build-system

How do I convert an Autotools project to a CMake project? [closed]

大兔子大兔子 提交于 2019-12-04 07:26:00
问题 Closed. This question is off-topic. It is not currently accepting answers. Want to improve this question? Update the question so it's on-topic for Stack Overflow. Closed 8 months ago . So there seems to be a lot of writing on the subject of Autotools vs. CMake, but for the life of me I can't seem to find a good tutorial on how to convert a project from Autotools ( Makefile.am and configure.ac files) to CMake ( CMakeLists.txt files). How does one go about doing this? 回答1: There is no automated

A good strategy for implementing a versioning system

元气小坏坏 提交于 2019-12-04 07:16:32
I have been struggling with versioning software for a while now. I'm not talking about a naming convention, I'm talking about how to actually apply a version in a build system all the way through to a release. I generally use major.minor.maintenance-[release type] i.e. 1.0.2-rc1 The problem is managing the version number. I've tried many ways (sticking it in a build file, a properties file, a database, etc,etc) but I haven't found anything that really works well. The closest thing I came up with is using Jira which I documented here: http://blog.sysbliss.com/uncategorized/release-management

Build system for an embedded C/C++ project

筅森魡賤 提交于 2019-12-04 05:14:42
I am looking for a high-level build system/tool that can help organise my embedded C project into "modules" and "components". Note that these two terms are highly subjective so my definitions are given below. A module is a cohesive collection of c and h files but with only one public h file that is visible to other modules. A component (or a layer) on the other hand is a collection of modules (e.g. Application layer, Library layer, Driver layer, RTOS layer etc.). The build system/tool should - Prevent cyclic dependencies between components and modules (cyclic dependencies inside modules is

How do I prevent gulp-notify from breaking gulp-watch in Windows?

三世轮回 提交于 2019-12-03 21:58:44
I am using the gulp-notify plugin. This is an example of how I'm implementing it in a gulpfile.js ( You can see I'm using gutil and livereload as well. I don't know if they play any factors, but let me know if they do.) gulp.task('js', function() { return gulp.src('./dev/scripts/*.coffee') .pipe(coffee({bare: true}).on('error', gutil.log)) .pipe( gulp.dest('./build/js')) .pipe(notify('Coffeescript compile successful')) .pipe(livereload(server)); }); This plugin works on OS X and Linux. On Windows, which doesn't have a notification feature, it returns an error and breaks the gulp-watch plugin.

Bazel environment variables in build rules

邮差的信 提交于 2019-12-03 11:19:46
问题 I want to refer to a DirectX SDK in the BUILD file. The problem is that (as far as I understand) Bazel supports passing environment variables only through --action_env=DXSDK_DIR argument for Bazel and it is meant to be used in actions, which must be defined in a plugin ( .bzl file). Is there any easier way to refer to the environment variable by using it as Make variable ( includes = [ "$(DXSDK_DIR)/Include" ] ) or do I need to write a plugin? 回答1: In principle you need a cc_library rule

How to show result of python script in a console when running from ST editor?

只愿长相守 提交于 2019-12-03 07:14:47
I'm new to Sublime Text so am unfamiliar with its internals so far. From what I could tell the problem could be something related to this . I have a python script var = raw_input("Enter something: ") print "You entered ", var which asks for input, waits for it, then prints it out in windows console prompt. How do I make ST3 upon "building" to show the results in a console window? It's really simple just issue a command to start a new cmd.exe . start cmd /K python main.py See here for more(ancient) The /k flag "pipes" the other commands to cmd.exe and runs until you exit the shell yourself,

Cycle inside ; building could produce unreliable results: Xcode 10 Error

僤鯓⒐⒋嵵緔 提交于 2019-12-03 01:49:10
问题 I am trying to move to the new build system when compiling with Xcode 10. However, it gives following error: Cycle details: → Target 'project' : LinkStoryboards Target 'project' has compile command with input '/Users/project/Commons/Components/ScreenshotSharing/ViewController/AppShare.storyboard' Target 'project' : ValidateEmbeddedBinary /Users/project/Xcode/DerivedData/project-hgqvaddkhmzxfkaycbicisabeakv/Build/Products/Debug-iphoneos/project.app/PlugIns/stickers.appex Target 'project' has

When to use gradle.properties vs. settings.gradle?

柔情痞子 提交于 2019-12-03 01:35:54
问题 A gradle build has three files build.gradle that defines the build configuration scripts gradle.properties settings.gradle Questions What are differences between settings.gradle & gradle.properties ? When should a settings be put in settings.gradle vs. gradle.properties ? 回答1: settings.gradle The settings.gradle file is a Groovy script, just like the build.gradle file. Only one settings.gradle script will be executed in each build (in comparison to multiple build.gradle scripts in multi

how to modify the install-path without running the configure script/cmake again

六月ゝ 毕业季﹏ 提交于 2019-12-02 17:39:53
I am working on a project which takes considerable time to build (10-15) minutes. I have recompiled to verify if there is a compilation error. Now I want to change the install directory so that I have a new version of executable with the new changes. Is there a method to just modify the install path so that the 'make install' installs to a new location rather than the old one? CMake generated makefiles support the DESTDIR coding convention for makefiles. Thus you can override the default installation location by setting the DESTDIR variable upon invoking make: $ make install DESTDIR=/opt/local

Cycle inside ; building could produce unreliable results: Xcode 10 Error

删除回忆录丶 提交于 2019-12-02 15:22:39
I am trying to move to the new build system when compiling with Xcode 10. However, it gives following error: Cycle details: → Target 'project' : LinkStoryboards Target 'project' has compile command with input '/Users/project/Commons/Components/ScreenshotSharing/ViewController/AppShare.storyboard' Target 'project' : ValidateEmbeddedBinary /Users/project/Xcode/DerivedData/project-hgqvaddkhmzxfkaycbicisabeakv/Build/Products/Debug-iphoneos/project.app/PlugIns/stickers.appex Target 'project' has process command with input '/Users/project/Resources/Info.plist' Target 'project' has compile command