digitalmars.D - Working around the 64k global types issue on windows
- E.S. Quinn (12/12) Sep 14 2014 I've got a program that, likely through a combination of use of
- Vladimir Panteleev (4/18) Sep 14 2014 Have you tried doing a 64-bit build (-m64)? I think the debug
I've got a program that, likely through a combination of use of GtkD and several variadic templates, has managed to bump its head against the 64K global types limitation in the Windows version of DMD. And unfortunately, neither GDC or LDC's current windows versions work well enough to compile my code, so at the moment I'm in a spot where I literally can't debug on windows. (And the program compiles and runs fine when I turn off adding debug symbols, and also compiles with debug symbols on linux, so I'm pretty sure I'm not doing anything grievously wrong) Is there any way to work around this issue on windows? Override the limit, somehow get the compiler to mangle template instantiations in a less verbose way?
Sep 14 2014
On Sunday, 14 September 2014 at 23:11:12 UTC, E.S. Quinn wrote:I've got a program that, likely through a combination of use of GtkD and several variadic templates, has managed to bump its head against the 64K global types limitation in the Windows version of DMD. And unfortunately, neither GDC or LDC's current windows versions work well enough to compile my code, so at the moment I'm in a spot where I literally can't debug on windows. (And the program compiles and runs fine when I turn off adding debug symbols, and also compiles with debug symbols on linux, so I'm pretty sure I'm not doing anything grievously wrong) Is there any way to work around this issue on windows? Override the limit, somehow get the compiler to mangle template instantiations in a less verbose way?Have you tried doing a 64-bit build (-m64)? I think the debug format is different (a .pdb file will be created), so it might not have that limitation.
Sep 14 2014