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AppGameKit Classic Chat / The AGK Code Counter

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easter bunny
12
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Joined: 20th Nov 2012
Playing: Dota 2
Posted: 24th Apr 2013 00:40 Edited at: 24th Apr 2013 00:44
Ok, so I was looking through some old threads and I found this one. I thought this would be a cool idea for AppGameKit as well!
For those of you who are too lazy too read the other post......
Quote: "The idea is to add your source code to a counter, to see just how much code has been written in AGK. Add the number of lines you've written in all your projects added together."


To start it off:

************************************
Memory Trainer 2013=1577
Airstrike Unleashed=2581
Neon Bunnies=1817
Dodge those Balls=2577
iSheep=5355
************************************
0+
13907 (pretty good for 6 months using AppGameKit right?)
---------
Total: 13907
************************************

when you add yours, make sure your include the total so far. (ie.13907)

Ancient Lady
Valued Member
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Joined: 17th Mar 2004
Location: Anchorage, Alaska, USA
Posted: 24th Apr 2013 01:45
Okay, my current WIP was 7330 lines across 22 .agc files before I converted to Tier 2.

Of course that includes blank lines and comments. So, conservatively call it 3500 Tier 1 lines of code.

My current Tier 2 version contains 87 .h and .cpp files with a total of 19,978 lines (not counting the core AppGameKit files). The level editor uses 123 files with a total of 19,669 lines

I'd have to dig up my Perl code line counter to get the count of code only lines.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
easter bunny
12
Years of Service
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Joined: 20th Nov 2012
Playing: Dota 2
Posted: 24th Apr 2013 03:50 Edited at: 24th Apr 2013 03:50
oh, Doesn't look like it quite made it clear enough
You need to add all your code to the running total as well
ie:
************************************
3500+
19,978+
19,669=
43,147
************************************
13907+
43,147
---------
Total: 57,054
************************************

Naphier
14
Years of Service
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 24th Apr 2013 05:24 Edited at: 24th Apr 2013 05:35
T2 shouldn't count

I've got a whopping 5,315 into dFenz which took 3 months to code and build the assets for. Woot woot!
Must...code...faster...

TOTAL AppGameKit CODE:
5,315+
57,054
========
62,369

Check out dFenz on Google Play, Windows, or Mac:
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 24th Apr 2013 09:11
Rush to Adventure has been in development for over a year now. Not counting setup.agc it is currently 9060 lines in 17 files.

************************************
Rush to Adventure = 9060
************************************
Total lines = 9060

Markus
Valued Member
20
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Joined: 10th Apr 2004
Location: Germany
Posted: 24th Apr 2013 10:12 Edited at: 24th Apr 2013 10:25
************************************
1833+ Mühle
907+ Ball Labyrinth
1497+ Gem Digger
2478+ Rest
==========
6715
************************************
6715+
62,369
==========
69,084
************************************
9060+ Digital Awakening:Rush to Adventure
69,084
==========
78144 Total AppGameKit Code
************************************

Row Counter
Lucas Tiridath
AGK Developer
16
Years of Service
User Offline
Joined: 28th Sep 2008
Location: Kings Langley, UK
Posted: 24th Apr 2013 10:37
************************************
1136+ (Abacus App)
819+ (Tennis Tracker)
1511+ (esCape)
1407+ (Apocalypse Escape)
4907+ (Nexus of Power Tier 1)
14145 (Nexus of Power Tier 2)
= 23925
************************************
23925+
78144
= 102069 TOTAL AppGameKit CODE
************************************

Digital Awakening
AGK Developer
22
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Joined: 27th Aug 2002
Location: Sweden
Posted: 24th Apr 2013 13:08
Ah, didn't get that I was supposed to total everybody's lines

Grayvyn
16
Years of Service
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Joined: 30th Oct 2008
Location: Southern California
Posted: 24th Apr 2013 19:48
************************************
6455 (SandBox RPG Tier1 version)
1800 (Atomic Road)
= 8255
************************************
8255+
102069
= 110324 TOTAL AppGameKit CODE
************************************

Funnell7
13
Years of Service
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Joined: 8th Sep 2011
Location: UK, England
Posted: 24th Apr 2013 23:00
************************************
4975 - Happy Chick
3700 - Happy Chick Lite
1271 - BoxShot
912 - Coin Catcher
3024 - Impossiball
= 13882
************************************
13882+
110324
= 124206 TOTAL AppGameKit CODE
************************************
Naphier
14
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 24th Apr 2013 23:16
Sweet let's keep this up. It took nearly 2 years for the DB thread to get to 960,805
Let's see if we can beat it in under 6 months

www.NaplandGames.com
xCept
21
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Joined: 15th Dec 2002
Location:
Posted: 25th Apr 2013 00:22
************************************
7209 - Ballastic
4048 - iTrippin'
3675 - Little Eggy
6716 - PixMate (Unreleased)
1981 - Fingerlize (Unreleased)
************************************
23629+
124206
= 147835 TOTAL AppGameKit CODE
************************************
baxslash
Valued Member
Bronze Codemaster
17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 25th Apr 2013 00:36 Edited at: 25th Apr 2013 00:43
************************************
1076 - zombieTest
59 - worldtosprite
548 - wingsoflove
149 - topdowncar
46 - test3dcharacter
68 - test-spritesheet
3649 - tanks
303 - starform
10845 - squashies
514 - Spriter Import
1785 - spritefx_example
4578 - SpriteFX
107 - splitText
323 - spacecraft
91 - snippets
32 - slider
149 - shiptest
222 - shadowTest
264 - Shades
54 - sendimage
108 - rope
155 - rescaleImage
161 - preserveColour
405 - pinchzoom
705 - pathfinding
1082 - otherapps
47 - optimum
685 - ninjas
135 - moreApps
475 - MenuFX
132 - mazegen
2064 - Lovegrams
8735 - Love Hearts_V1.0.10
9500 - Love Hearts-old
9589 - Love Hearts
127 - imageJoiner
129 - GettingStarted
1010 - Garfield-demo
8512 - Garfield
2132 - galaxy
1381 - fpsc8bit
949 - focusreg
233 - fly
2861 - FlickPong
93 - firecracker
17082 - Find Something
98 - FacebookExample
121 - Explosions
942 - DTSreg
9282 - Draw Garfield
68 - draw
172 - Darkness Level Editor
282 - Darkness
461 - crush
88 - codecounter
6695 - CanonballBob
801 - battle
197 - AGKNotifyLee
83 - AdvertTest
55 - adColonyTestApp
36 - 3dtest
199 - 3Dparticles
154 - 3DCar
139 - 3D Physics Test
= 113222
************************************
113222+
147835
=261057 TOTAL AppGameKit CODE
************************************

Can I add my "old" projects folder too? I actually built a little utility to count all the lines in agc files in my whole project folder ("88 - codecounter").

Edit: Attached my code counter. Just drop everything in the exe folder including the media folder over your projects folder and it will do a line count for you. It creates a text file in your documents folder called "LineCountResults.txt"


this.mess = abs(sin(times#))

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Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 25th Apr 2013 01:10
baxslash, does it skip pure comment lines and blank lines?

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
baxslash
Valued Member
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17
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Joined: 26th Dec 2006
Location: Duffield
Posted: 25th Apr 2013 10:48
No, I didn't bother with that. I doubted everyone else had done that, I assumed everyone was just scrolling to the bottom of each agc file to count the number of lines (unless I missed a post?).

It would be easy enough to add. Here's the code:



this.mess = abs(sin(times#))
easter bunny
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Playing: Dota 2
Posted: 25th Apr 2013 11:02
I actually used HxD Hex editor to concatenate all the agc files

Ian Rees
AGK Developer
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Location: Wales, UK
Posted: 25th Apr 2013 11:29
For Tier 1, the compiler creates a "SourceCode.agc" file in the media directory. It concatenates all the #include agc files...

Ancient Lady
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Location: Anchorage, Alaska, USA
Posted: 25th Apr 2013 16:11
Tier 1 only creates SourceCode.agc in pre-v108 versions.

If you have cygwin installed, there is another way.

Open a cygwin session and use 'cd' to navigate to your code directory. E.g. (on my computer):


Then use the command 'wc -l *.agc' (or 'wc -l *.cpp *.h' for Tier 2). This will output the list of files with the number of lines in the file and then a total number of lines at the bottom.

If we aren't dropping blank lines and comments, the adjusted count:
************************************
261057 - 43147 + 46977
= 264887 TOTAL AppGameKit CODE
************************************

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Naphier
14
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Joined: 2nd Oct 2010
Location: St Petersburg, Florida
Posted: 25th Apr 2013 16:27
Everyone's going through way too much work here.
Clonkex already made a very nice drag and drop line counter
http://forum.thegamecreators.com/?m=forum_view&t=204810&b=5

These submissions should definitely exclude comments and whitespace.
My code would be 25% longer or more with comments and whitespace.
I also think it should only include production related files (i.e. no test drivers).

www.NaplandGames.com
baxslash
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Location: Duffield
Posted: 25th Apr 2013 16:36 Edited at: 25th Apr 2013 16:54
That's handy, thanks Naphier!

Quote: "I also think it should only include production related files (i.e. no test drivers)."

I disagree. Test projects are a massive part of app development and are still valid code.

Nevertheless I'm willing to do a recount with whitespace and comments removed but it'll be a royal pain even with Clonkex's tool...

Edit: Forget it, actually I'm not prepared to drag and drop 351 "proper" project files individually onto that tool. I'm too busy, sorry.


this.mess = abs(sin(times#))
Naphier
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Location: St Petersburg, Florida
Posted: 25th Apr 2013 16:53
I agree they certainly are a massive part of development, but if you build out a test driver for new functions that are later implemented in your game's code, then it'd be like double counting. I'm just mimicking what I saw in the thread by Batvink for DB code counting. They seemed to be only doing projects.

But I'm OK with either way as long as we set the precedent now.

And if we do decide to include test programs... man do I go a lot of counting to do! Maybe it would be worthwhile to rewrite Clonkex's tool to behave a bit more like yours so that it iterates through directories.

What's everyone else think?

www.NaplandGames.com
baxslash
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Posted: 25th Apr 2013 16:58
Whatever, you can remove my code from the list if you like. I thought this was a bit of harmless fun, I wasn't expecting to get harassed over my line count to be honest

I just checked and I have 351 of what might be considered "proper" project files from my current projects folder. If you edit the tool so it can check all the files in a single folder I'll run it on those, otherwise I'm a bit too busy to mess around on this any more sorry.


this.mess = abs(sin(times#))
Naphier
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Posted: 25th Apr 2013 17:03
Sorry, not trying to harass you. I'm sorry I said anything. I don't want to ruin anyone's fun. I won't say anymore.

www.NaplandGames.com
baxslash
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Location: Duffield
Posted: 25th Apr 2013 17:08
It's me being over sensitive I'm not really offended. I just misinterpreted the seriousness of the thread and thought it was more of a general idea rather than pinpoint accurate. I have literally dozens more projects in various states of completion. Some will never be finished but they are still code I have written in AGK. I thought that counted.

I'm just saying that if my count doesn't count... just take it out.


this.mess = abs(sin(times#))
Naphier
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Location: St Petersburg, Florida
Posted: 25th Apr 2013 17:21
I think we'd all like to count your code because it is obviously a significant amount. I just don't want to count up all of my tests!

Glad you're not really offended, but still I think we'd all like you to be part of this!! *insert needy girlfriend meme*

www.NaplandGames.com
Ian Rees
AGK Developer
12
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Joined: 3rd May 2012
Location: Wales, UK
Posted: 25th Apr 2013 19:08 Edited at: 25th Apr 2013 19:23
Quote: "Tier 1 only creates SourceCode.agc in pre-v108 versions."


So it does.

OK, time to download Clonkex's tool...

EDIT:

13903 - WIP#1
3029 - WIP#2

************************************
264887 + 13903 + 3029
= 281819 TOTAL AppGameKit CODE
************************************

easter bunny
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Playing: Dota 2
Posted: 29th Apr 2013 11:12
Marl
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Location: Bradford, UK
Posted: 29th Apr 2013 19:31
Quote: "I just misinterpreted the seriousness of the thread"

How can anyone take seriously a thread which celebrates "high volume of code" as a good thing.

But maybe that's me being too sensitive - I'm from a pre-bloatware time
Ancient Lady
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Posted: 29th Apr 2013 19:53
In this case, high volume of code is meant to show how productive we are as group with AGK.

I actually try to minimize the code wherever possible. But that is my many years of background coding talking.

Cheers,
Ancient Lady
AGK Community Tester and AppGameKit Master
Phaelax
DBPro Master
21
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Joined: 16th Apr 2003
Location: Metropia
Posted: 29th Apr 2013 20:22
WIP Zelda - 1103 (which means over 400 lines in my file was spacing and comments)

1103 + 281819 = 282922

Quote: "I actually try to minimize the code wherever possible. But that is my many years of background coding talking."

I do the same. My brain never really got out of that "omg I'm wasting almost 2 bytes" phase. The only time I won't reduce code is if it really hurts the readability of it without having any real gain.

"You're all wrong. You're all idiots." ~Fluffy Rabbit
xGEKKOx
AGK Master
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Location: Italy
Posted: 30th Apr 2013 17:46
Wow, i have to count all my games and apps....
I will do it!!
What you think about another post where we show how downloads (free/paid) each app done?

Long life to Steve!
Naphier
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Location: St Petersburg, Florida
Posted: 1st May 2013 03:26
@Gekko
That might be a cool idea, but might take a lot of remembering to update. Also, some of us (me) might be embarassed
Start it up and see who follows!

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