Re: windows GCC compiler

2020-04-29 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: windows GCC compiler

@8 regarding clang, it's great (you even can use their libraries to make a compiler for yourself (it's hard you need to be familiar with cpu instructions)). but msvc is more acceptable to gcc in windows!.gcc produces larger executables (even with optimizations), a little bit slower code compared to msvc or clang, different unneeded sections and so on.also msvc can use clr (which isn't this post refer to).

URL: https://forum.audiogames.net/post/524069/#p524069




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Re: windows GCC compiler

2020-04-28 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: windows GCC compiler

@7GCC and Clang have more features. Synthizer mandates Clang for instance, because Clang has some important vector extensions Microsoft doesn't have an equivalent of.  It's not an unreasonable thing to do.

URL: https://forum.audiogames.net/post/523783/#p523783




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net Forum — Developers room : visualstudio via Audiogames-reflector


  


Re: windows GCC compiler

when msvc exist which is the official C/C++ compiler on windows, why you want to use gcc?

URL: https://forum.audiogames.net/post/523663/#p523663




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: windows GCC compiler

@5Itkind of doesn't actually.  I would avoid scons like the plague.  I used it for camlorn_audio and abandoned it because it took scons more time to do whatever scons did than it did to run the actual compiler itself.  In release mode with all the slow optimization flags turned on that make the compiler take forever.  Plus, unless things improved over there it's barely maintained and has trouble finding toolsets.  NVDA uses it, yes, but primarily I think that's because getting off your build system is hard, and they do a lot of weird custom stuff that they can't just port.  Scons and everything to do with it is fragile as hell.

URL: https://forum.audiogames.net/post/523439/#p523439




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: windows GCC compiler

If you have Python background and don't want to mess around with another tool with a specific language like CMake, you can also use SCons for your build orchestration, which should work fine as well. The introductory effort is a bit higher, but it will work just as flawless afterwards.

URL: https://forum.audiogames.net/post/523428/#p523428




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net Forum — Developers room : Kyleman123 via Audiogames-reflector


  


Re: windows GCC compiler

Highly recommend Clang. That is what I'm using for my projects.

URL: https://forum.audiogames.net/post/523349/#p523349




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: windows GCC compiler

As someone who has done C++ for a long time, gcc on Windows is not worth it unless you have a specific reason, for example a class requiring it.  There are too many weird edge cases and unsupported headers and etc. that it's just not worth it.If you need to use GCC for Linux development and just want a more accessible local environment, install WSL.  Your Windows files will be at /mnt/c, /mnt/d, etc. by default without any further work on your part, and you can compile from those directories and edit using your normal editor.  But the produced binaries will be for Linux and will need to be run under WSL.If you need to produce Windows binaries but need GCC-specific features, Clang has full support for Windows, and Microsoft is even a contributor.  You download their official installer, add c:\program files\llvm\bin to your path, and go.  Unfortunately you will also need an installation of Visual Studio in order to get the Microsoft headers.If you just need to build Windows apps and don't care about using GCC or Clang extensions, install Visual Studio and work from the developer command prompt with cl.exe, the Microsoft compiler.In all of these cases I also recommend CMake if your project is bigger than a file or two--but one of the edge cases with GCC is that I suspect CMake and other build orchestration tools will fall flat on their faces trying to find it and set it up for you.Everyone goes "Well GCC is a good compiler, how about getting it on Windows".  This is a mistake.  It's just a massive headache when we have Clang and Microsoft even bothering to keep up with the C++ standards on their official compiler as well.

URL: https://forum.audiogames.net/post/523347/#p523347




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Re: windows GCC compiler

2020-04-27 Thread AudioGames . net Forum — Developers room : Hijacker via Audiogames-reflector


  


Re: windows GCC compiler

There are many compilers available for Windows to compile C/C++ with.1. GCC, included in Mingw32. Just download it and use it right away. Mingw32 includes a complete Linux-like command-line environment, including bash and some tools like Make/CMake and more.2. MSVC, included in Microsoft Visual Studio (even the community edition). Download the said community edition and you'll have a working C/C++ compiler.3. Clang is also available for Windows.4. Some excentric compilers like the IBM one are available too, although I don't think that you'd really need those when getting started.Best Regards.Hijacker

URL: https://forum.audiogames.net/post/52/#p52




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