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How many lines of codes are there in your map?

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Kazeon

Hosted Project: EC
Level 33
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Oct 12, 2011
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Hey, fellow mapmakers!

I have been curious, how many lines of codes are there in some of seemingly gigantic maps like Gaias Retaliations, Iceborn, Sunken Ruins, etc. I know size of project is not only determined by number of codes but other things like world size, etc. also count.
But here I'm specifically asking for how many lines of codes are there in your map? Both pre- and post-compilation one. No matter whether it's coded in GUI, jass, vJass, or anything else. And again, it's not used to judge how big your project is.

I will start with my maps :3
Map NameTypeBefore CompilationAfter Compilation
#1 - Glideonmostly vJass17347 lines29009 lines
#2 - Coconut Partymostly vJass13713 lines21925 lines
#3 - Ring Outmostly vJass3617 lines3897 lines
Well, I've lost the unprotected version of my Flappy Bird map. I'm sure it has more codes than Ring Out.
And I know my maps heavily rely on codes and it's kind of unfair. But, here we are not about to determine who's the best. We are just sharing around. :)

So, how do we count them?
1. Before compilation
- Open your map
- Go to trigger editor
- Open File>Export triggers
- Open the .wct file with notepad
- Copy all
- Paste at the box here: LINK

2. After compilation
- Open your map with any mpq browser app
- Extract war3map.j
- Open it with notepad
- Copy all
- Paste at the box here: LINK

Number of lines will be displayed right below the box.

*if your code is GUI, there's no way yet to count the number of lines at once. So can only post the after compilation one.


It's your right to manipulate things. We don't take these statistics seriously anyway, it's just for fun!
If you need the table's bb codes.
[table]Map Name[c]Type[c]Before Compilation[c]After Compilation
[r]#1 - Glideon[c]mostly vJass[c]17347 lines[c]29009 lines
[r]#2 - Coconut Party[c]mostly vJass[c]13713 lines[c]21925 lines
[r]#3 - Ring Out[c]mostly vJass[c]3617 lines[c]3897 lines[/table]
 
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Level 19
Joined
Jul 2, 2011
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That link of your doesn't seem to be working. it keeps counting my work as 1 line, but I can see it's not one line...

but regardless the notpad has a function under the task bar, view, which shows the number of lines when you click statues

Demons escape 17414 before compiling

My computer keeps freezing when I try and open the after... V_V
 
Gaias Retaliation:

Map NameTypeBefore CompilationAfter Compilation
Gaias RetaliationvJass52406 lines102089 lines


I'm relying heavily on structs and struct inheritance, so that explains the massive bloat after compiling.


But these numbers are nonetheless interesting. I was expecting WAY more than that.
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Gaias Retaliation:

Map NameTypeBefore CompilationAfter Compilation
Gaias RetaliationvJass52406 lines102089 lines


I'm relying heavily on structs and struct inheritance, so that explains the massive bloat after compiling.


But these numbers are nonetheless interesting. I was expecting WAY more than that.

Thanks for taking your time for this. It's a very mind blowing fact and answers my curiosity :D
 
Level 19
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I was close to 300k on FoE before I quit it... (I remember hacking into it for some reason, don't remember why)
 

Kazeon

Hosted Project: EC
Level 33
Joined
Oct 12, 2011
Messages
3,449
Map NameTypeBefore CompilationAfter Compilation
#1 - No NameJASS6 lines129 lines

If anyone is curious, I have one function finished in my project so far:

JASS:
function InitTrig_Map_Init takes nothing returns nothing
    call FogEnable(false)
    call FogMaskEnable(false)
endfunction

Amazing :v

EDIT:
Damn, I didn't know the thread has been moved from offtopic. Another post wasted for useless thing. Damn.
 
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pyf

pyf

Level 32
Joined
Mar 21, 2016
Messages
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Look at a good C/C++ program converted to assembly.

...and moreover, converted to *good* assembly
http://www.emulators.com/docs/nx38_staticopt.htm

Raises interesting questions imho about :
- pure ASM vs inline assembly
- automatic vs hand-crafted optimization
- the shortcomings of popular compilers
- the lines of codes vs speed gain ratio
- the lines of codes vs global efficiency ratio
- the evolution of CPUs

(and for the technically-minded, the whole No Execute ! papers are well worth a look. Even a novice can grasp the underlying logic, behind the most technical aspects of these papers. Which is my case btw).

Hope I was not too much off-topic / broad on that one.
 
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