Re: Size of "Hello world"
"Alf P. Steinbach" <alfps@start.no>
Using Visual C++ 2010, creating native x86 code in default release
settings (i.e. no fancy optimization tricks), a C++ program printing
"hello world" to a console window is 8k.
No doubt it can be reduced to that.
It is not "can be reduded" but it *is* 8k. I really miss your point of
this thread.
In fact I have no trouble reducing it to 4 KiB in Windows (and less if I
ain't afraid of letting the loader fix up things, but there's a 4 KiB
pagesize), and in *nix it can be just a few hundred bytes IIRC. Which
doesn't say anything, really -- I was talking about typical size.
Typical supposed to mean tweaked specially to show increase?
<example>
C:\test> cedit x.cpp
C:\test> msvc --version
Microsoft (R) 32-bit C/C++ Optimizing Compiler Version 13.10.6030 for
80x86
Copyright (C) Microsoft Corporation 1984-2002. All rights reserved.
usage: cl [ option... ] filename... [ /link linkoption... ]
C:\test> msvc x.cpp
x.cpp
C:\test> dir | find "x.exe"
21.04.2010 16:43 73 728 x.exe
C:\test> type x.cpp
#include <iostream>
int main(){ std::cout << "Hello, world!" << std::endl; }
Dunno what you do. I launched Visual Studio 2008(SP1), create new project
for WIN32 console, then copy in your code ( by myself I'd certainly used
puts, streams is pure overhead...):
#include "stdafx.h"
#include <iostream>
int _tmain(int argc, _TCHAR* argv[])
{ std::cout << "Hello, world!" << std::endl; }
switch taregt to Release, and the resulting exe has size 9216. Not anywhere
near 73k. Sure it is still quite fat, dumpbin reveals that it has a
manifest, a bunch of locking in streambuf, security cookies, etc.
Your command line trials seem to miss any request for optimize options. Of
course you can get arbitrary amount of stuff in the executable, but it
proves nothing besides the tools were never supposed to be used that way.
In the old times the runtime library had extreme amount of object files in
the libraries, as the linker could include only full objects. That practice
was dropped as function level linking got implemented. That is certainly a
thing you do want to use for a 'release'.
By default it is not on, I guess to keep either tradition or to save on
compile time -- after all during development we build release way less.