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> "I cannot do it because the performance is so flipping terrible in debug mode. Trying to debug your app with optimized code is just a pain."

I've been shipping PC and console games in C++ since 2000. Debug builds have ALWAYS been utterly unusable for us - what we do is run in "release" mode with optimizations, ASSERTs, and debug prints enabled, then when the problem arises, turn off optimizations in a handful of related files and recompile. Then we ship another, "goldmaster" version which strips out the asserts and prints.



If this performance-critical part of the code is battle-tested, they could always compile this bit with optimisations and the rest in debug mode, too.


I wish this were true, but unfortunately you can't mix unoptimized and optimized code in Swift. File dupes of rdar://19527999.




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