24 July 2011
In our second video, we show that Runtime-Compiled C++ can also handle much bigger changes - in this case adding new member variables and methods to a class to bring in entirely new features. You can add whole classes too when required.
Our first video's one-line change could actually have been achieved with "Edit and Continue" - a standard feature of Visual Studio. This essentially patches in changes to your original binaries while your app is running, and it's an enormous time-saver! However, E&C has major limitations. Most significant is that it will reject "changes to a data type that affect the layout of an object, such as data members of a class".
That essentially rules out everything but non-structural tweaking of your code. In practice however there seem to be many undocumented limitations to E&C - which mean that in a real codebase, whether it will work for a given file or a given change can feel like pot luck, and often when it fails there is no explanation as to why.
(You can read an old, but very detailed, discussion of E&C workflow here, and a list of its documented limitations in VS 2010 here)
In this video we show that RCC++ has no such limitations. This is because we compile changed classes from scratch, rather than using any binary patching technique. This also means the compilation is just as dependable as your regular compilation and when it does fail, you have an ordinary compiler error to explain why.
What's up next? Well, the ability to make quick changes is all well and good, until your changes crash the game. On our first null pointer, we have to start from scratch. Right?