We have project which uses gcc and make files. Project also contains of one big subproject (SDK) and a lot of relatively small subprojects which use that SDK and some shared fra
Also, you'll probably want to keep your source code files as small and self-contained as possible/feasible, i.e. prefer many smaller object files over one huge single object file.
This will also help avoid unnecessary recompilations, in addition you can have one static library with object files for each source code directory or module, basically allowing the compiler to reuse as much previously compiled code as possible.
Something else, which wasn't yet mentioned in any of the previous responses, is making symbol linkage as 'private' as possible, i.e. prefer static linkage (functions, variables) for your code if it doesn't have to be visible externally.
In addition, you may also want to look into using the GNU gold linker, which is much more efficient for compiling C++ code for ELF targets.
Basically, I'd advise you to carefully profile your build process and check where the most time is spend, that'll give you some hints as to how to optimize your build process or your projects source code structure.
If you have a LAN with developer machines, perhaps you should try implementing a distributed compiler solution, such as distcc.
This might not help if all of the time during the build is spent analyzing dependencies, or doing some single serial task. For the raw crunch of compiling many source files into object files, parallel building obviously helps, as suggested (on a single machine) by Nathan. Parallelizing across multiple machines can take it even further.
You could consider switching to a different build system (which obviously won't work for everyone), such as SCons. SCons is much smarter than make. It automatically scans header dependencies, so you always have the smallest set of rebuild dependencies. By adding the line Decider('MD5-timestamp')
to your SConstruct file, SCons will first look at the time stamp of a file, and if it's newer than the previously built time stamp, it will use the MD5 of the file to make sure you actually changed something. This works not just on source files but object files as well. This means that if you change a comment, for instance, you don't have to re-link.
The automatic scanning of header files has also ensured that I never have to type scons --clean. It always does the right thing.
The best I can think of with make
is the -j
option. This tells make
to run as many jobs as possible in parallel:
make -j
If you want to limit the number of concurrent jobs to n you can use:
make -j
n
Make sure the dependencies are correct so make
doesn't run jobs it doesn't have to.
Another thing to take into account is optimizations that gcc
does with the -O
switch. You can specify various levels of optimization. The higher the optimization, the longer the compile and link times. A project I work with runs takes 2 minutes to link with -O3
, and half a minute with -O1
. You should make sure you're not optimizing more than you need to. You could build without optimization for development builds and with optimization for deployment builds.
Compiling with debug info (gcc -g
) will probably increase the size of your executable and may impact your build time. If you don't need it, try removing it to see if it affects you.
The type of linking (static vs. dynamic) should make a difference. As far as I understand static linking takes longer (though I may be wrong here). You should see if this affects your build.