Helpful ReplyCould somebody tell us, by a very rough guestimate, how many lines of code something like

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Linear Phase
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2013/06/10 17:09:05 (permalink)

Could somebody tell us, by a very rough guestimate, how many lines of code something like

How many lines of code are in Sonar?  Just a rough guess.   I'm trying to guess how complex it would be to do a bizz marketing software, and I bet the software would be ah, "slightly less complex than," Sonar...   
 
:-)
 
Thanks...

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mmorgan
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 17:26:09 (permalink) ☄ Helpfulby Linear Phase 2013/06/10 17:57:58
Several years ago I spoke with Jim Allchin who was then the head of Platform Development at Microsoft and he said that there were several million lines of code in the Windows Platform. I would think Sonar would be in the 1 million range.
 
I write project management software and my largest project has about one hundred thousand lines of code. That said it is somewhat difficult to say exactly because as much code as is possible resides in common libraries that I have developed over the years. Then there is the separation between SQL code and executable code...is SQL code? LOL!
 
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Linear Phase
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 17:57:47 (permalink)
I guess my project would actually be way less complicated than Sonar..  If Sonar's got a million.  I figured it for a few hundred thousand.   
 
I guess with module import, and all the opensource modules its way easier to write hundreds of thousands of lines, or make a program that big, than it would have been years ago...  ie you have access to so much stuff, that is already written and gpl, so you are more than welcome to do that.   Seems obvious then, that because Sonar has its roots over a decade ago, that they had to write the entire thing..  ha..  I guess it must be a million

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meh
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 18:12:59 (permalink) ☄ Helpfulby Linear Phase 2013/06/10 22:07:39
Lot's of variables...I have a project with a little over 15,000 lines of C# and it is 3.5M.  SONARPDR 18.7 and you would have to add up all the dll's and other associated files etc.
That would only be a guess.

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 20:14:37 (permalink) ☄ Helpfulby Linear Phase 2013/06/10 22:07:42
Bottom line is the size any application is driven but way too many factors to to give a guess. I can tell you SONAR is extremely complex and I believe over a million lines is very conservative. It really depends on the complexity of the processing that is required for the computation of your application. The number of objects/data structure, associated methods, and pre and post processing of data.
 
The number of lines of code doesn't include lines of comment but lines of actual configuration & control that you write; you never count library's (DLLs) since you don't own/write them. DLLs do come into play when you looking at the overall executable memory requirements (what has to be active/in memory at what state of the program). Also the language you pick also has a substantial impact on the size of the application. Java, C++, Objective C would all generate different source code counts as will their runtime memory requirements.
 
Reuben
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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 21:55:20 (permalink) ☄ Helpfulby Linear Phase 2013/06/10 22:07:31
Yeah the language used is everything - I wrote a small app in Python for my business, and sometime later rewrote it in C (just for the hell of it). The C version was easily 10 times longer.

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Linear Phase
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 22:08:57 (permalink)
sharke
Yeah the language used is everything - I wrote a small app in Python for my business, and sometime later rewrote it in C (just for the hell of it). The C version was easily 10 times longer.



 
Interesting..   Just out of curiosity, did you write in Python3 or Python2.xxx... latest version or some other version

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 22:14:22 (permalink) ☄ Helpfulby Linear Phase 2013/06/10 22:23:52
Linear Phase, I have done a lot of development and have found it interesting how lines of code and look-up tables have grown as memory and disk space have gotten cheaper.  Many developers find it faster to solve issue by brute force than logic, and that makes sense if memory and storage are cheap.  I still admire lean and elegant code, though.
 
As you know, of course, many complex routines are calls to the existing O/S tools so all you have to do is your unique logic and processing..

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Linear Phase
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 22:32:42 (permalink)
konradh
Many developers find it faster to solve issue by brute force than logic, and that makes sense if memory and storage are cheap. I still admire lean and elegant code, though.

 
That's a killer bit of wisdom right there..   So it is, that with proper algorithms the actual amount of tedious typing exponentially shrinks, while time spent with pen and yellow pad exponentially grow.
 
Cheers

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 22:53:12 (permalink)
I would guess that different different parts of the program are written in at least three different programming languages, probably including VB and C (or C++ or C#) and maybe assembly language too.  I'm only guessing though.
 

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Linear Phase
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/10 23:04:34 (permalink)
I think it all started with Delphi or Pascal... Which is why windows only... I would not be surprised if x1, x2 had some c#

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mmorgan
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 00:10:37 (permalink)
IIRC Sonar stays away from the .NET libraries in favor of direct C++ calls to Win SDK/API and internal libraries. There is some C++ code available through Cakewalk's website that has source code written (I believe) by Greg Hendershott. It outlines how controllers communicate with the host.
 
With regard to EXE size I'm not sure it matters...all things being equal. If you are calling on #include libraries in straight C your executable will be larger but your execution should be (somewhat) faster as there should be no linking at run time.
 
Anywho, back to making music.
 
Regards,


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Paul P
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 00:11:01 (permalink)
The number of lines of code depends on the programmer.
C can be pretty obscure if you put everything on the same line, and I remember some people thinking this was a good idea.
 

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 02:21:18 (permalink)
Linear Phase
sharke
Yeah the language used is everything - I wrote a small app in Python for my business, and sometime later rewrote it in C (just for the hell of it). The C version was easily 10 times longer.



 
Interesting..   Just out of curiosity, did you write in Python3 or Python2.xxx... latest version or some other version




It was Python 2.x. I remember back at the time the buzz was all about the upcoming 3.x standard, but the general feeling was that it wasn't worth learning it yet. So I have no specific idea about the differences....as far as I know there were some quite significant syntax changes. I would highly recommend Python to anyone wanting to write anything that doesn't involve heavy processing (i.e. audio, graphics etc). It's one of the easiest and most intuitive languages to learn, and you can get something up and running insanely fast. And if you're looking to build a GUI there is a Python wrapper of wxWidgets, called wxPython.

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 02:21:13 (permalink)
Linear Phase
sharke
Yeah the language used is everything - I wrote a small app in Python for my business, and sometime later rewrote it in C (just for the hell of it). The C version was easily 10 times longer.



 
Interesting..   Just out of curiosity, did you write in Python3 or Python2.xxx... latest version or some other version




It was Python 2.x. I remember back at the time the buzz was all about the upcoming 3.x standard, but the general feeling was that it wasn't worth learning it yet. So I have no specific idea about the differences....as far as I know there were some quite significant syntax changes. I would highly recommend Python to anyone wanting to write anything that doesn't involve heavy processing (i.e. audio, graphics etc). It's one of the easiest and most intuitive languages to learn, and you can get something up and running insanely fast. And if you're looking to build a GUI there is a Python wrapper of wxWidgets, called wxPython.

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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 02:34:39 (permalink)
Linear Phase
konradh
Many developers find it faster to solve issue by brute force than logic, and that makes sense if memory and storage are cheap. I still admire lean and elegant code, though.

 
That's a killer bit of wisdom right there..   So it is, that with proper algorithms the actual amount of tedious typing exponentially shrinks, while time spent with pen and yellow pad exponentially grow.
 
Cheers




Look at some of the video games written in the 80's. I remember playing absolutely huge 3D adventures complete with massive worlds and complex plots, all of which fit into 64K or less. Of course they were written in assembly language, but the coders back then (most of whom cut their teeth in their bedrooms) made sure not a single clock cycle was wasted. There are still coders like that around today - check out the 64K demo scene.  

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 06:47:27 (permalink)
I agree sharke, I remember when games would be massive and take a seriously long time to complete. That said graphics were not great but the game content was brilliant.

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 06:50:19 (permalink)
I write a lot of VB stuff for automating Excel spreadsheets, and I reckon my largest project is roughly 10K lines of code

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/11 07:20:48 (permalink)
I'm not sure what number of lines of code would tell you.
We know the company has been in business since 1987. At various times we even learn the number of employees.
 
CTO Noel Borthwick, who joined Cakewalk in 1999, talks about the application... 
http://www.noelborthwick.com/bio/index.php 
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Remember the production compilation may not include all the assertions and tests that are part of the code base. In other words, lots of instrumentation will be left out, so the size of the shipped code doesn't fairly represent all the code in the project.
 
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post edited by gswitz - 2013/06/11 07:37:32

StudioCat > I use Windows 10 and Sonar Platinum. I have a touch screen.
I make some videos. This one shows how to do a physical loopback on the RME UCX to get many more equalizer nodes.
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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/16 02:37:01 (permalink)
Had to share this as an example of what a determined coder can fit into a small space: this entire video is from a 4k executable. That's right, 4 kilobytes. 
 


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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/16 02:36:53 (permalink)
Had to share this as an example of what a determined coder can fit into a small space: this entire video is from a 4k executable. That's right, 4 kilobytes. 
 


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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/16 02:37:01 (permalink)
Had to share this as an example of what a determined coder can fit into a small space: this entire video is from a 4k executable. That's right, 4 kilobytes. 
 


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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/16 02:38:16 (permalink)
Damn forum, lol. 

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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/16 06:39:05 (permalink)
There isn't much of a correlation between executable size and lines of code. First of all, what do you count as a line of code? Does that include comments? A well-written program will be heavily commented, and some of those comments will have taken as long to write as the code they describe. Do you include third-party components? For many applications, 90-95% of the program will be external libraries written by somebody else. As noted above, different programming languages will require more or fewer lines of code to achieve the same end (a 1,000-line assembly routine might be functionally duplicated in a single line of VB code, for example).
 
Secondly, there isn't much direct correlation between lines of code and development time, which would be more important to you. It used to be that a good programmer could produce 10 lines of commented and debugged code per day. I know there are days when I don't achieve that. Other days, if the requirements are well-understood and don't cover new ground, I can churn out a couple thousand lines of tested code in a day. Also note that two programmers don't produce twice as much code as one. Application development doesn't always lend itself to parallel divisions of labor.
 
My main application that I sell for a living has been in development since 1993, with the first installation in 1996 (about as long as Pro Audio / SONAR). The executable is 12MB in size, about the same size as SONARPDR.exe. The source code consists of nearly 600 modules and well over a million lines of code (I haven't actually counted them in a while) that I actually wrote myself (as opposed to third-party modules). That works out to about 130 lines of code per day, and believe me those 20 years have included some very long days! And this is just the main application, not counting ancillary utilities.
 
I'd suggest adopting the highest-level programming language that serves the purpose. If that's Python, then go for it - although Python will run out of steam pretty quickly for complex applications. Divide the code into time-critical and non-time-critical sections. The non-time-critical parts can be written in a higher-level language to cut down on development time. Save your C++ and assembly time for those bits that must be highly efficient. Of course, if you're writing a VST plugin, that means 99% of it. 


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dmbaer
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/17 12:46:02 (permalink)
bitflipper
A well-written program will be heavily commented, and some of those comments will have taken as long to write as the code they describe.




OK, can't resist jumping in here.  When I've taught programming, I always try to convey the notion that the best documentation is that which isn't there because it isn't needed in the first place.  You can get that with well thought out class, function and variable names.
 
Changing subjects to an aspect that hasn't been mentioned yet, the issue of amount of code needed for a given function can be much dependent on how well the coders/designers understand and apply object oriented software practice.  For my money, this is the most significant software advancement that's happened during my 45 year career as a software developer.  You can't tell from the outside whether a piece of software uses OO internally (other than it will probably have fewer bugs), but it can make a world of difference in how fast the software gets written and tested.  And when properly utilized, it can significantly cut down on source code length.
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gswitz
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/18 15:20:25 (permalink)
@DMBaer: Ha ha. We always joke that no documentation is needed. If you can read code, you can always know what it does, so what's the problem? Giggle. And the depth of understanding involved is usually huge from surface to seabed. Anyway, keeping documentation is PIA and it's almost always out of date. Look at Sonar's help file. LOL.
 
Sometimes I think it would be an improvement to make that helpfile updateable ... or at least where we could suggest improvements that they could accept or reject.
 

StudioCat > I use Windows 10 and Sonar Platinum. I have a touch screen.
I make some videos. This one shows how to do a physical loopback on the RME UCX to get many more equalizer nodes.
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/18 15:26:59 (permalink)
Probably around a gazillion (give or take a trillions).
 
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/18 17:11:09 (permalink)
sharke
Had to share this as an example of what a determined coder can fit into a small space: this entire video is from a 4k executable. That's right, 4 kilobytes. 
 

 
as someone who has worked on demos in the past 8 bit wise, YES the compressed code is 4k.. but you'll find the uncompressed code for it is far bigger. It is generating more code / tables etc at runtime , or by using the GPU for processing etc.  data structures and recursion algorithms do come into it to compress the code / gfx. pretty much like a coiled spring. Even with sound, some of the players they use for audio , the actual instruments that are generated aren't many bytes.
 
much like the game "elite" on 8 and 16 bits had a massive universe... all in 32k of mem.. it was all down to the formula's that would generate far more data on the fly. http://www.youtube.com/watch?v=Rapa3VfUWfs
 
16:45 minutes in
 
 
 
 
post edited by Fog - 2013/06/18 17:27:00
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sharke
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/18 22:55:53 (permalink)
Fog
sharke
Had to share this as an example of what a determined coder can fit into a small space: this entire video is from a 4k executable. That's right, 4 kilobytes. 
 

 
as someone who has worked on demos in the past 8 bit wise, YES the compressed code is 4k.. but you'll find the uncompressed code for it is far bigger. It is generating more code / tables etc at runtime , or by using the GPU for processing etc.  data structures and recursion algorithms do come into it to compress the code / gfx. pretty much like a coiled spring. Even with sound, some of the players they use for audio , the actual instruments that are generated aren't many bytes.
 
much like the game "elite" on 8 and 16 bits had a massive universe... all in 32k of mem.. it was all down to the formula's that would generate far more data on the fly. http://www.youtube.com/watch?v=Rapa3VfUWfs
 
16:45 minutes in
 
 
 
 




 
Great vid. I must admit I didn't like Elite when it first came out, probably because the Commodore 64 version which I had was vastly inferior to the BBC version. But I played it again when the Amiga version of Elite II came out and I was hooked. Another 8-bit masterpiece in the same vein was Mercenary by Paul Woakes. A huge 3D wireframe world to explore with incredibly absorbing game play. That one lasted me all 6 weeks of a summer holiday. 
 
Britain was indeed a mecca of video game production. It's still a major player. A friend of mine from years back, whom I shared an apartment with at one point, landed a "dream job" as a game tester for Codemasters. He worked his way up and became one of their top game producers, working on some of the biggest first person shooters of the last few years. He left eventually and has now set up his own consultancy firm for video game producers. I really wish that I'd taken that road 25 years ago or so, because it looks like a lot of fun. 

James
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#29
mumpcake
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Re: Could somebody tell us, by a very rough guestimate, how many lines of code something l 2013/06/18 23:57:31 (permalink)
dmbaer
bitflipper
A well-written program will be heavily commented, and some of those comments will have taken as long to write as the code they describe.




OK, can't resist jumping in here.  When I've taught programming, I always try to convey the notion that the best documentation is that which isn't there because it isn't needed in the first place.  You can get that with well thought out class, function and variable names.
 

Let's hear it for DoStuff(), Process(), and Calc()!

Changing subjects to an aspect that hasn't been mentioned yet, the issue of amount of code needed for a given function can be much dependent on how well the coders/designers understand and apply object oriented software practice.  For my money, this is the most significant software advancement that's happened during my 45 year career as a software developer.  You can't tell from the outside whether a piece of software uses OO internally (other than it will probably have fewer bugs), but it can make a world of difference in how fast the software gets written and tested.  And when properly utilized, it can significantly cut down on source code length.

That's of course the key - proper utilization of OO techniques.  Having an OO language is not going to help if the classes are tightly coupled, if you let your class hierarchy get out of control, etc.
 
#30
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