Thanks for letting me know... I must have not been around when that discussion was made. The statement was based off the assumption that people would prefer to build osg in less than 5 minutes rather than a couple of hours (which I believe is still true). The gotcha for me is that people have had so much trouble using them.

Our company has used pre-compiled headers for 6+ years (every since VS 7), for projects larger than this with no problems at all. It's a shame I wasn't around during the discussions about this. I suspect the real difference is that pre-compiled headers are too clunky for a multi-platform environment. For this reason, I bow out gracefully for the idea.

Really though, the significant amount of time that could be saved is a strong argument for consideration... Is the price for this really too high? Is there anyone at all in the OSG community who has had positive experience with pre-compiled headers?

James Killian
----- Original Message ----- From: "Gordon Tomlinson" <[email protected]> To: "'OpenSceneGraph Submissions'" <[email protected]>
Sent: Monday, January 26, 2009 9:43 PM
Subject: Re: [osg-submissions] fixes for solaris build


Hi James

FYI Not using pre-compiled headers in OSG was/is a conscious choice,  many
on this list will not touch pre-compiled headers with a barge pole for
various reason that have been discussed several times in the past.

In our shop the use of pre-compiled headers is  totally band...


"it would make all the  VS7-9 OSG developers very happy"

Bold statement speaking for every one like that :)

I'm one Vs7-9 OSG Developer that would be very annoyed if  precompiled
headers were enabled :(






____________________________________________________________________________
__________
Gordon Tomlinson

[email protected]
IM: [email protected]
www.vis-sim.com www.gordontomlinson.com
____________________________________________________________________________
__

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of James
Killian
Sent: Monday, January 26, 2009 10:16 PM
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] fixes for solaris build


One convention that we use is to include stdafx.h first and then the "dll"
header file.  It is too bad that OSG didn't follow this convention
otherwise; I'd pursue making a submission that turned on pre-compiled
headers (That's easy to do actually).  If this were turned on, it is
possible to build projects in under a minute rather than take an hour (Even the OSG project). I'm not sure if other compilers have such a feature, but
if someone wanted to take and run with this idea, it would make all the
VS7-9 OSG developers very happy.


James Killian
----- Original Message ----- From: "Robert Osfield" <[email protected]> To: "OpenSceneGraph Submissions" <[email protected]>
Sent: Friday, January 09, 2009 6:12 AM
Subject: Re: [osg-submissions] fixes for solaris build


Thanks Andy, build fixes now merged and submitted to svn.  I number of
additions of stdlib.h probably comes down to clean up of OSG headers
that I did which removed unnecessary includes, this while cleaner does
push the need to include stdlib.h etc. on to more source files.

On Thu, Jan 8, 2009 at 7:17 PM, Andy Skinner <[email protected]>
wrote:
Remember how I've had to add lots of includes to files for uses of
getenv(),
system(), atoi(), and similar, for our Solaris compiler?



Here is a pile more.  This shows how long it has been since I was
compiling
OSG regularly, and how much has gone in.



thanks

andy



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