Hi!
I don't know much about java, so I may get something completely wrong,
but I'm under the impression that you try to make tup behave like "some
other tool" just because "that's how it's supposed to work".
On 23.04.2015 20:37, Robert Hailey wrote:
(1) adding or removing *.java files does not require modifying the
build scripts,
If you use wildcards and foreach rules, no file will need to be
modified. In other cases this can be done with runscript or lua parser.
(2) changing the dependencies within the java file automatically
propagate to the build system, and
I think this can be done with some shell scripts - I'm assuming you mean
that contents of one java file determine whether you need to
compile/link/include another java file. Alternatives to shell scripts
are - as previously - runscripts and lua parser.
(3) modifying a single 'java' file results in only that file being
compiled.
This is how tup works.
(2) is there any planned support for (or how possible would it be to)
allow a rule-generating script to read generated files as input,
You can use "runscript" to generate rules with some other tool, but I
think these all must run before any build is actually started.
Another option - if your compiler supports that - is to use something
similar to @-files in GCC. You can generate files with compiler flags
(or list of object files for linking) and then pass these files to GCC
with @ "flag".
(3) am I missing something that should be obvious?
If you can parse everything in one pass then using runscript (or any
tool that would generate Tupfiles) would solve your issue. Isn't that
possible? Do you really have to execute some steps before knowing "next
steps"?
You can also consider using lua parser, which is able to open any files,
parse them any way you like and generate rules out of that (the file
that is opened that way may not be generated, at least I think that
there's such restriction). So you can try to parse your .java files in
lua, directly in Tupfile.lua, and generate some rules that way.
Regards,
FCh
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