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FGData SLOCCount support.

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FGData SLOCCount support.

Postby bugman » Wed Aug 30, 2017 12:50 pm

I have been playing around with the SLOCCount program and have added Nasal support:

This is what I now see for the FGData repository:

Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
28195   Nasal           nasal=28195
26792   Phi             javascript=26777,sh=15
22357   Aircraft        nasal=22227,sh=73,python=55,javascript=2
343     top_dir         python=171,nasal=161,batch=11
167     Docs            python=167
164     Models          nasal=164
73      Input           nasal=73
18      Textures        perl=18
11      Aircraft-uiuc   batch=11
0       AI              (none)
0       Airports        (none)
0       Astro           (none)
0       ATC             (none)
0       Effects         (none)
0       Environment     (none)
0       Fonts           (none)
0       Geodata         (none)
0       gui             (none)
0       HLA             (none)
0       hud_lat_lon_format (none)
0       Huds            (none)
0       Lighting        (none)
0       Materials       (none)
0       MP              (none)
0       Navaids         (none)
0       Protocol        (none)
0       Shaders         (none)
0       Sounds          (none)
0       Timezone        (none)
0       Translations    (none)
0       Video           (none)


Totals grouped by language (dominant language first):
nasal:        50820 (65.05%)
javascript:     26779 (34.28%)
python:         393 (0.50%)
sh:              88 (0.11%)
batch:           22 (0.03%)
perl:            18 (0.02%)




Total Physical Source Lines of Code (SLOC)                = 78,120
Development Effort Estimate, Person-Years (Person-Months) = 19.43 (233.14)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 1.65 (19.84)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 11.75
Total Estimated Cost to Develop                           = $ 2,624,472
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."

Looking at the flightgear repository, we have:

Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
324170  3rdparty        ansic=301618,sh=16969,cpp=4897,asm=642,perl=23,batch=21
70562   src_FDM         cpp=66547,ansic=4015
20615   src_Instrumentation cpp=20615
18906   utils           cpp=14791,ansic=1491,python=1457,perl=1072,sh=95
15536   build_debug     cpp=15484,tcl=52
15082   src_GUI         cpp=14824,objc=258
11865   src_Network     cpp=11865
8642    src_Main        cpp=8606,perl=36
7978    src_AIModel     cpp=7978
7912    src_Navaids     cpp=7912
6679    src_Viewer      cpp=6679
5674    src_Scripting   cpp=5674
5597    scripts         perl=3344,python=973,sh=686,java=314,cpp=152,ansic=115,
                        batch=13
4459    src_Cockpit     cpp=4459
4400    build_python    cpp=4400
3542    src_Airports    cpp=3542
3411    src_Environment cpp=3411
3160    src_ATC         cpp=3160
3093    src_Aircraft    cpp=3093
3000    src_Input       cpp=3000
2903    build_old       cpp=2903
2741    src_Autopilot   cpp=2741
1955    src_Radio       cpp=1955
1952    src_MultiPlayer cpp=1952
1815    tests           cpp=1815
1640    src_Scenery     cpp=1640
1397    src_Sound       cpp=1397
1350    src_Traffic     cpp=1350
896     src_EmbeddedResources cpp=896
796     src_Time        cpp=659,ansic=137
790     src_Systems     cpp=790
726     src_Model       cpp=726
703     src_Canvas      cpp=703
625     build_32bit     ansic=318,cpp=307
433     package         innosetup=330,sh=84,batch=19
311     build_clang     ansic=311
241     deg_test        cpp=211,sh=30
92      examples        cpp=92
13      src_Include     ansic=13
1       src_top_dir     sh=1
1       top_dir         sh=1
0       CMakeModules    (none)
0       docs-mini       (none)
0       icons           (none)
0       man             (none)
0       patches         (none)
0       Translations    (none)


Totals grouped by language (dominant language first):
ansic:       308018 (54.45%)
cpp:         231226 (40.88%)
sh:           17866 (3.16%)
perl:          4475 (0.79%)
python:        2430 (0.43%)
asm:            642 (0.11%)
innosetup:       330 (0.06%)
java:           314 (0.06%)
objc:           258 (0.05%)
batch:           53 (0.01%)
tcl:             52 (0.01%)




Total Physical Source Lines of Code (SLOC)                = 565,664
Development Effort Estimate, Person-Years (Person-Months) = 155.32 (1,863.79)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 3.64 (43.72)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 42.63
Total Estimated Cost to Develop                           = $ 20,981,092
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."

And for simgear:

Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
22006   scene           cpp=22006
13525   canvas          cpp=6899,ansic=6626
10226   io              cpp=10226
8595    hla             cpp=8595
6274    nasal           ansic=5258,cpp=1016
4938    props           cpp=4938
4607    misc            cpp=4374,ansic=233
4238    package         cpp=2385,ansic=1853
3196    structure       cpp=3196
2760    sound           cpp=2760
1537    environment     cpp=1537
1446    math            cpp=1372,ansic=74
1239    timing          cpp=1239
1031    bvh             cpp=1031
647     debug           cpp=647
589     ephemeris       cpp=589
586     embedded_resources cpp=586
487     bucket          cpp=487
425     screen          cpp=425
399     serial          cpp=399
350     magvar          cpp=350
318     threads         cpp=318
309     xml             cpp=309
203     top_dir         ansic=203


Totals grouped by language (dominant language first):
cpp:          75684 (84.16%)
ansic:        14247 (15.84%)




Total Physical Source Lines of Code (SLOC)                = 89,931
Development Effort Estimate, Person-Years (Person-Months) = 22.52 (270.28)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 1.75 (20.99)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 12.88
Total Estimated Cost to Develop                           = $ 3,042,612
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."


Summarising:
    * flightgear 565,664 SLOC
    * simgear 89,931 SLOC
    * fgdata 78,120 SLOC
I think it might be interesting to be able to include Nasal in SLOC comparisons :) Next it might be of interest to add XML support.

Regards,
Edward
Last edited by bugman on Wed Aug 30, 2017 8:30 pm, edited 1 time in total.
Reason: Scope expanded from Nasal to all of FGData.
bugman
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Re: Nasal SLOCCount support.

Postby Hooray » Wed Aug 30, 2017 2:57 pm

it is definitely interesting, especially looking at non *.nas files, i.e. embedded stuff in XML files.
However, there really are many different ways to load/run Nasal code.
But like you say, XML would be good to support as soon as possible, it would help to quantify/compare Nasal use in FlightGear.
In addition, it would also tell us how much code is used in different parts of fgdata.

As a matter of fact, any efforts aiming to reduce or phase out Nasal in favor of alternatives (think PUI/XML dialogs vs. Qt or Python vs. Nasal) would benefit from having such a tool, especially if it could be made to be executed on the build server for each release - possibly even looking back at how Nasal use/adoption has changed over the last 12 years.

Apart from that, there is also Adrian's Python script parsing $FG_ROOT/Nasal to build an API table - looking at efforts to reduce Nasal use in various places (think PUI scripting), it would really be interesting to know where/how certain Nasal code is used. For example, I actually once came up with a Python script to look for the most common PUI widgets used in PUI/XML dialogs: http://wiki.flightgear.org/Howto_talk:P ... et_support

I guess anybody seriously interested in seeing Nasal used in fewer places should aim to provide such tooling, and to get it integrated with the build server - so that we can render diagrams to see how Nasal's adoption rate has changed over the years - we could even run Andy's original regression tests to do a simple benchmark for each future release, to see how Nasal performance impacts FlightGear as a whole (think GC).

PS: GLSL (*.frag, *.vert, *.geom would also be interesting metrics)
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
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Re: Nasal SLOCCount support.

Postby bugman » Wed Aug 30, 2017 7:01 pm

If you have some code snippets that include different commenting and blank line styles, then I can add this to the tests and code it within 1-2 min :)

Regards,
Edward
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Re: Nasal SLOCCount support.

Postby Hooray » Wed Aug 30, 2017 7:07 pm

referring to what, GLSL ? If so, you can basically use the C mode "as is"
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
pui2canvas | MapStructure | Canvas Development | Programming resources
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Re: Nasal SLOCCount support.

Postby bugman » Wed Aug 30, 2017 7:43 pm

Referring to anything of interest in FGData ;) There's a lot of coding styles out there! I just need to write a tiny Perl script to skip comments then count non-empty lines, and then that's it. The hard part is coming up with code snippets to check the result.

Regards,
Edward
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Re: Nasal SLOCCount support.

Postby bugman » Wed Aug 30, 2017 7:51 pm

For example this type of embedded comment makes things tricky:

Code: Select all
Shaders/water.frag:    vec3 N1 = vec3(texture2D(perlin_normalmap, vec2(waterTex1/** RotationMatrix*/ + disdis * sca) * windScale) * 2.0 - 1.0);

Regards,
Edward
bugman
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Posts: 1524
Joined: Thu Mar 19, 2015 9:01 am
Version: next

Re: Nasal SLOCCount support.

Postby bugman » Wed Aug 30, 2017 7:53 pm

Or this mixture of comments:

Code: Select all
   //load reflection
    vec4 tmp = vec4(lightdir, 0.0);
    vec4 refTex = texture2D(water_reflection, vec2(tmp + waterTex1) * 32.0) ;
    vec4 refTexGrey = texture2D(water_reflection_grey, vec2(tmp + waterTex1) * 32.0) ;
    vec4 refl ;
   //    cover = 0;

   /*if(cover >= 1.5){
      refl= normalize(refTex);
      }
   else
      {
      refl = normalize(refTexGrey);
      refl.r *= (0.75 + 0.15 * cover);
      refl.g *= (0.80 + 0.15 * cover);
      refl.b *= (0.875 + 0.125 * cover);
      refl.a  *= 1.0;
      }
   */

Though as this is essentially C++, I might be able to just use the C++ SLOCCount perl script.

Regards,
Edward
bugman
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Joined: Thu Mar 19, 2015 9:01 am
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Re: Nasal SLOCCount support.

Postby bugman » Wed Aug 30, 2017 8:05 pm

Actually, OpenGL Fragment Shaders were easy to add, just aliasing the C counting script used by C, C++, Javascript, etc.:

Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
28195   Nasal           nasal=28195
26792   Phi             javascript=26777,sh=15
22357   Aircraft        nasal=22227,sh=73,python=55,javascript=2
12704   Shaders         fragshader=12704
343     top_dir         python=171,nasal=161,batch=11
167     Docs            python=167
164     Models          nasal=164
73      Input           nasal=73
18      Textures        perl=18
11      Aircraft-uiuc   batch=11
0       AI              (none)
0       Airports        (none)
0       Astro           (none)
0       ATC             (none)
0       Effects         (none)
0       Environment     (none)
0       Fonts           (none)
0       Geodata         (none)
0       gui             (none)
0       HLA             (none)
0       hud_lat_lon_format (none)
0       Huds            (none)
0       Lighting        (none)
0       Materials       (none)
0       MP              (none)
0       Navaids         (none)
0       Protocol        (none)
0       Sounds          (none)
0       Timezone        (none)
0       Translations    (none)
0       Video           (none)


Totals grouped by language (dominant language first):
nasal:        50820 (55.95%)
javascript:     26779 (29.48%)
fragshader:     12704 (13.99%)
python:         393 (0.43%)
sh:              88 (0.10%)
batch:           22 (0.02%)
perl:            18 (0.02%)




Total Physical Source Lines of Code (SLOC)                = 90,824
Development Effort Estimate, Person-Years (Person-Months) = 22.76 (273.10)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 1.76 (21.07)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 12.96
Total Estimated Cost to Develop                           = $ 3,074,343
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."

Regards,
Edward
bugman
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Posts: 1524
Joined: Thu Mar 19, 2015 9:01 am
Version: next

Re: FGData SLOCCount support.

Postby bugman » Wed Aug 30, 2017 8:53 pm

Now with XML :) Wow, that's a lot of XML!

Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
3643187 AI              xml=3643187
256736  Aircraft        xml=234379,nasal=22227,sh=73,python=55,javascript=2
33436   Models          xml=33272,nasal=164
28271   Nasal           nasal=28195,xml=76
27203   gui             xml=27203
26792   Phi             javascript=26777,sh=15
20332   Input           xml=20259,nasal=73
17484   Materials       xml=17484
12704   Shaders         fragshader=12704
6553    HLA             xml=6553
4370    top_dir         xml=4027,python=171,nasal=161,batch=11
2987    Translations    xml=2987
2729    Environment     xml=2729
1824    Protocol        xml=1824
1576    Huds            xml=1576
587     ATC             xml=587
406     Effects         xml=406
167     Docs            python=167
77      Video           xml=77
18      Textures        perl=18
13      MP              xml=13
11      Aircraft-uiuc   batch=11
5       Sounds          xml=5
0       Airports        (none)
0       Astro           (none)
0       Fonts           (none)
0       Geodata         (none)
0       Lighting        (none)
0       Navaids         (none)
0       Timezone        (none)


Totals grouped by language (dominant language first):
xml:              3996644 (97.78%)
nasal:              50820 (1.24%)
javascript:         26779 (0.66%)
fragshader:         12704 (0.31%)
python:               393 (0.01%)
sh:                    88 (0.00%)
batch:                 22 (0.00%)
perl:                  18 (0.00%)




Total Physical Source Lines of Code (SLOC)                = 4,087,468
Development Effort Estimate, Person-Years (Person-Months) = 1,238.96 (14,867.51)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 8.02 (96.25)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 154.47
Total Estimated Cost to Develop                           = $ 167,366,567
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."

Nasal script inside the XML is counted here as XML, as SLOCCount doesn't handle languages embedded within other languages.

Regards,
Edward
bugman
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Posts: 1524
Joined: Thu Mar 19, 2015 9:01 am
Version: next

Re: FGData SLOCCount support.

Postby bugman » Thu Aug 31, 2017 12:52 pm

Another quick update, this time with HTML, Fragment Shaders, Vertex Shaders, and FG Effects added:

Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
3643601 AI              xml=3643187,fgeff=414
257271  Aircraft        xml=234379,nasal=22227,fgeff=474,sh=73,html=61,python=55,
                        javascript=2
35966   Effects         fgeff=35560,xml=406
33654   Models          xml=33272,fgeff=218,nasal=164
32129   Aircraft-uiuc   html=32118,batch=11
29227   Phi             javascript=26777,html=2435,sh=15
28271   Nasal           nasal=28195,xml=76
27203   gui             xml=27203
20332   Input           xml=20259,nasal=73
17539   Shaders         fragshader=12704,vertshader=4835
17484   Materials       xml=17484
6553    HLA             xml=6553
5986    Docs            html=5376,fgeff=443,python=167
4370    top_dir         xml=4027,python=171,nasal=161,batch=11
2987    Translations    xml=2987
2729    Environment     xml=2729
1824    Protocol        xml=1824
1576    Huds            xml=1576
587     ATC             xml=587
77      Video           xml=77
18      Textures        perl=18
13      MP              xml=13
5       Sounds          xml=5
0       Airports        (none)
0       Astro           (none)
0       Fonts           (none)
0       Geodata         (none)
0       Lighting        (none)
0       Navaids         (none)
0       Timezone        (none)


Totals grouped by language (dominant language first):
xml:              3996644 (95.86%)
nasal:              50820 (1.22%)
html:               39990 (0.96%)
fgeff:              37109 (0.89%)
javascript:         26779 (0.64%)
fragshader:         12704 (0.30%)
vertshader:          4835 (0.12%)
python:               393 (0.01%)
sh:                    88 (0.00%)
batch:                 22 (0.00%)
perl:                  18 (0.00%)




Total Physical Source Lines of Code (SLOC)                = 4,169,402
Development Effort Estimate, Person-Years (Person-Months) = 1,265.05 (15,180.59)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 8.08 (97.01)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 156.48
Total Estimated Cost to Develop                           = $ 170,890,957
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."


Most of the "XML code" is in the AI Traffic directory:
Code: Select all
SLOC    Directory       SLOC-by-Language (Sorted)
3446111 Traffic         xml=3446111
85335   Airports        xml=85335
81925   Aircraft        xml=81511,fgeff=414
27437   FlightPlans     xml=27437
2714    top_dir         xml=2714
79      Sounds          xml=79


Totals grouped by language (dominant language first):
xml:              3643187 (99.99%)
fgeff:                414 (0.01%)




Total Physical Source Lines of Code (SLOC)                = 3,643,601
Development Effort Estimate, Person-Years (Person-Months) = 1,098.09 (13,177.06)
 (Basic COCOMO model, Person-Months = 2.4 * (KSLOC**1.05))
Schedule Estimate, Years (Months)                         = 7.66 (91.93)
 (Basic COCOMO model, Months = 2.5 * (person-months**0.38))
Estimated Average Number of Developers (Effort/Schedule)  = 143.33
Total Estimated Cost to Develop                           = $ 148,336,824
 (average salary = $56,286/year, overhead = 2.40).
SLOCCount, Copyright (C) 2001-2004 David A. Wheeler
SLOCCount is Open Source Software/Free Software, licensed under the GNU GPL.
SLOCCount comes with ABSOLUTELY NO WARRANTY, and you are welcome to
redistribute it under certain conditions as specified by the GNU GPL license;
see the documentation for details.
Please credit this data as "generated using David A. Wheeler's 'SLOCCount'."

Regards,
Edward
bugman
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Re: FGData SLOCCount support.

Postby Hooray » Fri Sep 01, 2017 9:15 pm

while those stats are interesting, what would be even more interesting is some kind of parser to specifically look at our PropertyList-XML files to see how many of those have implicit dependencies (e.g. via inclusion), where certain properties are set/accessed (referenced).

For instance, some of us have been wanting to rename certain properties, i.e. to better follow naming conventions - but there is no suitable tool that actually "speaks" PropertyList-XML and all its dialects (protocols, GUI files, auto controllers, effects, -set.xml files)

Likewise, phasing out some legacy system (e.g. HUD, 2D panels or PUI) would be much easier by having a comprehensive list of tags and attributes used by the corresponding files in fgdata.
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
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Re: FGData SLOCCount support.

Postby portreekid » Tue Sep 05, 2017 7:09 am

While reading about all the dependy problems with Aircraft, AI .... I was thinking about some Jenkins Jobs/Plugins to do some sanity checks on the build server. Would this help? My current Job is Java&Jenkins so it would fit in nicely. :D
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Re: FGData SLOCCount support.

Postby Hooray » Tue Sep 05, 2017 4:54 pm

it would certainly help, but the problem is that this would require to formalize what is currently very much "free form" - because PropertyList-XML is so flexible, it is hard to formalize these things
Besides, you would be better off discussing this on the devel list first, if only to ensure that you don't waste your time, because nobody is willing or able to get your plugin installed ...

Speaking in general, what would be useful is some semi-automated way to run batch jobs and "profile/benchmark" those. so that we can grow a database (think startup/booting times, ram utilization , CPU utilization etc)..

However, many of these things are already possible, it's just not actually set up and used that way.

But certain issues would not have gone unnoticed for so long if the build server were running such regression tests.

Don't get me wrong, I think that this would be great - but you may be in uncharted waters here if you don't have any core developer support. In other words, you/we may be better off setting up an additional CI server to run such tests there, just to be on the safe side with something that may obviously take some time to develop - i.e. it would be a pity not to see it adopted afterwards.
Please don't send support requests by PM, instead post your questions on the forum so that all users can contribute and benefit
Thanks & all the best,
Hooray
Help write next month's newsletter !
pui2canvas | MapStructure | Canvas Development | Programming resources
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Re: FGData SLOCCount support.

Postby portreekid » Wed Sep 06, 2017 9:17 am

Don't worry. For me it is learning, so no lost effort. But I'll propose it in the mailinglist when I have a demo.
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