[cmake-developers] [CMake 0015178]: CMake very slow at generation stage

2014-09-30 Thread Mantis Bug Tracker

The following issue has been SUBMITTED. 
== 
http://public.kitware.com/Bug/view.php?id=15178 
== 
Reported By:Christophe Prud'homme
Assigned To:
== 
Project:CMake
Issue ID:   15178
Category:   (No Category)
Reproducibility:always
Severity:   minor
Priority:   normal
Status: new
== 
Date Submitted: 2014-09-30 06:38 EDT
Last Modified:  2014-09-30 06:38 EDT
== 
Summary:CMake very slow at generation stage
Description: 
on macosx the generation stage is very slow and it seems that it is the
dependencies computation.
On our projet (http://www.feelpp.org) is takes minutes for the generation stage
while it took seconds in the previous version.
On Linux no such issues.
It seems that there are a lot of call to otool on macosx and it might be that
that slows down thinks
== 

Issue History 
Date ModifiedUsername   FieldChange   
== 
2014-09-30 06:38 Christophe Prud'hommeNew Issue 
  
==

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Re: [cmake-developers] iOS support

2014-09-30 Thread Eric Wing
On 9/23/14, Florent Castelli florent.caste...@gmail.com wrote:
 Hi!

 My company is organizing soon a hack week where each employee is able to
 work on any project he wants. So, I've decided to work with Cmake and
 improve support for iOS to help the product team getting rid of manual
 project files, constant merge conflicts and bad project file documentation,
 while improving our tooling possibilities (all that with Cmake!).

 I've had a quick look at the first issue that popped into my mind the other
 day and fixed try_compile by adding another variable to set the executable
 type in the generated project (it has to be MACOSX_BUNDLE) and fixing the
 search path for the resulting binary.
 So this is now working... Providing we are targeting the simulator.
 Due to the nature of Xcode projects that can easily target either the
 simulator or devices, thus using different compilation flags, the resulting
 projects aren't working in both case. There are conflicts between some
 options like the minimum iOS version target and the minimum iOS simulator
 target for example (which you need to build the try_compile binaries
 without signing them).
 Also, the Xcode support is very OSX focused and all variables have MACOSX
 in their name, which is confusing.

 So, has anyone worked on similar issues and can suggest a way to progress
 and improve support for iOS?
 In the end, I'd like to have a working Xcode project with separate settings
 for both simulator and device, Cmake compiler flag detection working, and
 possibly later Make/Ninja projects working too.

 Regards,
 /Orphis


This is off the top of my head, and its late...
Some context...I'm developing a new SDK for game developers. I've been
spending a lot of time with the generators (Windows, Linux, Mac, iOS,
Android, and playing with Windows Phone recently). CMake is the best
game in town for handling all these platforms. But there are also a
ton of things that annoy me. My goal is to help people build apps they
can ship, but much of CMake's thought process is about building apps
locally for your system and the work flow isn't correct in my opinion.
I've done a lot to address these short-comings and I hope to clear
some time to talk about all this and share my changes in the near
future. (Especially the Android stuff...I had to build a lot of crap
to make that work and I would like to fold that back into the CMake
core because it is evil.)

As for iOS (and some Mac), one of my peevs is that the application
bundle process doesn't happen as part of the build. For a normal
Mac/iOS development, you always rebuild your code and your application
bundle. CMake treats this as two discrete steps so what you
develop/test is different from what you ship. (And incidentally in the
Visual Studio case, I discovered it is impossible to launch your app
via the debugger because of this too.)

Additionally, the iOS/CMake stuff is flakey about letting you switch
between device and simulator. You shouldn't have to generate a
completely different project to test between the two. This is not how
iOS developers work nor how the Xcode toolchain is designed. (And now
that we have 32-bit and 64-bit versions of both, it's ridiculous.) I
some how got mine to the point where I can switch targets in the same
project, but it's flakey due to the way CMake injects paths/values
into the Xcode project. It isn't the same exact values as Apple, so
somethings like finding frameworks/libraries cause me to do some
tricks.

Also on that note, just getting CMake to pick the proper Lastest SDK
value by default would be nice. It is hard coding some full path which
seems to work in base cases, but causes me problems in other cases. I
noticed when Xcode versions change, this often is the main culprit for
new breakage.

All the configuration options are blank for me. The Mac one works, but
iOS is blank for me. This means thinks like all my optimization
settings are the same (debug and release have the same values).

I can set these values manually, but I have only been able to do it to
my own targets explicitly. My attempts to set the values globally (at
the root) have not succeeded.


I still haven't dealt with launch images and icons. A proper sized
launch image is required to get the iPhone 5 and iPhone 6 tall
resolutions without letterboxing. I'm not sure what the right thing to
do here is with CMake.


I'm doing my own application bundling to some degree. As I said,
CMake's normal process goes against the grain of the normal workflow
so I changed it to behave like the real thing. I'm having trouble
remembering, but I think the CMake/Mac had better handling than
CMake/iOS. CMake was doing some stuff for me better than iOS, but I
don't fully remember. (May have something to do with listing resources
as part of the target.) But one place I found CMake to be really
annoying was with nested directories and also symlinks. Copying a
framework into a bundle is a good example because it has both. And
ideally, 

[cmake-developers] kwsys SystemTools::RelativePath()

2014-09-30 Thread Nils Gladitz
When both operands are the same absolute path I get the empty string as 
a result.


Should it be .?

Nils
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Re: [cmake-developers] [ITK-dev] find_package issues with ITK and VTK (and SlicerExecution Model)

2014-09-30 Thread Brad King
On 09/30/2014 10:14 AM, Williams, Norman K wrote:
 find_package(VTK REQUIRED)
 find_package(ITK REQUIRED)
 
 You can’t real compile anything that needs VTK, because down in
 the ITK deployment stuff, it calls find_package(VTK) like this:
[snip]
 Which blows away the larger list of include directories and libraries

One may use the itk_module_config and vtk_module_config macros
from the *ModuleAPI.cmake modules that come with the respective
packages to compute the list of libraries and include dirs for
a given list of components.  All ITKConfig and VTKConfig do with
the list of components is:

 itk_module_config(ITK ${ITK_MODULES_REQUESTED})
 # sets ITK_LIBRARIES, ITK_INCLUDE_DIRS, etc.

and

 vtk_module_config(VTK ${VTK_MODULES_REQUESTED})
 # sets VTK_LIBRARIES, VTK_INCLUDE_DIRS, etc.

One can invoke these directly:

 itk_module_config(ITK ${MY_LIST_OF_ITK_COMPONENTS})
 vtk_module_config(VTK ${MY_LIST_OF_VTK_COMPONENTS})

at any time after the find_package calls.  One could even use
a different prefix:

 itk_module_config(MyITK ${MY_LIST_OF_ITK_COMPONENTS})
 # sets MyITK_LIBRARIES, MyITK_INCLUDE_DIRS, etc.

In the long run the plan is to stop recommending use of component
lists at find_package time and instead use imported targets and
usage requirements:

 
http://www.cmake.org/cmake/help/v3.0/manual/cmake-buildsystem.7.html#build-specification-and-usage-requirements

but that will have to wait until we can require CMake 3.0.

-Brad

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Re: [cmake-developers] [ITK-dev] find_package issues with ITK and VTK (and SlicerExecution Model)

2014-09-30 Thread Brad King
On 09/30/2014 11:13 AM, Bradley Lowekamp wrote:
 Do you have a suggestion on how to conditionally include a
 module if it's available? e.g. Use ITKDeprecated if ITK was
 configure with it?

 find_package(ITK REQUIRED)
 set(MY_ITK_COMPONENTS ...) # list required mods here
 if(;${ITK_MODULES_ENABLED}; MATCHES ;ITKDeprecated;)
   list(APPEND MY_ITK_COMPONENTS ITKDeprecated)
 endif()
 itk_module_config(ITK ${MY_ITK_COMPONENTS})

I think the if() line could also be written

 if(TARGET ITKDeprecated)

but I don't remember off the top of my head whether the
library names and module names always match exactly.

-Brad

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Re: [cmake-developers] Integrate fixdep for kconfig

2014-09-30 Thread Brad King
On 09/24/2014 07:18 AM, Sam H. wrote:
 I would like to use kconfig from Linux for my project settings.
 So I integrate fixdep tools into CMake for parsing CONFIG_xxx key words
 and set proper dependency of files that are generated by kconfig.

For those of us unfamiliar with kconfig/fixdep, please provide a
high level explanation of how they work and why CMake dependency
scanning needs to be modified.

 However, here come some issues.
 1. The codes from fixdep is declared as GPL. But CMake use BSD.
 2. fixed use mmap(). But this API is not support well on Windows.

Both of these need to be addressed before a patch would be accepted.
We cannot link GPLed code, and we need a portable implementation.

Thanks,
-Brad

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[cmake-developers] fix-OSX-bundle-rpaths-and-Qt5 topic

2014-09-30 Thread Brad King
Hi Folks,

Picking up from the end of an earlier thread:

 [PATCH] stage/fix-OSX-bundle-rpaths-and-Qt5
 
http://thread.gmane.org/gmane.comp.programming.tools.cmake.devel/10781/focus=11016

Is the fix-OSX-bundle-rpaths-and-Qt5 topic ready to be merged to
'next' for testing?  Clinton, have your comments been addressed?

Thanks,
-Brad
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Re: [cmake-developers] fix-OSX-bundle-rpaths-and-Qt5 topic

2014-09-30 Thread Clinton Stimpson
On Tuesday, September 30, 2014 11:37:27 AM Brad King wrote:
 Hi Folks,
 
 Picking up from the end of an earlier thread:
 
  [PATCH] stage/fix-OSX-bundle-rpaths-and-Qt5
  http://thread.gmane.org/gmane.comp.programming.tools.cmake.devel/10781/focu
 s=11016
 
 Is the fix-OSX-bundle-rpaths-and-Qt5 topic ready to be merged to
 'next' for testing?  Clinton, have your comments been addressed?
 
 Thanks,
 -Brad

My concerns of breaking backward compatibility were already addressed.

However, I do wish there is a test for this.  Although the commits target OS 
X, I would like to see some proof that the API changes in GetPrerequisites for 
supporting rpaths will work on other platforms such as Linux.

A test for both OS X and Linux will help justify the API changes.

Clint

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Re: [cmake-developers] fix-OSX-bundle-rpaths-and-Qt5 topic

2014-09-30 Thread Adam Strzelecki
 A test for both OS X and Linux will help justify the API changes.

Well. All I can say that failing tests were already addressed in latest version 
of this branch. Also it does not break existing functions signature or 
behavior. All new parameters are optional.

I have no other means to prove that everything is OK.

--Adam
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[cmake-developers] [CMake 0015180]: FindGLUT.cmake should search for glut64 instead of glut32 on 64-bit Windows

2014-09-30 Thread Mantis Bug Tracker

The following issue has been SUBMITTED. 
== 
http://public.kitware.com/Bug/view.php?id=15180 
== 
Reported By:Daniel Schepler
Assigned To:
== 
Project:CMake
Issue ID:   15180
Category:   Modules
Reproducibility:always
Severity:   minor
Priority:   normal
Status: new
== 
Date Submitted: 2014-09-30 13:04 EDT
Last Modified:  2014-09-30 13:04 EDT
== 
Summary:FindGLUT.cmake should search for glut64 instead of
glut32 on 64-bit Windows
Description: 
On 64-bit Windows, the GLUT stub library is named glut64.lib instead of
glut32.lib.  So, find_package(GLUT) should be searching for glut64 instead of
glut32 on that platform.  (Or maybe search for both with glut64 preferred, if in
fact there are some 64-bit versions of glut32.lib/glut32.dll out there.)
== 

Issue History 
Date ModifiedUsername   FieldChange   
== 
2014-09-30 13:04 Daniel ScheplerNew Issue
==

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Re: [cmake-developers] fix-OSX-bundle-rpaths-and-Qt5 topic

2014-09-30 Thread Brad King
On 09/30/2014 12:24 PM, Adam Strzelecki wrote:
 I have no other means to prove that everything is OK.

Please merge the topic to 'next' for testing when you're ready.
We can at least see if the dashboard stays clean with it.

Thanks,
-Brad

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Re: [cmake-developers] [ITK-dev] find_package issues with ITK and VTK (and SlicerExecution Model)

2014-09-30 Thread Matt McCormick
Hi Kent,

On Tue, Sep 30, 2014 at 10:14 AM, Williams, Norman K
norman-k-willi...@uiowa.edu wrote:
 This is a problem that has been cropping up in our projects that use ITK,
 VTK and SlicerExecutionModel.

 You won’t see it UNLESS you turn on the ITKVTK/ITKVtkGlue modules.

 The problem is this: if you find packages in this order:

 find_package(VTK REQUIRED)
 find_package(ITK REQUIRED)

 You can’t real compile anything that needs VTK, because down in the ITK
 deployment stuff, it calls find_package(VTK) like this:
 find_package(VTK COMPONENTS
   vtkCommonCore
   vtkRenderingCore
   vtkRenderingOpenGL
   vtkRenderingFreeType
   vtkInteractionStyle
   vtkIOImage
   vtkImagingSources
   REQUIRED)

 Which blows away the larger list of include directories and libraries that
 the first find_package(VTK REQUIRED) built.

 Even better — or worse —
 Modules/Segmentation/LevelSetsv4Visualization/CMakeLists.txt also include
 find_package(VTK) — so ITK tries to import VTK twice, with different module
 lists.

 It doesn’t even help to reverse the order:
 find_package(ITK REQUIRED)
 find_package(VTK REQUIRED)

 because apparently there’s some hangover from the find_package(VTK) inside
 the ITK CMake deployment files.  The only thing that works is to use
 COMPONENTS, i.e.

 find_package(ITK REQUIRED)
 find_package(VTK COMPONENTS vtkCommonCore vtkRenderingAnnotation … REQUIRED)

 Which seems to trigger a proper re-scan and build of the library/include
 lists.

This was discussed in this thread [1].  There does not seem to be
interest at this time to have mixed COMPONENTS / non-COMPONENTS calls
to find_package.  It is also recommended to use the MODULE option to
find_package.  A newer version of VTK 6 is also required.

 It gets even worse if you use find_package(SlicerExecutionModel) after
 find_package(ITK), for the same reason — SlicerExecutionModel depends on
 ITK, so it clobbers the include/library lists from the first
 find_package(ITK).


A patch was merged a few days ago that might address this issue [2].
Is this behavior still see with current ITK?

Thanks,
Matt


[1] 
http://public.kitware.com/pipermail/vtk-developers/2014-September/015376.html

[2] http://review.source.kitware.com/#/c/16963/
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[cmake-developers] [CMake 0015181]: math can't handle negative numbers.

2014-09-30 Thread Mantis Bug Tracker

The following issue has been SUBMITTED. 
== 
http://public.kitware.com/Bug/view.php?id=15181 
== 
Reported By:tron_thomas
Assigned To:
== 
Project:CMake
Issue ID:   15181
Category:   CMake
Reproducibility:always
Severity:   minor
Priority:   normal
Status: new
== 
Date Submitted: 2014-09-30 13:18 EDT
Last Modified:  2014-09-30 13:18 EDT
== 
Summary:math can't handle negative numbers.
Description: 
The math command cannot do addition with negative numbers

Steps to Reproduce: 
Run CMake against the following CMakeLists.txt file:

cmake_minimum_required (VERSION 2.8)

project (MathFailure)

set (value -1)
math (EXPR value ${value} + 1)

Expected:
value should be incremented to zero

Actual:
CMake Error at CMakeLists.txt:6 (math):
  math cannot parse the expression: -1 + 1: syntax error, unexpected
  exp_MINUS, expecting exp_OPENPARENT or exp_NUMBER (1)


== 

Issue History 
Date ModifiedUsername   FieldChange   
== 
2014-09-30 13:18 tron_thomasNew Issue
==

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Re: [cmake-developers] fix-OSX-bundle-rpaths-and-Qt5 topic

2014-09-30 Thread Adam Strzelecki
 Please merge the topic to 'next' for testing when you're ready.
 We can at least see if the dashboard stays clean with it.

Done.

--Adam
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Re: [cmake-developers] iOS support

2014-09-30 Thread Eric Wing
Thought of one more.
I hate how the top, default target is ALL_BUILD. This is problematic
for both Xcode and Visual Studio because when you use the big giant
run button in the UI, the IDE is confused because ALL_BUILD is an
aggregate target and not a real thing that can be run. At least for
Xcode, a bunch of options change dynamically based on the type of
target selected and building/launching to the device/simulator is not
an option when on an aggregate target.

It's an annoyance because it interferes with the normal workflow for
those familiar with the IDEs. And it's an annoyance for those who are
not familiar with the IDEs because the big giant buttons do nothing
and they don't understand the IDEs well enough on how to correct the
issue.

(It's also more work invoking xcodebuild and msbuild because you can't
rely on the default targets.)

Thanks,
Eric
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