Just my 2 cents worth: I had been using SCons for nearly 2 years until last
week, when we decided to port all our projects to CMake.
We had a lot of customized modules for SCons, and maintaining them started
to consume too much of our time and turn things too complex for external
users, so we thought we would give CMake a chance.
As awkward as CMake's syntax is, it has *dramatically* simplified our build
scripts and our build system/servers as a whole. Our customized modules
changed from hundred-lines-of-code Python scripts to few-lines-of-code CMake
macros. It took two days to port everything, but it was quite worth it.
I am quite confident CMake could turn things much simpler for the core
developers, and much easier for the users.
If you are willing to give it a try, I can help. Once a developer has ported
the build script, it is also very easy for the other developers to follow.
-- Thiago
On Mon, Nov 3, 2008 at 8:37 PM, Gerrit Voss <[EMAIL PROTECTED]>wrote:
>
> Hi,
>
> On Mon, 2008-11-03 at 14:41 -0600, Carsten Neumann wrote:
> > Hi Gerrit,
> >
> > scons-addons has changed the way the Boost option generates the
> > candidate library names, in particular the function
> > buildFullLibNamePossibilities does not exist anymore. For me it worked
> > to just comment the two lines in AddonHacks.py that replace Boost.find
> > and Boost.validate, i.e. just use the regular functionality.
> > Is the code for Boost in AddonHacks still needed, what does it do
> > different or can we just remove it ?
>
> hmm, I guess we should start to have a real copy of scons-addons in
> our tree to have more control on when things might break.
>
> Well the AddonHacks are there to work around problems with
> scons-addons. If they are partially gone now I'm fine to remove things
> that are fixed. One problem is that it was so long ago I put the boost
> part in I'm not 100% sure why I did it exactly. If you want to you
> can comment out all overrides to boost from the AddonHacks and see
> what happens.
>
> kind regards,
> gerrit
>
>
>
>
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