Make long header files compile once? - g++

Alright so I'm using the "Catch2" framework for C++ Unit Testing and in my "testMain.cpp" (Doesn't matter) I include the single header version of it #include "Catch.hpp".
The problem is every time I write just a small test, I have to compile the program in order to see the outputs again. But the single header is something like 70000 lines and it takes FOREVER.
I understand that with source files you can simply compile them into object files and after that link them. So if you are using the same source file for just linking there is no really a need to recompile it over again.
So the point of this question is, Is it possible to somehow compile the Catch.hpp file and just use it as a link after words? Or in order to slow it down do I have to get the multi-header version of the framework?
Thanks in Advance!

Have you read https://github.com/catchorg/Catch2/blob/devel/docs/slow-compiles.md ?
It is recommended to move the tests main function to a separate file, so that the compile intensive parts are only compiled once.

Related

Pro*C Executable size change

In my new project I have to deal with some Pro*C code and as a part of the project require to compile the entire code as there is a minor change in a header file. Now, to incorporate the changes I will have or recompile the entire application code, which I did. However the sizes of the new executable do not match the old ones, even for the code where the header file is not used.
Can someone help ?
Why do you think that even if you make some changes to the code, the executable will be of same size ? It can vary. Please check if the changes you made to the code are not making any difference to the existing functionality of the code rather than checking the size of the exe file.

Adding a two new phases to an Xcode framework project

I am building a project on Github written in Objective-C. It resolves MAC addresses down to manufacturer details. The lookup table is currently stored as text file manuf.txt (from the Wireshark project), which is parsed at run-time, which is costly. I would prefer to compile this down to archived objects at build-time, and load that instead.
I would like to amend the build phases such that I:
Build a simple compiler
Run the compiler, parsing manuf.txt and outputting archived objects
Build the framework
Copy the archived objects into the framwork
I am looking for wisdom on how to achieve steps 1 and 2 using Xcode v7.3 as Xcode provides only a Copy Files phase or a Run Script phase. An example of other projects achieving similar goals would be inspiring.
I suspect that what you are asking is possible, but tricky. The reason is that you will need to write a bunch of class files and then dynamically add them to the project.
Firstly you will need to employ a run script phase to run various tools from the command line to parse your file and generate a number of class files from it. I would suggest looking into various templating engines. For example appledoc uses moustache templates to generate API documentation files. You could use the same technique to generate header and implementation files.
Next, rather than generating archived objects an trying to import into a framework. I think you may be better off generating raw source code, adding it to a project and compiling into a framework. Probably simpler in the long run.
To automatically include the generated code I would look into (which means I haven't actually tried this :-) adding a folder reference to the project rather than an Xcode group. Folder references are an option in the 'Add files to ...' dialog.
Folder references refer to a directory and automatically add the entire contents of that directory to a project. So you can use one to point to the directory where you have generated the source code. This is a much better option than trying to manipulate the project or injecting things into an established framework.
I would prefer to parse the file at runtime. After launch you can look for an already existing output, otherwise parse it one time.
However, I have to do something similar at Objective-Cloud. I simply added a run script build phase and put the compiler call into it.

Running Fortran on Xcode

I am trying to run sample Fortran code on Xcode 4.3 using a 64-bit compiler and it will not build correctly. The main problem is that despite my best efforts, I cannot get the separate .f90 files to interact with each other, thus code like
USE ElementModule, ONLY : ElementType
will not work. Does anybody have any answers regarding how to get the separate .f90 files to read each other. I'm aware you have to include specific modules, but my search hasn't given me any straight answers regarding what those specific modules are.
Normally when F90 code compiles, it generates 2 files: an object file and a mod file. When compiling subsequent modules, the mod files are used for the USE statements.
If you have circular dependency, then you have to build two or more times. Best to avoid circular dependency if you can avoid it.
The mod files are normally picked up by the same directive that tells the compiler where the include files are.

Is every single file compiled in Objective-C?

I would like to know, which code is compiled when i build the project in Objective-C - every single line of code in my project, or only those, that are called from the main.c and then from the ones that are called from them?
I mean, does the compiler separate the project to the simply connected domains and compiles the one that is linked to the main, or it just compiles it all?
Thank you, guys!
The compiler does not perform semantical analysis on your code. It compiles exactly what you tell it to compile -- Xcode generally invokes the compiler in a way that it compiles every file into your application. However, it's unnecessary to compile/link the files from which no classes/functions are used; although not compiling files from which you use classes/functions results in a linkage error (that is, the compiler won't be able to find some symbols in the binary file while putting together the object code for the final executable).
All files in your project get compiled, except for the header files that are not included from any of the .m files, or headers the inclusion of which is suppressed conditionally.
A Xcode project consists of one or more targets.
For each target you can define, what *.m-files get compiled
if you add a new file to the project, you can specify to what target it will be added. (actually this is a place, where I often see, that the main target is not selected — beware)

Process for reducing the size of an executable

I'm producing a hex file to run on an ARM processor which I want to keep below 32K. It's currently a lot larger than that and I wondered if someone might have some advice on what's the best approach to slim it down?
Here's what I've done so far
So I've run 'size' on it to determine how big the hex file is.
Then 'size' again to see how big each of the object files are that link to create the hex files. It seems the majority of the size comes from external libraries.
Then I used 'readelf' to see which functions take up the most memory.
I searched through the code to see if I could eliminate calls to those functions.
Here's where I get stuck, there's some functions which I don't call directly (e.g. _vfprintf) and I can't find what calls it so I can remove the call (as I think I don't need it).
So what are the next steps?
Response to answers:
As I can see there are functions being called which take up a lot of memory. I cannot however find what is calling it.
I want to omit those functions (if possible) but I can't find what's calling them! Could be called from any number of library functions I guess.
The linker is working as desired, I think, it only includes the relevant library files. How do you know if only the relevant functions are being included? Can you set a flag or something for that?
I'm using GCC
General list:
Make sure that you have the compiler and linker debug options disabled
Compile and link with all size options turned on (-Os in gcc)
Run strip on the executable
Generate a map file and check your function sizes. You can either get your linker to generate your map file (-M when using ld), or you can use objdump on the final executable (note that this will only work on an unstripped executable!) This won't actually fix the problem, but it will let you know of the worst offenders.
Use nm to investigate the symbols that are called from each of your object files. This should help in finding who's calling functions that you don't want called.
In the original question was a sub-question about including only relevant functions. gcc will include all functions within every object file that is used. To put that another way, if you have an object file that contains 10 functions, all 10 functions are included in your executable even if one 1 is actually called.
The standard libraries (eg. libc) will split functions into many separate object files, which are then archived. The executable is then linked against the archive.
By splitting into many object files the linker is able to include only the functions that are actually called. (this assumes that you're statically linking)
There is no reason why you can't do the same trick. Of course, you could argue that if the functions aren't called the you can probably remove them yourself.
If you're statically linking against other libraries you can run the tools listed above over them too to make sure that they're following similar rules.
Another optimization that might save you work is -ffunction-sections, -Wl,--gc-sections, assuming you're using GCC. A good toolchain will not need to be told that, though.
Explanation: GNU ld links sections, and GCC emits one section per translation unit unless you tell it otherwise. But in C++, the nodes in the dependecy graph are objects and functions.
On deeply embedded projects I always try to avoid using any standard library functions. Even simple functions like "strtol()" blow up the binary size. If possible just simply avoid those calls.
In most deeply embedded projects you don't need a versatile "printf()" or dynamic memory allocation (many controllers have 32kb or less RAM).
Instead of just using "printf()" I use a very simple custom "printf()", this function can only print numbers in hexadecimal or decimal format not more. Most data structures are preallocated at compile time.
Andrew EdgeCombe has a great list, but if you really want to scrape every last byte, sstrip is a good tool that is missing from the list and and can shave off a few more kB.
For example, when run on strip itself, it can shave off ~2kB.
From an old README (see the comments at the top of this indirect source file):
sstrip is a small utility that removes the contents at the end of an
ELF file that are not part of the program's memory image.
Most ELF executables are built with both a program header table and a
section header table. However, only the former is required in order
for the OS to load, link and execute a program. sstrip attempts to
extract the ELF header, the program header table, and its contents,
leaving everything else in the bit bucket. It can only remove parts of
the file that occur at the end, after the parts to be saved. However,
this almost always includes the section header table, and occasionally
a few random sections that are not used when running a program.
Note that due to some of the information that it removes, a sstrip'd executable is rumoured to have issues with some tools. This is discussed more in the comments of the source.
Also... for an entertaining/crazy read on how to make the smallest possible executable, this article is worth a read.
Just to double-check and document for future reference, but do you use Thumb instructions? They're 16 bit versions of the normal instructions. Sometimes you might need 2 16 bit instructions, so it won't save 50% in code space.
A decent linker should take just the functions needed. However, you might need compiler & linke settings to package functions for individual linking.
Ok so in the end I just reduced the project to it's simplest form, then slowly added files one by one until the function that I wanted to remove appeared in the 'readelf' file. Then when I had the file I commented everything out and slowly add things back in until the function popped up again. So in the end I found out what called it and removed all those calls...Now it works as desired...sweet!
Must be a better way to do it though.
To answer this specific need:
•I want to omit those functions (if possible) but I can't find what's
calling them!! Could be called from any number of library functions I
guess.
If you want to analyze your code base to see who calls what, by whom a given function is being called and things like that, there is a great tool out there called "Understand C" provided by SciTools.
https://scitools.com/
I have used it very often in the past to perform static code analysis. It can really help to determine library dependency tree. It allows to easily browse up and down the calling tree among other things.
They provide a limited time evaluation, then you must purchase a license.
You could look at something like executable compression.