XCode version slower?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/03/2007 at 09:53, xxxxxxxx wrote:
Push...and I´ll push until I get a supportive answer.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 03/03/2007 at 12:19, xxxxxxxx wrote:
I'm with Katachi on this one. I'll be back here soon to have an indepth discussion with dev support and possibly the developers about the continuing random crashes in my plugins - it has been noted on CGTalk that once all plugins are removed (not just mine), stability is good - with plugins bad.
This certainly isn't the fault of plugin developers, is linked pretty heavily to R10 and XCode (but not exclusively XCode), and is not only frustrating but infuriating (how do you debug random crashes that have no direct connection to your plugin - i.e.: the crashes do not even mention your plugin but you know there is a connection?). I haven't even figured out how to do a debug with XCode for C4D plugins - as Katachi will agree.
To sort of steer my post back to the topic, I have noticed the same types of incredibly slow behavioural response on the Intel Mac running R10 UB. AM sliders that show no sign of sluggishness whatsoever in R9.6 UB (!) constantly raise the 'beach ball' in R10 UB. This can't be my code (!!), now can it (hint - it's the same code for both builds).
I apologize for the long rant and diversionary tactics...
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/03/2007 at 07:01, xxxxxxxx wrote:
First of all, it seems that you don't use the project file the comes with the C4DSDK at all. Generally there is no need to change any of the settings except for the name after duplication.
To optimize, use Shark on the Mac to see where the hotspots in your application are. GCC has different characteristics and optimizations than Microsoft compilers.
Try to make the behaviour reproducable and send a small example including source code to MAXON. Especially when there's a difference between R9.6 UB and R10 UB this indicates there is a secondary problem. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/03/2007 at 09:21, xxxxxxxx wrote:
First of all, it seems that you don't use the project file the comes with the C4DSDK at all.
Sure I do.
Generally there is no need to change any of the settings except for the name after duplication.
Actually, you do have to change the sources (duh) and the search paths for headers (my headers - duh II) in the least and in my case there are additional libs added. I don't compile in my default Cinema 4D install for very valid reasons - on any system (Windows, Win x64, MacOS PPC, or MacOSX). But I do always work from a copy of the Resource folder.
My project is a thousand times more complex that that simplistic sdk example lib (it is an application almost in its own right) and consists of 14 plugins (so far) together (in a suite) that work in tandem. Previously, I required exceptions be enabled for a third-party source, but have since modified that code to remove the need for exceptions - enabled exceptions caused no end of pain with delete() and delete (they be Maxon's). I also use zlib support. Great when YOU don't need to do anything complicated or beyond the SDK. Not so great when I have to though...
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/03/2007 at 12:10, xxxxxxxx wrote:
The answer refers to the initial poster. Changing sources and adding libraries doesn't affect any project settings!
Of course settings have to be adapted in lots of cases, but the point is that you only should change things when you fully understand how the compiler is working. Apple offers free documentation for XCode and related tools (like Shark). ZLib doesn't conflict with the C4D API and for new/delete there's a workaround by moving the code to a DLL.
Back to the original topic: try to nail down the slowdown, then Maxon support will be able to help. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 06/03/2007 at 12:15, xxxxxxxx wrote:
I don't think that the original poster wouldn't use the project file that comes with the SDK example plugin - he's been around this SDK much longer than I.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 01:51, xxxxxxxx wrote:
Hi,
I AM using the SDK project file (why should I start with a custom one when there is already a project file? beside that the conversion from Codewarrior to XCode clearly only uses the project file), but I also tried my own files, I changed every possible setting, I tried everything!
Not sure if you are reading my post, but there is no difference between 9.6 and 10. They are the same, they simply are slower on MAC than on PC (hence the name of this thread). I am using the SDK for almost 5 years now and never had any issues, not for PC nor for MAC (with Codewarrior) until now where I use XCode. The slowdown is NOT reproducable. I am using SDK typedefs only and my code is 20.000 lines heavy (and this is only the part that is slower!), it´s not like "go and find the lines that are slower". This is not about a simple plugin.
As my code runs as expected on PC, it is NOT the code that is the problem but the compiler. The logical consequence is that the problem arises due to XCode or its way of optimisation.
The GCC compiler shouldn´t affect the performance even when it has different optimisations, as the API is optimised to work with it just the way it does for PC. C4D even runs some percent faster with XCode than it did with Codewarrior, so I can expect my code to be optimised in the same way. I am not using any invalid C++ operations nor do I use any libs except for the ones that come with the SDK. I am absolutely valid with the SDK.
Anyway, NO answer is not what I call support in any way no matter what. And I do looked into the Xcode ref which is horrible btw. Did you look at it? Ever tried a debug session with it? (if so, please tell me how to do it, because the support wasn´t able to tell me...no wait, I didn´t get an answer to that either. How to define "support"???)
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 03:31, xxxxxxxx wrote:
ok, this thread now is so long, I ask my question short and straight again for the developer support:
1. Are there any issues known that can cause a slow down when using the XCode compiler?
2. What *could* be the reason for a potential slow down as I described in my initial post? Could it be that the GCC compiler of XCode is NOT able to fully optimise C++ class function calls? My code uses OOP very much, may this be a problem with XCode concerning performance (especially a high impact as I get)?
Thanks and I cannot put my question clearer.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 03:51, xxxxxxxx wrote:
Samir, please try your plugin with Software shading under Windows and OSX, are there still huge differences in speed? It can be an error on the OpenGL side. I will give a more lengthy answer later today.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 04:01, xxxxxxxx wrote:
ah finally! Thank you I will try and report back!!
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 04:10, xxxxxxxx wrote:
On windows I get the same speed in Software shading. Will try on MAC now. Doesn´t seem to be OGL though.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 04:14, xxxxxxxx wrote:
yep, still same slow down as before. PC 40FPS, MAC 3FPS
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 05:40, xxxxxxxx wrote:
Quote: Originally posted by 3D Designer on 08 March 2007
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> yep, still same slow down as before. PC 40FPS, MAC 3FPS
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> * * *ok, thats not so nice. unfortunatly I can't deliver a solution for you. All I can say for now is that we had some problems on the Mac side of Cinema that may have caused the problems you experience. Please check again when the next update comes out, which will be hopefully soon (sorry can't say when). This also applies to Robert's problems with his Interposer plugin (especially the "beach ball problem"). Another thing is we got some crashreports where Interposer was involved and they seemed to crash in string constructors and memory lists. These indicated some memory leaks that could be from Interposer but also from Cinema, but it's hard to tell. XCode (or gcc) seems to handle these memory related things a bit different than the MS compiler. Please pay special attention to warnings produced by gcc. MS compiler is a bit more forgiving, where gcc is more accurate.
I am aware that this will probably not help much but this is a hard to track down problem.
cheers,
Matthias -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 08/03/2007 at 06:09, xxxxxxxx wrote:
Hi Matthias,
thanks so much. This is something I can definetly live with. I don´t always need a direct solution but something that at least gives me a direction where I can look at or at least a feedback so I don´t feel standing in the rain.
Best
Samir