 17K lines of Freebasic code and 2K lines of C++ library wrapper code of my own making. It's my biggest program by far and I expect another 17K lines to be added before it's complete.

I read that Black & White had something like a million lines of code...
TESLACOIL
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add a zero and that how big ASIMOV1 will be when it finished

Postby TESLACOIL » Apr 10, 2011 5:08

add a zero and that how big ASIMOV1 will be when its finished.

thankfully the bulk of it is auto generated. Ill still have to hand type about 100k lines of code. sighs! The total will be somehow between 5 to 10 million lines of code all in all.
Landeel
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Postby Landeel » Apr 11, 2011 2:57

if you use Linux and dual-boot into Windows, don't try to open Windows Disk Manager in Windows


Better yet, don't try to open Windows! :)

By the way, I'm developing a game oriented library, and at the same time developing my game with it. Both in FreeBASIC of course.

My library has just 12k lines of code. :0
anonymous1337
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Postby anonymous1337 » Apr 11, 2011 13:57

I don't see why 19K LOC seems so impressive. The FreeBASIC compiler is nearly 500K LOC.

I make backups of my backups of my backups. The good thing about making a significant mistake is that, unless you're a fool, you won't be making it again.
marcov
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Postby marcov » Apr 11, 2011 15:14

anonymous1337 wrote:I don't see why 19K LOC seems so impressive. The FreeBASIC compiler is nearly 500K LOC.


The compiler or the project? If look at our project, the LOCs are dominated by a few large header translations (Microsoft, Apple).
anonymous1337
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Postby anonymous1337 » Apr 11, 2011 15:32

Is that so? If I recall correctly, the hand-written RTL, gfxlib and compiler code is pretty big.

I still don't see the big deal. I slam out over 1K LOC on a good day, easily.

My last C++ project (a few hours work, did this today): ~1K LOC
My last Java Project (a few days): ~3K LOC
My last VB.NET Project (a few days): easily > 3K LOC + 15 or so .aspx files + the database schema. Probably way more code. It's a hefty project.

Maybe everyone needs to stop checking their email so much? And pay attention to the clock. More can be done in a half hour than one may think...

PS: (Not to be hubristic - I do a lot of planning before I start coding.)
marcov
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Postby marcov » Apr 11, 2011 15:42

anonymous1337 wrote:Is that so? If I recall correctly, the hand-written RTL, gfxlib and compiler code is pretty big.


E.g. FPC 210KLOC. FPC/whole project 1.6MLOC Lazarus (the IDE), 1.1MLOC.

The Windows headers of the RTL alone are in the magnitude of 10MB (and those only cover the core win32 system. The odd ball and COM stuff are outside the RTL)

But those pesky 210KLOC in the compiler is where a lot of the work goes :-)

I still don't see the big deal. I slam out over 1K LOC on a good day, easily.


That's quality vs quantity. Take an 1KLOC worth of bugfixing vs 1KLOC automated header translation. You wouldn't agree they both took the same effort, wouldn't you?
anonymous1337
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Postby anonymous1337 » Apr 11, 2011 15:56

I hear what you're saying. Maybe code growth vs effort is logarithmic. I can manage projects between 500-5K+ LOC pretty well, but I've only done a couple projects which rear 10K+ LOC.

From the Paint.NET wiki:
Paint.NET originated as a computer science senior design project during spring 2004 at Washington State University. Version 1.0 consisted of 36,000 lines of code and was written in fifteen weeks.

In contrast, version 3.35 has approximately 162,000 lines of code.
TJF
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Postby TJF » Apr 11, 2011 18:21

My planing (even for well prepared projects):

First 100 LOC = 1 hour,
second 100 LOC = 1 day,
next 100 LOC = 1 week, ...

Yes, it's somehow logarithmic.
anonymous1337
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Postby anonymous1337 » Apr 11, 2011 18:26

I combine thorough planning with rapid prototyping. Implement, refactor, repeat.

The interface is planned using a top-down approach and seldom changes. The implementation is subject to hacking and slashing as necessary.
vdecampo
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Postby vdecampo » Apr 11, 2011 19:56

My current project is > 300k LOC. I get about 500 lines/week done. Much of the time is spent debugging interprocess com and bulletproofing functions. New functionality comes at an even slower process because each new item needs to be checked against existing ones.

-Vince
TESLACOIL
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so true

Postby TESLACOIL » Apr 12, 2011 2:39

TJF wrote:My planing (even for well prepared projects):

First 100 LOC = 1 hour,
second 100 LOC = 1 day,
next 100 LOC = 1 week, ...

Yes, it's somehow logarithmic.



oh sooo true


1000 lines of artful code being a masterpiece
roook_ph
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Postby roook_ph » Apr 12, 2011 12:01

Deleted
Destructosoft
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Postby Destructosoft » Apr 14, 2011 3:52

Sometimes not backupping* data can get you into trouble, sure, but it isn't always the kind of trouble away from which you can get merely by recoding the project.

I once coded a dungeon crawler on my Apple II. It had PERFECT gameplay and balance. Then I accidentally saved the demo mode program with the game filename.

Since I didn't backup, I could just recode it, right? Nope! The perfection could not be replicated. I ended up spending years making mediocre games before I finally found out how to bring back the spark.

*Sounds like a medical condition, no? "I've been backupping all the time, and I've tried drinking a glass of water..."

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