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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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 19/02/2007 at 13:56, xxxxxxxx wrote:
Hmm, I have now set it to Fastest but it´s still as slow as before. It´s unbelievable, does anybody have an idea what the problem could be?
What are the most appropriate settings for a fast compile? I think the default SDK project should at least have this set, so one can see how to set up.
Anybody from the support an idea?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 07:53, xxxxxxxx wrote:
Where do you have set it to Fastest?
In "Target" -> "ProjectName" ?This is strange but i I double click on "ProjectName", the first in the list then I will get another settings.
But probably this is not the problem.
What ca be else?
Well about SSE3 support: It is only optional and may not supported by all Intel Mac.
This is also only necessary if one want to use SSE3 intrinsics. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 08:08, xxxxxxxx wrote:
Hi Remotion,
thanks for answer and yes, I tried setting it in "Target" settings and also in "project name" settings. I also get different settings for both! (the SDK also has different settings).
When I change the settings in the project name dialog, then these settings are transferred to the target settings too! But the other way round, so when I set in the Target settings something, then the project settings don´t get changed.
So which settings are the important ones? And what effect does each have on the built product? Why are there 2 settings at all?
This is absolutely bullsh*t. I hate this compiler. I already had probs with Codewarrior but this fu**** up compiler does never do what I expect. Argh, I am really raging here because it destroys anything like "development dateline" and although MAXON introduced the XCode compiler since 9.6 there is absolutely no information on anything but the switch, which makes working professionally a PITA. Not really what I call supporting a compiler. I wished there was more info on using XCode for C4D development.
And pity with the SSE3 support! Thanks for the info!
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 08:17, xxxxxxxx wrote:
I think "Target" -> "ProjectName" is the important settings, not sure about another one.
The SSE and SSE2 support are enabled per default with XCode
for Intel compile and in most cases SSE and SSE2 intrinsics are enough. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 08:21, xxxxxxxx wrote:
thanks Remo
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 08:37, xxxxxxxx wrote:
Do you have disabled "Fix & Continue" and other debug stuff ?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 08:53, xxxxxxxx wrote:
Hmm, where do I find the "Fix & Continue" option? I have disabled everything that could possibly add any debug information. What is that Fix & Continue?
thx -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 08:58, xxxxxxxx wrote:
ah I have found it. It´s turned off.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 20/02/2007 at 10:32, xxxxxxxx wrote:
I now tried every possible option combinations, every optimisation combinations, with same settings as C4D SDK project, custom settings etc..
There is absolutely no speed up noticable.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 22/02/2007 at 14:31, xxxxxxxx wrote:
Support? I need this resolved. MAXON forces the devs to use this compiler and says it supports only this one, so I should be able to expect some support for it.
Thank you in advance
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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!!