[Bf-committers] Thoughts on 64 bits migration, windows/unix

Ton Roosendaal ton at blender.org
Sat Apr 30 19:56:44 CEST 2005


I can understand such an approach for a new code project... but:

a) there's already a good LP64 standard we apply to
b) five years ago the 64 bits port of Blender was made/tested already
c) there's a massive amount of code!

The work todo mainly is getting the Windows version to comply, and of  
course go over the new code as was added after 2000.


On 30 Apr, 2005, at 18:19, john tuffen wrote:

> In my day job as a software engineer (I'm involved in 'proper'  
> embedded software
> for the automotive industry - operating systems/communications systems  
> for
> engine controllers, ABS devices and the like) the accepted standard for
> cross-platform development is to typedef (on a per-target basis) basic  
> types
> with defined sizes. i.e.:
> UInt8  (unsigned 8 bit value)
> UInt16 (unsigned 16 bit value)
> SInt8  (Signed 8 bit value)
> ... etc. (Automotive usually stops at 32-bit quantities, with a  
> 'natural word'
> type thrown in for use in for loops etc.). The end state being that  
> the code
> has no 'int', 'short', 'char', 'long' references in it (except in the  
> header
> that typedefs the basic types, and that coders know exactly what the  
> range of
> each variable is.
> Definitions also differ between compilers on the same platform (or at  
> least they
> do for the targets I deal with!!) so headers are not simply  
> Linux/OSX/Windows
> specific, they are also gcc/VC/Borland (whatever) dependent.
> It seems to me that this might be useful in the case of Blender as  
> well, now
> that we're seeing 64 bits coming in (so you can be sure that a SInt64  
> is 64 bit
> signed integer regardless of the OS)
> Any thoughts on this? It's a little bit of work I know, but in reality  
> it can be
> mostly handled by sed...
> john..
> --
> http://www.iwari.com/
> http://www.minimism.com/
> ---
> Quoting Ton Roosendaal <ton at blender.org>:
>> We'll have to define the Blender standard for migrating to 64 bits for
>> all platforms... unfortunately the unix and windows worlds haven't
>> adopted the same standard...
>> - Windows keeps the "long" 32 bits in all cases, for unix it is 32 or
>> 64 bits.
>> - Windows doesn't have a "long long" (int64 instead).
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Ton Roosendaal  Blender Foundation ton at blender.org  

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