Xcode also have this problem now. 8Gb for Xcode 7 is manageable. But why 70Gb for Xcode 11?
Cross-compiling binaries for Windows is easier than building natively
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Re: Cross-compiling binaries for Windows is easier than building natively
#22It is. I generate the Windows executables for a program by cross-compiling Rust on Linux. Then test with Wine. The Rust crates are cross-platform enough that I don't have to special case platforms. This is easier than having a Windows machine. The only current headache is that there's no pure Rust bundler, to make ".msi" or ".msix" installer files. If you dump the legacy OS stuff, it gets easier.
Re: Cross-compiling binaries for Windows is easier than building natively
#23For me SDK sizes are showstopper. Mingw packages are probably 100-200 Mb total. To build anything native one has to install Windows (20+Gb in modern version and then Visual Studio 40+Gb). Not so easy to fit it all on an SSD drive. Xcode also have this problem now. 8Gb for Xcode 7 is manageable. But why 70Gb for Xcode 11?
Re: Cross-compiling binaries for Windows is easier than building natively
#24For me SDK sizes are showstopper. Mingw packages are probably 100-200 Mb total. To build anything native one has to install Windows (20+Gb in modern version and then Visual Studio 40+Gb). Not so easy to fit it all on an SSD drive. Xcode also have this problem now. 8Gb for Xcode 7 is manageable. But why 70Gb for Xcode 11?
There are very few things that actually require Visual Studio just to build.
Re: Cross-compiling binaries for Windows is easier than building natively
#25For me SDK sizes are showstopper. Mingw packages are probably 100-200 Mb total. To build anything native one has to install Windows (20+Gb in modern version and then Visual Studio 40+Gb). Not so easy to fit it all on an SSD drive. Xcode also have this problem now. 8Gb for Xcode 7 is manageable. But why 70Gb for Xcode 11?
Maybe a decade ago, but SSDs are so much cheaper per GB nowadays. Around $0.11/GB. Pretty sure that's cheaper than the first 1TB HDD I've owned.
Re: Cross-compiling binaries for Windows is easier than building natively
#26Earlier quoted context omitted.
That's exactly it. Windows developers know NTFS has Symbolic Links https://docs.microsoft.com/en-us/windows/win32/fileio/creati...
Maybe I missed something on this discussion but symlinks and NTFS are not really related.. They have them yes, how they're handled is different.
Re: Cross-compiling binaries for Windows is easier than building natively
#27Microsoft's days as a 'primary' desktop operating system are numbered. The OP doesn't seem to understand this, but even Microsoft itself does, which is why most of its major moves the past few years haven't been improving its own desktop, but positioning itself to control "open source" the best it can. More people within the MS ecosystem should understand this.
What are you proposing will become the primary desktop OS? Some Linux flavor of the month? MacOS? Neither seems at all likely in the foreseeable future.
Re: Cross-compiling binaries for Windows is easier than building natively
#28For me SDK sizes are showstopper. Mingw packages are probably 100-200 Mb total. To build anything native one has to install Windows (20+Gb in modern version and then Visual Studio 40+Gb). Not so easy to fit it all on an SSD drive. Xcode also have this problem now. 8Gb for Xcode 7 is manageable. But why 70Gb for Xcode 11?
If that's out of reach im not sure how you're powering your dev machine.
Re: Cross-compiling binaries for Windows is easier than building natively
#29For me SDK sizes are showstopper. Mingw packages are probably 100-200 Mb total. To build anything native one has to install Windows (20+Gb in modern version and then Visual Studio 40+Gb). Not so easy to fit it all on an SSD drive. Xcode also have this problem now. 8Gb for Xcode 7 is manageable. But why 70Gb for Xcode 11?