Klaas Holwerda ha scritto:
>> wxArt2D already has a working cmake build system and AFAIK that will 
>> remain in place even if bakefile build system is correctly updated and 
>> results perfectly working, right?
> 
> I am affraid yes. Unless of course the bakefile way is so much better/easier 
> etc.
I don't want to start a flame war bakefile vs cmake (thus I won't reply 
to all messages of the thread ;)) but I want to just remember some 
things which I consider advantages of bakefile over cmake:

  - it provides a build system mostly identic to the wxWidgets build 
system. This is a bonus for the users because it means that if they 
managed to compile wx, they surely will manage to compile also wxArt2d ;)

  - it does not require anything else the compiler while cmake requires 
"cmake" exec to be installed on the user's side. From that POV, it's 
also faster to use: in fact the end user does not need to use it in any 
way nor even know about its existence.

  - it provides a "template-target" architecture which basically is OOP 
translated in the "build system tools logic": you create <template>s 
from which you then derive your targets or other templates (just like in 
C++ you can create classes and inherit others from them).

  - it does not require a CMakeLists.txt file everywhere

  - running bakefile generates a limited set of files of which you know 
where they go and what they contain. CMake IMHO generates a _bunch_ of 
files here and there, everywhere (thus the strong need of out-of-source 
builds!)

  - last but not least: IIRC it supports more formats than cmake does. 
I'm on Unix and so I'm not 100% sure but bakefile supports:

     autoconf      GNU autoconf Makefile.in files
     borland       Borland C/C++ makefiles
     dmars         Digital Mars makefiles
     dmars_smake   Digital Mars makefiles for SMAKE
     gnu           GNU toolchain makefiles (Unix)
     mingw         MinGW makefiles (mingw32-make)
     msevc4prj     MS eMbedded Visual C++ 4 project files
     msvc          MS Visual C++ nmake makefiles
     msvc6prj      MS Visual C++ 6.0 project files
     msvs2005prj   MS Visual Studio 2005 project files
     symbian       Symbian development files
     watcom        OpenWatcom makefiles
     xcode2        Xcode 2.0 project.pbxproj files (UNFINISHED!)

I know the above points are not enough to convince you to drop cmake in 
favour of bakefile but at least I tried :D


>> In general, having two build systems mean much more maintainance work. 
>> Is it worth the effort?
> 
> It would be a nice test case and an example for me and others i think.
> 
> I think you agree that although you/we more or less started with wxArt2D, the 
> others (wxLua and wxStedit etc.)
> were maybe even more important.
yes, that's right: the bakefile work I've done on wxArt2D was the 
trampoline towards a deeper exploration of the subject and the work I've 
done on wxLua was a direct consequence of the wxart2d effort :)

> Just because of the fact that you have solved all this bakefile stuff in a 
> standard way, the detection with Cmake became 
> very easy.
glad to know that.

> If wxPM  and all wxCode stuff is organized this way, or even using Cmake for 
> some, it all has become easy because things 
> are organized.
I'm trying to update all my wxCode components and put the WXP descriptor 
file to make them valid wxPM packages but unfortunately wxPM seems not 
to have such a great success in wx users.

> So for me it starts to look like bakefile and Cmake can used in a mixed 
> configuration of packages without much problem.
hopefully any build system which respects the "standards" we are 
defining (in terms of naming etc) will be usable in such environment.

>> The more I think to it, the more I'm convinced wxArt2D should stick 
>> either with bakefile or cmake, not both.
> 
> I that case i would stick with Cmake, because i think it is more flexible, 
> and i don't have the time to understand 
> bakefile fully.
ok


>> Thoughts?
> 
> If with not to much effort you can make the thing work again with bakefile( 
> not that much did change ), it would improve 
> the current situation. And i am curious how it would work out after all the 
> changes to bakefile :-)
much like wxLua... i.e. a 99.9% perfect build system ;)

> And if bakefile really takes of now with wxCode, it might be possible to 
> move/make some modules in wxArt2D in the same 
> manner as in wxCode. 
well, currently wxArt2d bakefiles are in 
wxArt2d\modules\build\bakefiles. Thus there is a single .bkl file for 
all modules. If they need to be split, then a separed build system 
should be created for each one... (but it could be a very simple .bkl 
file just declaring the local target).

>Several modules in wxArt2D can be usefull without anything else (docview), but 
>sofar i have not 
> managed to make them really available as seperate packages. I already 
> seperated the samples to be outside of all 
> modules, that was a first step. The next step  would be to organize the 
> modules in such a way that they could be used as 
> wxPM packages if wanted.
right - but as said the packages would then need individual build systems.

> But i have to agree with your remarks on having two systems, delivering and 
> doing almost the same, is a waste of 
> maintenance time. And this makefiles/configure already takes far to much 
> time, which i prefer to spend on programming.
right. I 100% agree. It already takes away too much time from the real 
subject of our efforts.


> So Francesco its up to you.
> 
> If you think it is better to spend your precious time, improving wxCode and 
> wxLua and what not, i am all with you.
> Only removing all bakefile stuff in wxArt2D hurts a bit, even if the 
> arguments point to that.
right. Removing the bakefile stuff from wxArt2D after all the time I 
spent on it seems a waste.

I still have to make a definitive decision... I'll let you know asap.

Francesco



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