godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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Are empty lines and comments removed automatically when building the project? #31060

Closed elieobeid7 closed 5 years ago

elieobeid7 commented 5 years ago

Sorry for having to ask here, no one is sure on Reddit, and I don't use facebook, please close the issue after answering it. Seems like the only ones who can answer this are the core dev who spend time here.

When building a project, to the various platforms, does Godot remove new lines, empty spaces, and comments or should I write my own bash script that does that?

LinuxUserGD commented 5 years ago

Export to .zip, unpack and view the .gdc files

clayjohn commented 5 years ago

@elieobeid7 This is not the proper place to ask questions. This is for bug reports only.

Please see the docs page on community channels where you can ask questions. http://docs.godotengine.org/en/latest/community/channels.html

In particular there is a site dedicated to asking questions: https://godotengine.org/qa/

elieobeid7 commented 5 years ago

@clayjohn couldn't you just answered me while closing my issue man? you're a core developer? if so you know the answer. Anyhow, I'll ask there, but that's not the point.

My question is a yes and no question, doesn't require explanation nor it takes time to answer it, and the only people who can answer it are the core developers.

LinuxUserGD commented 5 years ago

@elieobeid7 I'm not a developer, just a one commit contributor, but I think I already answered your question.

elieobeid7 commented 5 years ago

@LinuxUserGD I'm searching for a binary viewer to read the files, no text editors can open .gdc file on my pc, it's not a thing I do, after opening it, let's pray that I understand what I see. Have you ever done that? If so what are your results?

clayjohn commented 5 years ago

@elieobeid7 Im not a core developer, I'm on the bugsquad. My job is to flag issues and to direct people to the proper channels. Again, this is not the place to ask quesitons, use the QA (question and answer) site for that.

My question is a yes and no question, doesn't require explanation nor it takes time to answer it, and the only people who can answer it are the core developers.

I don't know the answer. Even though it is a yes or no question, it takes a lot of knowledge to answer. Further, even if I was a core developer I might not know the answer. Godot has a huge codebase and no single person understands all of it.

elieobeid7 commented 5 years ago

@clayjohn But what I asked should be common knowledge, how can a studio release a game using it while leaving all the comments and garbage in it? Anyone using Godot for anything real should know the answer, otherwise, his code is rubbish.

My very first job I didn't know angular, the CTO had a maven file that runs webpack, we ran builds on a Jenkins server, he had to go through webpack and create custom stuff just to remove code that can't make it into production. I had to learn that in my very first day at the company on my first job.

LikeLakers2 commented 5 years ago

@elieobeid7 The answer to your question is yes, they are removed automatically (at least as far as I'm aware).

That said, please be aware of how you're treating others in the future. Regardless of how much you might want to believe something is "common knowledge," (even to a group like the core contributors) you'd be surprised at the things that aren't. Give people the benefit of the doubt in the future.

Also, as clayjohn said, this sort of question should go on the Q&A site, not on this bugtracker. If nobody there knows, you have about many other community forums that you could try.

elieobeid7 commented 5 years ago

@LinuxUserGD Opening the GDC doesn't help, I opened it in VSCODE, it's binary so obviously, I didn't understand anything, and probably the file got opened in the wrong encoding, but there are 5 # in the main.gdc and 1 # in main.gd

plus the signals name are written in ASCII in .gdc and there are spaces and empty lines.

This is not decisive, I should've seen only 1 # but saw 5, so can't draw any correlation between what I saw and the reality.

Why I opened in vscode then? Because I didn't find anything that can open a gdc file, asked on askubuntu, no one knows what GDC is.

Also if gdc were the correct files I should be looking at, the names of the signals wouldn't be in ascii

elieobeid7 commented 5 years ago

@LikeLakers2

I'm saying anyone who do godot for production must know the answer. It's like writing c without knowing if it does garbage collection or not....

LikeLakers2 commented 5 years ago

@elieobeid7

I asked everywhere, please check Godot Q&A site, Reddit and facebook page

You've still got the IRC chat, the Discord chat, the Twitter, Godot's forums, and the Steam Community to try out. I wouldn't really call that everywhere, unless you consider 3/8ths of something to be the whole. Like I said, even if the Q&A site (and in your case, reddit and facebook as well) doesn't work, you've still got many other places you could ask -> https://godotengine.org/community

elieobeid7 commented 5 years ago

@LikeLakers2 okay then I'll just write some bashscript to clean the code, seems that's faster than asking the developers.

LikeLakers2 commented 5 years ago

With all due respect, I did answer your question above:

The answer to your question is yes, they are removed automatically (at least as far as I'm aware).

elieobeid7 commented 5 years ago

I got my answer on facebook

comments get removed

""" comments don't get removed according to documentation gdcript is a wrapped language it optimize the native langue (c++) and building release take care of everything is not necessarily

https://www.facebook.com/groups/godotengine/1618120818324506/?comment_id=1618142058322382&notif_id=1564859497098091&notif_t=group_comment&ref=notif

Do you agree or disagree with that statement?

Calinou commented 5 years ago

@elieobeid7 Unlike Python, """ is only used for multiline strings, not comments. When you write a """ statement on its own line, it's a standalone string which won't have any effect on the resulting code, but it will still be present in the script.

Only # can be used to write actual comments in GDScript. (This is why their syntax highlighting was changed from a "comment" color to a "string" color in 3.1.)

elieobeid7 commented 5 years ago

@Calinou thank you, I'll follow @LikeLakers2 advice because I don't use """ because the editor doesn't understand it anyway.

LikeLakers2 commented 5 years ago

@elieobeid7 My apologies for the misunderstanding. It never occurred to me that you might be confused about the difference between # comments and """comments""", up until you posted that comment from facebook. (In fact, I admit I had forgotten about """comments""" because I so rarely see """this""" used as comments in GDScript that I often forget the syntax even exists. Sorry.)

Also, sorry for the whole "please be kinder in the future" when it wasn't actually needed! I realize that may have come off as rude.

elieobeid7 commented 5 years ago

@LikeLakers2 I am sorry too, now that I read what I said, I guess could've been nicer :) Thank you for everything, have an awesome weekend.

LinuxUserGD commented 5 years ago
screenshot

Maybe it depends on the platform and on the export settings but here comments are still in the .pck as you can see when you type in this code in https://gdscript-online.github.io/

Calinou commented 5 years ago

@LinuxUserGD See https://github.com/godotengine/godot/issues/24716.