Re: configure exit 77 on building gd2
I failed to mention that I had been receiving this message every time I installed a port: "The macOS 12 SDK does not appear to be installed. Ports may not build correctly." And because many ports are building and installing regardless, I ignored that message. Mistake. Got gd2 fixed by repairing the package receipt issue for the command line tools mentioned here: https://trac.macports.org/wiki/ProblemHotlist#reinstall-clt Lesson: never ignore obvious warning messages... Looks like everything is healthy again now, ffmpeg/gd2 installed. On Thu, 30 Jun 2022 at 15:43, Ryan Schmidt wrote: > On Jun 28, 2022, at 22:27, Balthasar Indermuehle wrote: > > > I'm doing a completely clean macports install on MacOS Monterey with > Xcode 13.4.1 so I can run ffmpeg. > > > > The installation however fails on compiling gd2 after successfully > building a dozen or so dependent packages prior to the step it fails. > > > > > /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_macports_release_tarballs_ports_graphics_gd2/gd2/work/libgd-2.3.3/config.log > > > > contains > > > > configure: exit 77 > > > > as the last entry - file is 415 lines long. > > > > sudo xcode-select -p shows > > /Applications/Xcode.app/Contents/Developer > > > > and xcode starts as per normal. > > > > not sure where to even start looking - any help greatly appreciated. > > If the same happens when you clean the port and try again, please file a > ticket in the issue tracker and attach the main.log and config.log files to > it. > > >
configure exit 77 on building gd2
Hi all, I'm doing a completely clean macports install on MacOS Monterey with Xcode 13.4.1 so I can run ffmpeg. The installation however fails on compiling gd2 after successfully building a dozen or so dependent packages prior to the step it fails. /opt/local/var/macports/build/_opt_local_var_macports_sources_rsync.macports.org_macports_release_tarballs_ports_graphics_gd2/gd2/work/libgd-2.3.3/config.log contains configure: exit 77 as the last entry - file is 415 lines long. sudo xcode-select -p shows /Applications/Xcode.app/Contents/Developer and xcode starts as per normal. not sure where to even start looking - any help greatly appreciated. Thanks Balthasar
Re: Using RAM instead of disk for build servers (was: Re: Build servers offline due to failed SSD)
Hi Ryan, thanks for your detailed response. I hadn't thought of some of the build intricacies you mention. Let alone the upcoming silicon change and phasing out of x86. Sounds like your approach is a good balance for longevity, performance, and cost. Cheers Balthasar On Mon, 15 Mar 2021 at 09:38, Ryan Schmidt wrote: > On Mar 14, 2021, at 06:11, Balthasar Indermuehle wrote: > > > I used to run mac servers in what now can only be described as the days > of yore... when a 32GB RAM bank cost a lot more than a (spinning) disk - > and those were expensive then too. SSDs were not here yet. I haven't > checked pricing lately, but I'd think you could put 256GB of RAM into a > server for probably about the same as a 1TB SSD, and that would offer > plenty of build space when used as a RAM drive. And that space will not > degrade over time (unlike the SSD). In terms of longevity, for a machine > with such a singularly targeted use case, I'd seriously consider taking the > expense now, and have a server that lives for another decade. > > Some pricing details: > > OWC sells 96 GB Xserve RAM for $270 and 48 GB for $160. 96 + 96 + 48 would > be 240 GB for $700. > > Meanwhile, the 500 GB SSDs I've been putting in cost about $65 each. I've > already put in three and still need one more to get rid of the hard drives > in the fourth server, though I may get a 1 TB SSD for $120 to have some > extra room. > > Note that the way our build system (using our mpbb build script) works is > that all (or most) ports that exist are kept installed but deactivated. > When a build request comes in, we first activate all of that port's > dependencies, then we build and install and activate that port, then we > deactivate all ports. "Activate" means extract the tbz2 file to disk and > note it in the registry. "Deactivate" means delete the extracted files from > disk and note it in the registry. So even if we move all port building to a > RAM disk, which will undeniably be faster and reduce wear on the disk, it > will not eliminate it completely, not by a long shot. Some ports have > hundreds of dependencies. Activating and deactivating ports is a > considerable portion of what our build machines spend their day doing. > > If we wanted to move that from SSD to RAM disk as well, that would mean > putting MacPorts itself onto the RAM disk. We wouldn't have room on the RAM > disk to keep all ports installed, so it would mean not keeping any ports > installed, and instead installing them on demand and then uninstalling them > (and maybe we would need to budget even more RAM for the RAM disk to > accommodate both space needed for MacPorts and for the dependencies and for > the build). That means downloading and verifying each port's tbz2 file from > the packages web server for every port build. Even though we do have a > local packages server, so that traffic would not have to go over the > Internet, the server uses a hard disk based RAID which is not the fastest > in the world, so this would cause additional delays, not to mention > additional wear and tear on the RAID's disks. > > As far as longevity, the previous set of 3 500 GB SSDs I bought for these > servers in 2016 lasted 4-5 years. They were rated for 150 TBW (terabytes > written) and actually endured around 450 TBW by the time they failed, or 3 > times as long as they were expected to last. The new SSDs are rated for 300 > TBW, and if they also last 3 times longer than that, then they might last > 8-10 years, by which time we might have completely abandoned Intel-based > Macs and be totally switched over to Apple Silicon hardware and will have > no use for the Xserves anymore. > > >
Re: Build servers offline due to failed SSD
I used to run mac servers in what now can only be described as the days of yore... when a 32GB RAM bank cost a lot more than a (spinning) disk - and those were expensive then too. SSDs were not here yet. I haven't checked pricing lately, but I'd think you could put 256GB of RAM into a server for probably about the same as a 1TB SSD, and that would offer plenty of build space when used as a RAM drive. And that space will not degrade over time (unlike the SSD). In terms of longevity, for a machine with such a singularly targeted use case, I'd seriously consider taking the expense now, and have a server that lives for another decade. Dr Balthasar Indermühle Inside Systems Pty Ltd 5007/101 Bathurst Street Sydney NSW 2000, Australia t: +61 (0)405 988 500 On Sun, 14 Mar 2021 at 21:04, Ryan Schmidt wrote: > There was some additional downtime in the last few days but the > buildmaster now has a permanent home on a new SSD and is faster than ever. > Builds that could not be scheduled during recent downtime have been > rescheduled and are in progress. > > > On Mar 14, 2021, at 04:02, Vincent Habchi wrote: > > > Wouldn’t it make sense to use some sort of RAM caching to speed up > builds instead of SSD? What’s the point of using a permanent storage device > for something that is bound to be erased in a very short time? > > RAM would be faster than SSD but also a lot more expensive. Certainly I > know or can figure out how to create a RAM disk, and certainly we could > tell MacPorts to store the build directory there. But if we ran out of > space on the RAM disk during a build, the build would fail. Some builds > need a lot of disk space -- I've seen ports that use 20GB of disk space to > build. Instead of buying 20GB or more of additional RAM per VM, I've chosen > to buy 90GB of SSD per VM. > > If you're suggesting that we should just set aside 1-2GB of RAM for build > files and use the SSD if we need more space than that, then I don't know > how to set that up. > > Note that macOS already caches disk files in RAM if there is any free RAM. > >
Re: telnet
Telnet is a fantastic network service debugging tool, hence should always remain included. Eg telnet xyz 80 to check if the web server is responding, whether there’s a sensible response etc. But yes, using it as it’s original intent is hopefully not supported anywhere. That’s what ssh is for these days. Cheers Balthasar On Fri, 5 Jul 2019 at 19:46, Richard L. Hamilton wrote: > Oops, inetutils can provide at least most of the daemons, if one uses the > non-default +server option. > > -- Dr Balthasar Indermühle Inside Systems Pty Ltd 17 Gottenham Street Glebe NSW 2037, Australia t: +61 4 2791 2856
Re: Upgraded and installed macports on Mojave, resulting in "ImportError: cannot import name _tkagg"
solved: pip uninstall matplotlib pip install -U matplotlib now works On Mon, 6 May 2019 at 17:24, Balthasar Indermuehle wrote: > I have python code that depends on the TkAgg matplotlib backend. I have > upgraded and reinstalled all macports after upgrading to Mojave 10.14.4 > following the migration instructions here > https://trac.macports.org/wiki/Migration and all seems to work fine, with > the exception of the tkagg backend it can't seem to locate. > > Before I mess anything up by force uninstalling and reinstallng > py-tkinter, does anyone have suggestions on what else to try first? > > Here's the exact error I get on trying to run this code: > > [balt@:mymachine]$ > /opt/local/Library/Frameworks/Python.framework/Versions/2.7/bin/python2.7 > Python 2.7.16 (default, Apr 1 2019, 14:50:41) > [GCC 4.2.1 Compatible Apple LLVM 10.0.1 (clang-1001.0.46.3)] on darwin > Type "help", "copyright", "credits" or "license" for more information. > >>> import matplotlib > >>> matplotlib.use("TkAgg",warn=False, force=True) > >>> import matplotlib.pyplot as plt > Traceback (most recent call last): > File "", line 1, in > File > "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/pyplot.py", > line 115, in > _backend_mod, new_figure_manager, draw_if_interactive, _show = > pylab_setup() > File > "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/backends/__init__.py", > line 63, in pylab_setup > [backend_name], 0) > File > "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/backends/backend_tkagg.py", > line 4, in > from . import tkagg # Paint image to Tk photo blitter extension. > File > "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/backends/tkagg.py", > line 9, in > from matplotlib.backends import _tkagg > ImportError: cannot import name _tkagg > > -- Dr Balthasar Indermühle Inside Systems Pty Ltd 17 Gottenham Street Glebe NSW 2037, Australia t: +61 4 2791 2856
Upgraded and installed macports on Mojave, resulting in "ImportError: cannot import name _tkagg"
I have python code that depends on the TkAgg matplotlib backend. I have upgraded and reinstalled all macports after upgrading to Mojave 10.14.4 following the migration instructions here https://trac.macports.org/wiki/Migration and all seems to work fine, with the exception of the tkagg backend it can't seem to locate. Before I mess anything up by force uninstalling and reinstallng py-tkinter, does anyone have suggestions on what else to try first? Here's the exact error I get on trying to run this code: [balt@:mymachine]$ /opt/local/Library/Frameworks/Python.framework/Versions/2.7/bin/python2.7 Python 2.7.16 (default, Apr 1 2019, 14:50:41) [GCC 4.2.1 Compatible Apple LLVM 10.0.1 (clang-1001.0.46.3)] on darwin Type "help", "copyright", "credits" or "license" for more information. >>> import matplotlib >>> matplotlib.use("TkAgg",warn=False, force=True) >>> import matplotlib.pyplot as plt Traceback (most recent call last): File "", line 1, in File "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/pyplot.py", line 115, in _backend_mod, new_figure_manager, draw_if_interactive, _show = pylab_setup() File "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/backends/__init__.py", line 63, in pylab_setup [backend_name], 0) File "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/backends/backend_tkagg.py", line 4, in from . import tkagg # Paint image to Tk photo blitter extension. File "/opt/local/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages/matplotlib/backends/tkagg.py", line 9, in from matplotlib.backends import _tkagg ImportError: cannot import name _tkagg