> On 27 Sep 2021, at 10:36 pm, Ian Wadham <[email protected]> wrote: > > Hello Chris, > >> On 27 Sep 2021, at 8:42 am, Chris Jones <[email protected]> wrote: >> The majority of ports will indeed build fine with just the CLT installed. > > So what is the “recipe” to install just the CLT with no version of Xcode > present? And can that recipe be included in the MacPorts Guide?
I’ve no idea on the ‘best’ way as personally i want Xcode anyway, but you could try navigating to https://developer.apple.com/download/more/?=command%20line%20tools and install the correct version from there. If your next question is whats the correct version see https://trac.macports.org/wiki/XcodeVersionInfo > >> There are a number though where the build does indeed require a complete >> Xcode installation, which is why the baseline recommendation is to install >> Xcode. However if you are ok with perhaps running into the occasional port >> failure (the likelihood for which depends on which ports you use) you likely >> can get by just fine with just the CLT. > > Couldn’t those ports list Xcode as a build dependency? Not just like a regular port dep., so it gets installed as required. There is an Xcode PG which handles this and I think errors out if Xcode is not installed, so its fairly obvious what is wrong. > > If a dependency has to be another MacPorts package, then perhaps there could > be a dummy Xcode in MacPorts, maybe just a Portfile, that checks the presence > and version of the Xcode.app. See above. A PG to handle this already exists. > > Otherwise, new MacPorts users may be paying a 20Gb disk storage penalty > forever more. And the time to download and install Xcode could become a > disincentive for new MacPorts users in any case… > > Cheers, Ian Wadham. > >> Chris >> >>>> On 26 Sep 2021, at 10:07 am, Mircea Trandafir <[email protected]> wrote: >>> >>> I’ve been using only the command line tools for more than a year with >>> absolutely no issues (other than the occasional “version not detected” >>> error, but I think that happens with Xcode too). >>> >>> -- >>> Mircea Trandafir >>> Associate professor >>> Department of Economics >>> University of Southern Denmark >>> Campusvej 55, 5230 Odense M >>> Denmark >>> Email: [email protected] >>> Web: http://www.mirceatrandafir.com >>> >>>> On Sep 26, 2021, at 5:52 AM, Ian Wadham <[email protected]> wrote: >>>> >>>> Hi guys, >>>> >>>> I have recently upgraded my MacOS from High Sierra 10.13 to Catalina >>>> 10.15, mainly because I would like to start playing with a package called >>>> Flutter, which has a dependency on Xcode 12+ in its MacBook version. >>>> >>>> It appears that Xcode is following some variant of Grosch’s Law, or maybe >>>> Parkinson’s Law (software expands to fill the hardware space available to >>>> it). So I am wondering, if all a user needs are some MacPorts packages, >>>> whether it is necessary to install all (or even any) of Xcode just to get >>>> the command-line tools. >>>> >>>> I have been using MacPorts to get access to FOSS for more than 10 years >>>> and have watched the Xcode requirement grow from around 1 Gb of disk to >>>> around 20 Gb in Catalina. In Xcode 9, on High Sierra, the requirement was >>>> around 10 Gb. So it has roughly doubled in two version steps of MacOS. >>>> >>>> At first I used to regard the Xcode overhead as being like some sort of >>>> tax on the pleasure of using FOSS, but now it is taking up an unhealthy >>>> portion of the 250 Gb in my MacBook Pro’s 250 Gb internal SSD drive. >>>> >>>> I have to put up with this if I wish to use Macports and Flutter, even >>>> though, like Dave Horsfall, I am unlikely to use Xcode as an IDE. So is it >>>> possible to have MacPorts depend on some minimal subset of Xcode? >>>> >>>> Cheers, >>>> Ian Wadham. >>>> >
