Re: [dev] build sys

2017-08-15 Thread Gregg Reynolds
On Aug 15, 2017 3:59 PM, "Philippe Coval" 
wrote:

On 15/08/17 22:19, Gregg Reynolds wrote:



On Aug 15, 2017 9:13 AM, "Thiago Macieira" 
wrote:

On Monday, 14 August 2017 19:37:17 PDT Gregg Reynolds wrote:
> On Aug 14, 2017 8:53 PM, "Thiago Moura"  wrote:
>
> Talking about clean up, is it time to get rid of Arduino stuff from
master?
>

My namesake is right: let's remove the stale code.


is it worth the trouble to try to migrate the arduino stuff to some
iotivity-ardy repo, in case somebody wants to pick ut up and run with it
later?


1.2-rel branch will remain for that,
I don't think 1.3-rel ever worked since we made payload larger.


D'oh (facepalm)!.  could also just create an arduino branch before cleanup.


My 2cents

-- mailto:philippe.co...@osg.samsung.com

gpg:0x467094BChttps://blogs.s-osg.org/author/pcoval/


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Re: [dev] build sys

2017-08-15 Thread Philippe Coval

On 15/08/17 22:19, Gregg Reynolds wrote:



On Aug 15, 2017 9:13 AM, "Thiago Macieira" > wrote:


On Monday, 14 August 2017 19:37:17 PDT Gregg Reynolds wrote:
> On Aug 14, 2017 8:53 PM, "Thiago Moura" mailto:thiago...@gmail.com>> wrote:
>
> Talking about clean up, is it time to get rid of Arduino stuff
from master?
>

My namesake is right: let's remove the stale code.


is it worth the trouble to try to migrate the arduino stuff to some 
iotivity-ardy repo, in case somebody wants to pick ut up and run with 
it later?




1.2-rel branch will remain for that,
I don't think 1.3-rel ever worked since we made payload larger.

My 2cents

--
mailto:philippe.co...@osg.samsung.com gpg:0x467094BC
https://blogs.s-osg.org/author/pcoval/

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Re: [dev] build sys

2017-08-15 Thread Gregg Reynolds
On Aug 15, 2017 9:13 AM, "Thiago Macieira" 
wrote:

On Monday, 14 August 2017 19:37:17 PDT Gregg Reynolds wrote:
> On Aug 14, 2017 8:53 PM, "Thiago Moura"  wrote:
>
> Talking about clean up, is it time to get rid of Arduino stuff from
master?
>
>
> i was wondering about that.  i'm just getting to 1.3.0.  i had understood
> that arduino support was gone.  but i see arduino stuff all over.  is
there
> an "official" arduino status?  i would think iotivity-constrained would be
> the way to go for that.

You are correct. We just haven't removed the code.

My namesake is right: let's remove the stale code.


is it worth the trouble to try to migrate the arduino stuff to some
iotivity-ardy repo, in case somebody wants to pick ut up and run with it
later?


--
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center

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Re: [dev] build sys

2017-08-15 Thread Gregg Reynolds
On Tue, Aug 15, 2017 at 10:42 AM, Thiago Moura  wrote:

> And about Bazel.. it seems to be an awesome build system, and is backed by
> Google. way more supported than buggy scons. The downside is that they are
> in beta, lots of stuff is changing and breaking.
>
> Gradle is also getting support to build C/C++ Code and have excellent IDE
> integration.
>
> Of course there are pros and cons but in 2017 I don't see how scons can be
> better than Gradle and Bazel for building multiplatform and multilanguage
> projects.
>

Then there's Buck, Pants, etc. etc.  Clearly, what we need to do is invent
our own build system.  Seems to be de rigueur for any serious project.



> On Tue, Aug 15, 2017 at 11:12 AM, Thiago Macieira <
> thiago.macie...@intel.com> wrote:
>
>> On Monday, 14 August 2017 19:37:17 PDT Gregg Reynolds wrote:
>> > On Aug 14, 2017 8:53 PM, "Thiago Moura"  wrote:
>> >
>> > Talking about clean up, is it time to get rid of Arduino stuff from
>> master?
>> >
>> >
>> > i was wondering about that.  i'm just getting to 1.3.0.  i had
>> understood
>> > that arduino support was gone.  but i see arduino stuff all over.  is
>> there
>> > an "official" arduino status?  i would think iotivity-constrained would
>> be
>> > the way to go for that.
>>
>> You are correct. We just haven't removed the code.
>>
>> My namesake is right: let's remove the stale code.
>>
>> --
>> Thiago Macieira - thiago.macieira (AT) intel.com
>>   Software Architect - Intel Open Source Technology Center
>>
>> ___
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>> https://lists.iotivity.org/mailman/listinfo/iotivity-dev
>>
>
>
>
> --
> *Thiago Guedes Cunha de Moura*
> Graduando em Ciência da Computação
> Instituto de Ciências Exatas e Biológicas - Universidade Federal de Ouro
> Preto
>
> cel.: (31)99484-9864
>
>
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Re: [dev] build sys

2017-08-15 Thread Thiago Moura
And about Bazel.. it seems to be an awesome build system, and is backed by
Google. way more supported than buggy scons. The downside is that they are
in beta, lots of stuff is changing and breaking.

Gradle is also getting support to build C/C++ Code and have excellent IDE
integration.

Of course there are pros and cons but in 2017 I don't see how scons can be
better than Gradle and Bazel for building multiplatform and multilanguage
projects.

On Tue, Aug 15, 2017 at 11:12 AM, Thiago Macieira  wrote:

> On Monday, 14 August 2017 19:37:17 PDT Gregg Reynolds wrote:
> > On Aug 14, 2017 8:53 PM, "Thiago Moura"  wrote:
> >
> > Talking about clean up, is it time to get rid of Arduino stuff from
> master?
> >
> >
> > i was wondering about that.  i'm just getting to 1.3.0.  i had understood
> > that arduino support was gone.  but i see arduino stuff all over.  is
> there
> > an "official" arduino status?  i would think iotivity-constrained would
> be
> > the way to go for that.
>
> You are correct. We just haven't removed the code.
>
> My namesake is right: let's remove the stale code.
>
> --
> Thiago Macieira - thiago.macieira (AT) intel.com
>   Software Architect - Intel Open Source Technology Center
>
> ___
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>



-- 
*Thiago Guedes Cunha de Moura*
Graduando em Ciência da Computação
Instituto de Ciências Exatas e Biológicas - Universidade Federal de Ouro
Preto

cel.: (31)99484-9864
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Re: [dev] build sys

2017-08-15 Thread Thiago Macieira
On Monday, 14 August 2017 19:37:17 PDT Gregg Reynolds wrote:
> On Aug 14, 2017 8:53 PM, "Thiago Moura"  wrote:
> 
> Talking about clean up, is it time to get rid of Arduino stuff from master?
> 
> 
> i was wondering about that.  i'm just getting to 1.3.0.  i had understood
> that arduino support was gone.  but i see arduino stuff all over.  is there
> an "official" arduino status?  i would think iotivity-constrained would be
> the way to go for that.

You are correct. We just haven't removed the code.

My namesake is right: let's remove the stale code.

-- 
Thiago Macieira - thiago.macieira (AT) intel.com
  Software Architect - Intel Open Source Technology Center

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Re: [dev] build sys

2017-08-14 Thread Gregg Reynolds
On Aug 14, 2017 8:53 PM, "Thiago Moura"  wrote:

Talking about clean up, is it time to get rid of Arduino stuff from master?


i was wondering about that.  i'm just getting to 1.3.0.  i had understood
that arduino support was gone.  but i see arduino stuff all over.  is there
an "official" arduino status?  i would think iotivity-constrained would be
the way to go for that.
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Re: [dev] build sys

2017-08-14 Thread Thiago Moura
Talking about clean up, is it time to get rid of Arduino stuff from master?

On Mon, Aug 14, 2017 at 6:24 PM, Mats Wichmann  wrote:

> On 08/14/2017 02:23 PM, Gregg Reynolds wrote:
> >>  there are 20k lines of scons scripts now:
>
> > good grief!  is that is not a Bad Sign I dunno what is.
>
> it is.  the average size is thus about 100 lines per script, as there
> are almost exactly 200 scripts.
>
> a very large number of those contain a boilerplate copyright header
> introduced by the original submitter. Not because such is actaully
> needed, but because... well... corporate lawyers.
>
> So you can pretty much throw out nearly 25% of the total lines, but it's
> still a scary number.
>
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-- 
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Graduando em Ciência da Computação
Instituto de Ciências Exatas e Biológicas - Universidade Federal de Ouro
Preto

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Re: [dev] build sys

2017-08-14 Thread Mats Wichmann
On 08/14/2017 02:23 PM, Gregg Reynolds wrote:
>>  there are 20k lines of scons scripts now:

> good grief!  is that is not a Bad Sign I dunno what is.

it is.  the average size is thus about 100 lines per script, as there
are almost exactly 200 scripts.

a very large number of those contain a boilerplate copyright header
introduced by the original submitter. Not because such is actaully
needed, but because... well... corporate lawyers.

So you can pretty much throw out nearly 25% of the total lines, but it's
still a scary number.

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Re: [dev] build sys

2017-08-14 Thread Gregg Reynolds
On Aug 14, 2017 2:59 PM, "Mats Wichmann"  wrote:

On 08/11/2017 12:26 PM, Nash, George wrote:
> In my experience all build systems have tricky little problems. It is
typically better to stick with the build system that you have chosen unless
there is a really compelling reason to switch. The switching cost is high
and you typically run into a new set of issues in the build system you
change to.
>
> From: iotivity-dev-boun...@lists.iotivity.org [mailto:
iotivity-dev-boun...@lists.iotivity.org] On Behalf Of Gregg Reynolds
> Sent: Thursday, August 10, 2017 4:47 PM
> To: iotivity-dev@lists.iotivity.org
> Subject: [dev] build sys
>
> just discovered bazel https://bazel.build
>
> looks to beat scons by orders of magnitudinosity.  maybe switching makes
more sense than trying to fix the current bld arrangements?

Some of the build tools have support tooling that helps detect and build
up the actual control files, whatever you end up calling them.  But
still a conversion is going to be a pain - there are 20k lines of scons
scripts now:

$ findallscons | xargs wc
59202   2092 arduino.scons
90245   3283 bridging/common/SConscript
...
   100237   3392 service/simulator/SConscript
   107356   4303 service/third_party_libs.scons
 20200  56743 732347 total


good grief!  is that is not a Bad Sign I dunno what is.

no matter how you slice it, that's going to be a hefty conversion.
someone would have to make a _very_ compelling case.

I'm also agreeing with George: all of these systems are "smart" and work
great if what you're doing fits cleanly onto the model, and a pain when
it doesn't (a good chunk of the scons cruft is working around things;
also a lot of the workarounds aren't needed and several of us are trying
to hack them out, no arguing that the maintenance is being a pain and
there's no person that's paid specifically to work on the build system).


fwiw i've started messing around with bazel for iotivity.  i'm liking it in
principle, but there is definitely a learning curve.  easy to get the
simple stuff going.  now i'm working on the connectivity srcs.  not so
easy.  but my take is that the difficulty exposes the badness of the code
structure. implementing a different build system forces a rethink of code
organization, which is at least a useful exercise.
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Re: [dev] build sys

2017-08-14 Thread Mats Wichmann
On 08/11/2017 12:26 PM, Nash, George wrote:
> In my experience all build systems have tricky little problems. It is 
> typically better to stick with the build system that you have chosen unless 
> there is a really compelling reason to switch. The switching cost is high and 
> you typically run into a new set of issues in the build system you change to.
> 
> From: iotivity-dev-boun...@lists.iotivity.org 
> [mailto:iotivity-dev-boun...@lists.iotivity.org] On Behalf Of Gregg Reynolds
> Sent: Thursday, August 10, 2017 4:47 PM
> To: iotivity-dev@lists.iotivity.org
> Subject: [dev] build sys
> 
> just discovered bazel https://bazel.build
> 
> looks to beat scons by orders of magnitudinosity.  maybe switching makes more 
> sense than trying to fix the current bld arrangements?

Some of the build tools have support tooling that helps detect and build
up the actual control files, whatever you end up calling them.  But
still a conversion is going to be a pain - there are 20k lines of scons
scripts now:

$ findallscons | xargs wc
59202   2092 arduino.scons
90245   3283 bridging/common/SConscript
...
   100237   3392 service/simulator/SConscript
   107356   4303 service/third_party_libs.scons
 20200  56743 732347 total

no matter how you slice it, that's going to be a hefty conversion.
someone would have to make a _very_ compelling case.

I'm also agreeing with George: all of these systems are "smart" and work
great if what you're doing fits cleanly onto the model, and a pain when
it doesn't (a good chunk of the scons cruft is working around things;
also a lot of the workarounds aren't needed and several of us are trying
to hack them out, no arguing that the maintenance is being a pain and
there's no person that's paid specifically to work on the build system).




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Re: [dev] build sys

2017-08-11 Thread Nash, George
In my experience all build systems have tricky little problems. It is typically 
better to stick with the build system that you have chosen unless there is a 
really compelling reason to switch. The switching cost is high and you 
typically run into a new set of issues in the build system you change to.

From: iotivity-dev-boun...@lists.iotivity.org 
[mailto:iotivity-dev-boun...@lists.iotivity.org] On Behalf Of Gregg Reynolds
Sent: Thursday, August 10, 2017 4:47 PM
To: iotivity-dev@lists.iotivity.org
Subject: [dev] build sys

just discovered bazel https://bazel.build

looks to beat scons by orders of magnitudinosity.  maybe switching makes more 
sense than trying to fix the current bld arrangements?

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[dev] build sys

2017-08-10 Thread Gregg Reynolds
just discovered bazel https://bazel.build

looks to beat scons by orders of magnitudinosity.  maybe switching makes
more sense than trying to fix the current bld arrangements?
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