Re: How to handle source code dependencies?

2009-12-28 Thread Matthias Klumpp
It is not my project, but another one I'd like to package. GLScene is a collection of Pascal components to make OpenGL usable in those applications *very* easily. It contains a lot of classes and helper scripts the program needs to compile. Those scripts are integrated in the resulting binary.

Re: How to handle source code dependencies?

2009-12-28 Thread George Danchev
Matthias Klumpp writes: On Mon, 28 Dec 2009 15:21:10 -0300, Nicolas Alvarez nicolas.alva...@gmail.com wrote: Does Pascal have no notion of a shared library? It has, but the GLScene solution does not use it. Nope, that set of components would be in a separate shared library and the

Re: How to handle source code dependencies?

2009-12-28 Thread Nicolas Alvarez
Matthias Klumpp wrote: It is not my project, but another one I'd like to package. GLScene is a collection of Pascal components to make OpenGL usable in those applications *very* easily. It contains a lot of classes and helper scripts the program needs to compile. Those scripts are integrated

Re: How to handle source code dependencies?

2009-12-28 Thread Matthias Klumpp
On Mon, 28 Dec 2009 15:21:10 -0300, Nicolas Alvarez nicolas.alva...@gmail.com wrote: Does Pascal have no notion of a shared library? It has, but the GLScene solution does not use it. Nope, that set of components would be in a separate shared library and the application would dynamically

Re: How to handle source code dependencies?

2009-12-28 Thread Matthias Klumpp
On Mon, 28 Dec 2009 21:35:50 +0200, George Danchev danc...@spnet.net wrote: I'm not quite sure what a flat API means and whether you mean objects as instances and classes as types here, but if that could not be explored in the sense of separate compilation and further dynamic linkage, then

How to handle source code dependencies?

2009-12-27 Thread Matthias Klumpp
Hi! I'm packaging a project at time which uses the FPC compiler and the GLScene ( http://glscene.org ) component set. The problem is: GLScene is just required once for building the package. The resulting binary does not need it. How should I handle this dependency? Do I have to create a package

Re: How to handle source code dependencies?

2009-12-27 Thread Paul Wise
Please explain the situation in more detail. Why is the source code required at build time? Why does the resulting binary not need glscene? It sounds like the right thing to do would be to change your project so that it builds against glscene in the normal way and depends on it at runtime.