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---
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title: Design rationale
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...
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This is the original design rationale for Meson. The syntax it describes does not match the released version
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==
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A software developer's most important tool is the editor. If you talk
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to coders about the editors they use, you are usually met with massive
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enthusiasm and praise. You will hear how Emacs is the greatest thing
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ever or how vi is so elegant or how Eclipse's integration features
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make you so much more productive. You can sense the enthusiasm and
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affection that the people feel towards these programs.
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The second most important tool, even more important than the compiler,
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is the build system.
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Those are pretty much universally despised.
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The most positive statement on build systems you can usually get (and
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it might require some coaxing) is something along the lines of *well,
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it's a terrible system, but all other options are even worse*. It is
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easy to see why this is the case. For starters, commonly used free
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build systems have obtuse syntaxes. They use for the most part global
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variables that are set in random locations so you can never really be
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sure what a given line of code does. They do strange and unpredictable
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things at every turn.
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Let's illustrate this with a simple example. Suppose we want to run a
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program built with GNU Autotools under GDB. The instinctive thing to
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do is to just run `gdb programname`. The problem is that this may or
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may not work. In some cases the executable file is a binary whereas at
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other times it is a wrapper shell script that invokes the real binary
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which resides in a hidden subdirectory. GDB invocation fails if the
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binary is a script but succeeds if it is not. The user has to remember
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the type of each one of his executables (which is an implementation
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detail of the build system) just to be able to debug them. Several
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other such pain points can be found in [this blog
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post](http://voices.canonical.com/jussi.pakkanen/2011/09/13/autotools/).
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Given these idiosyncrasies it is no wonder that most people don't want
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to have anything to do with build systems. They'll just copy-paste
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code that works (somewhat) in one place to another and hope for the
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best. They actively go out of their way not to understand the system
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because the mere thought of it is repulsive. Doing this also provides
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a kind of inverse job security. If you don't know tool X, there's less
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chance of finding yourself responsible for its use in your
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organisation. Instead you get to work on more enjoyable things.
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This leads to a vicious circle. Since people avoid the tools and don't
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want to deal with them, very few work on improving them. The result is
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apathy and stagnation.
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Can we do better?
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--
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At its core, building C and C++ code is not a terribly difficult
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task. In fact, writing a text editor is a lot more complicated and
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takes more effort. Yet we have lots of very high quality editors but
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only few build systems with questionable quality and usability.
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So, in the grand tradition of own-itch-scratching, I decided to run a
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scientific experiment. The purpose of this experiment was to explore
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what would it take to build a "good" build system. What kind of syntax
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would suit this problem? What sort of problems would this application
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need to solve? What sort of solutions would be the most appropriate?
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To get things started, here is a list of requirements any modern cross-platform build system needs to provide.
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### 1. Must be simple to use
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One of the great virtues of Python is the fact that it is very
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readable. It is easy to see what a given block of code does. It is
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concise, clear and easy to understand. The proposed build system must
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be syntactically and semantically clean. Side effects, global state
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and interrelations must be kept at a minimum or, if possible,
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eliminated entirely.
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### 2. Must do the right thing by default
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Most builds are done by developers working on the code. Therefore the
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defaults must be tailored towards that use case. As an example the
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system shall build objects without optimization and with debug
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information. It shall make binaries that can be run directly from the
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build directory without linker tricks, shell scripts or magic
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environment variables.
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### 3. Must enforce established best practices
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There really is no reason to compile source code without the
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equivalent of `-Wall`. So enable it by default. A different kind of
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best practice is the total separation of source and build
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directories. All build artifacts must be stored in the build
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directory. Writing stray files in the source directory is not
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permitted under any circumstances.
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### 4. Must have native support for platforms that are in common use
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A lot of free software projects can be used on non-free platforms such
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as Windows or OSX. The system must provide native support for the
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tools of choice on those platforms. In practice this means native
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support for Visual Studio and XCode. Having said IDEs invoke external
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builder binaries does not count as native support.
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### 5. Must not add complexity due to obsolete platforms
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Work on this build system started during the Christmas holidays of 2012.
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This provides a natural hard cutoff line of 2012/12/24. Any
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platform, tool or library that was not in active use at that time is
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explicitly not supported. These include Unixes such as IRIX, SunOS,
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OSF-1, Ubuntu versions older than 12/10, GCC versions older than 4.7
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and so on. If these old versions happen to work, great. If they don't,
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not a single line of code will be added to the system to work around
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their bugs.
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### 6. Must be fast
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Running the configuration step on a moderate sized project must not
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take more than five seconds. Running the compile command on a fully up
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to date tree of 1000 source files must not take more than 0.1 seconds.
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### 7. Must provide easy to use support for modern sw development features
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An example is precompiled headers. Currently no free software build
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system provides native support for them. Other examples could include
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easy integration of Valgrind and unit tests, test coverage reporting
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and so on.
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### 8. Must allow override of default values
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Sometimes you just have to compile files with only given compiler
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flags and no others, or install files in weird places. The system must
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allow the user to do this if he really wants to.
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Overview of the solution
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--
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Going over these requirements it becomes quite apparent that the only
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viable approach is roughly the same as taken by CMake: having a domain
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specific language to declare the build system. Out of this declaration
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a configuration is generated for the backend build system. This can be
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a Makefile, Visual Studio or XCode project or anything else.
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The difference between the proposed DSL and existing ones is that the
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new one is declarative. It also tries to work on a higher level of
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abstraction than existing systems. As an example, using external
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libraries in current build systems means manually extracting and
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passing around compiler flags and linker flags. In the proposed system
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the user just declares that a given build target uses a given external
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dependency. The build system then takes care of passing all flags and
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settings to their proper locations. This means that the user can focus
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on his own code rather than marshalling command line arguments from
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one place to another.
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A DSL is more work than the approach taken by SCons, which is to
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provide the system as a Python library. However it allows us to make
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the syntax more expressive and prevent certain types of bugs by
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e.g. making certain objects truly immutable. The end result is again
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the same: less work for the user.
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The backend for Unix requires a bit more thought. The default choice
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would be Make. However it is extremely slow. It is not uncommon on
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large code bases for Make to take several minutes just to determine
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that nothing needs to be done. Instead of Make we use
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[Ninja](https://ninja-build.org/), which is extremely fast. The
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backend code is abstracted away from the core, so other backends can
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be added with relatively little effort.
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Sample code
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--
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Enough design talk, let's get to the code. Before looking at the
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examples we would like to emphasize that this is not in any way the
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final code. It is proof of concept code that works in the system as it
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currently exists (February 2013), but may change at any time.
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Let's start simple. Here is the code to compile a single executable binary.
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```meson
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project('compile one', 'c')
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executable('program', 'prog.c')
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```
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This is about as simple as one can get. First you declare the project
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name and the languages it uses. Then you specify the binary to build
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and its sources. The build system will do all the rest. It will add
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proper suffixes (e.g. '.exe' on Windows), set the default compiler
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flags and so on.
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Usually programs have more than one source file. Listing them all in
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the function call can become unwieldy. That is why the system supports
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keyword arguments. They look like this.
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```meson
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project('compile several', 'c')
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sources = ['main.c', 'file1.c', 'file2.c', 'file3.c']
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executable('program', sources : sourcelist)
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```
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External dependencies are simple to use.
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```meson
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project('external lib', 'c')
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libdep = find_dep('extlibrary', required : true)
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sources = ['main.c', 'file1.c', 'file2.c', 'file3.c']
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executable('program', sources : sourcelist, dep : libdep)
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```
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In other build systems you have to manually add the compile and link
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flags from external dependencies to targets. In this system you just
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declare that extlibrary is mandatory and that the generated program
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uses that. The build system does all the plumbing for you.
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Here's a slightly more complicated definition. It should still be
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understandable.
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```meson
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project('build library', 'c')
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foolib = shared_library('foobar', sources : 'foobar.c',\
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install : true)
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exe = executable('testfoobar', 'tester.c', link : foolib)
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add_test('test library', exe)
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```
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First we build a shared library named foobar. It is marked
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installable, so running `ninja install` installs it to the library
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directory (the system knows which one so the user does not have to
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care). Then we build a test executable which is linked against the
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library. It will no tbe installed, but instead it is added to the list
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of unit tests, which can be run with the command `ninja test`.
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Above we mentioned precompiled headers as a feature not supported by
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other build systems. Here's how you would use them.
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```meson
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project('pch demo', 'cxx')
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executable('myapp', 'myapp.cpp', pch : 'pch/myapp.hh')
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```
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The main reason other build systems can not provide pch support this
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easily is because they don't enforce certain best practices. Due to
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the way include paths work, it is impossible to provide pch support
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that always works with both in-source and out-of-source
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builds. Mandating separate build and source directories makes this and
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many other problems a lot easier.
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Get the code
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--
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The code for this experiment can be found at [the Meson
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repository](https://sourceforge.net/p/meson/code/). It should be noted
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that it is not a build system. It is only a proposal for one. It does
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not work reliably yet. You probably should not use it as the build
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system of your project.
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All that said I hope that this experiment will eventually turn into a
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full blown build system. For that I need your help. Comments and
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especially patches are more than welcome.
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