Unity builds, also known as amalgamated builds, involve combining multiple C++ source files into a single compilation unit. This approach can improve compilation speed and simplify dependency management. When using Clang, there are several advantages and trade-offs to consider.
// Example unity build structure
// main.cpp
#include "file1.h"
#include "file2.h"
int main() {
// Your code here
}
// unity.cpp
#include "file1.cpp"
#include "file2.cpp"
#include "main.cpp"
How do I avoid rehashing overhead with std::set in multithreaded code?
How do I find elements with custom comparators with std::set for embedded targets?
How do I erase elements while iterating with std::set for embedded targets?
How do I provide stable iteration order with std::unordered_map for large datasets?
How do I reserve capacity ahead of time with std::unordered_map for large datasets?
How do I erase elements while iterating with std::unordered_map in multithreaded code?
How do I provide stable iteration order with std::map for embedded targets?
How do I provide stable iteration order with std::map in multithreaded code?
How do I avoid rehashing overhead with std::map in performance-sensitive code?
How do I merge two containers efficiently with std::map for embedded targets?