<div dir="auto"><div><div class="gmail_extra"><div class="gmail_quote">Am 08.01.2018 08:50 schrieb "Ryan Joseph" <<a href="mailto:ryan@thealchemistguild.com">ryan@thealchemistguild.com</a>>:<br type="attribution"><blockquote class="quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">I was talking with a c++ developer who explained how templates are implemented in c++ and how use some recursive method which causes them to totally murder compile times. This isn’t the first I’ve heard of the problem though and I recall some game studios who develop engines in c++ saying they are strictly off limits for the same reasons.<br>
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Having just started to use generics in FPC myself I was curious if FPC suffers from the same problem of slow compile times?<br></blockquote></div></div></div><div dir="auto"><br></div><div dir="auto">FPC essentially reparses a generic during specialization so I'd say that they definitely affect compile times. However we're still only doing a single pass of parsing. This while the compilation might be slower it might not be as bad as with a C++ compiler. </div><div dir="auto"><br></div><div dir="auto">As far as I know no one has done a benchmark for that however. </div><div dir="auto"><br></div><div dir="auto">Regards, </div><div dir="auto">Sven </div><div dir="auto"><div class="gmail_extra"><div class="gmail_quote"><blockquote class="quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex"></blockquote></div></div></div></div>