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 ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys-and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ Wxart2d-users_dev mailing list Wxart2d-users_dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/wxart2d-users_dev