I'm trying to get chrome V8 embedded in my C++ project, and I can only get what I could call, my project being embedded in V8. My only concern with this is that my program is cross-platform and I would like build commands to be the same. I started development it on Windows, but I'm using a mac now to get V8 running.
I can get V8 built and their samples running using this setup:
Get this: https://commondatastorage.googleapis.com/chrome-infra-docs/flat/depot_tools/docs/html/depot_tools_tutorial.html#_setting_up
get source: https://v8.dev/docs/source-code
build: https://v8.dev/docs/build
My current solution has a few commands install, build, run. The build command is more complicated as it attempts to automatically edit the BUILD.gn file in V8 to insert your project instead of V8. It will add all files in your source directory to the sources.
This approach feels very wrong for a few reasons. The first being that there is almost definitely a better way to configure my project than editing a build script with a python script. Secondly, I would like V8 to be embedded in my project, not the other way around. I only have SDL2 as a dependency but I have cross platform CMake builds setup, which would be abandoned for however V8 builds the source files. I feel this way could get hard to manage if I add more dependencies.
I'm currently working with a small test project with one source file.
EDIT: I can't find anything on embedding V8 between running a sample and API usage
The usual approach is to have a step in your build system that builds the V8 library as a dependency (as well as any other dependencies you might have). For that, it should use the official V8 build instructions. If you have a split between steps to get sources/dependencies and compiling them, then getting depot_tools and calling fetch_v8/gclient sync belongs in there. Note that you probably want to pin a version (latest stable branch) rather than using tip-of-tree. So, in pseudocode, you'd have something like:
step get_dependencies:
download/update depot_tools
download/update V8 # pinned_revision (using depot_tools)
step compile (depends on "get_dependencies"):
cd v8; gn args out/...; ninja -C out/...;
cd sdl; build sdl
build your own code, linking against V8/sdl/other deps.
Many build systems already have convenient ways to do these things. I don't know CMake very well though, so I can't suggest anything specific there.
I agree that using scripts to automatically modify BUILD.gn feels wrong. It'll probably also turn out to be brittle and high-maintenance over time.
I got V8 building with CMake very easily using brew:
brew install v8
then add the following lines to CMakeLists.txt
file(GLOB_RECURSE V8_LIB # just GLOB is probably fine
"/usr/local/opt/v8/lib/*.dylib"
)
include_directories(
YOUR_INCLUDES
/usr/local/opt/v8
/usr/local/opt/v8/include
)
target_link_libraries(YOUR_PROJECT LINK_PUBLIC YOUR_LIBS ${V8_LIB})
Worked on Mojave 10.14.1
Related
How can I add an Emscripten compilation target for my program using biicode. I would like to do a "bii cpp:configure" or a build with params, that would build my C/C++ source code using the downloaded Emscripten SDK (emsdk) or the installed Emscripten (from a package manager).
So you want to #include a emscripten header in your code and get the library? I would suggest to write a block that acts as a proxy and manage to download and install the prebuilt packages, as they seem quite good. This can be done in a several ways:
Write block with a hook, which is a script in python. You have for example the OpenCV one here: http://www.biicode.com/diego/opencv . That will install it to a biicode predefined location, which can be accessed in the CMakeLists.txt via a cmake variable ${BIICODE_ENV_DIR} . You can use that variable to define and link libraries.
You should add the headers you want to include in your block, so you can actually #include things, and have biicode retrieve things. Do not forget to add the hook to the biicode.conf [hooks] section
Write a block with a cmake script. In CMake it is also possible to retrieve and install files. In this case you can just write and INCLUDE(youruser/yourblock/yourcmakescript) in the CMakeLists.txt of the block that wants to "consume" and use emscripten. That file will be handle exactly the same as C/C++ files, they will appear initially as unresolved in "bii deps" and can be resolved with "bii find" or adding the block to the [requirements] section.
I initially recommend this as the library seems a bit complex to build, it does not have standard CMakeLists.txt, but custom configures.
EDIT: Now I see with your comments that this is not what you actually want, but to use a custom compilation (cross compilation to js) toolchain. This can be actually done using custom toolchains: http://docs.biicode.com/c++/building.html#using-a-custom-tool-chain
This could require some mastery of both CMake and the emscripten toolchain. The integration of this toolchains is a little bit tricky now, it is being revamped and will be released in a few weeks.
Note that the rest of the answer is still valid, you can easily write a block with a hook that manages to install the emscripten tool from binaries.
I want build latest harfbuzz-ng library on Windows 7. But in build system by default I must go through long quest to gain: ragel, pkg-config, gtkdocize and other stuff. Even in the end if I get all what need for build system I get errors (sorry cannot say which concrete errors), last time I tried to build this library 2 month ago). Maybe on Linux system it is easy to get and build all this stuff but on Windows always something doesn't want to be compiled. Or the problem is that I don't find instructions which guide me on Windows, only Linux.
What I want to get is simple instructions how build only harfbuzz-ng with freetype dependency (and maybe add ICU) by MinGW compiler on Windows.
Thanks you very much.
For anyone reading this, have a look at harfbuzz.cc in the project which makes you able to use harfbuzz without any build system, just include it in one of your sources, no build system is required, define HB_NO_MT or even HB_TINY (which brings a minimal harfbuzz) if you don't use harfbuzz in multithread mode.
I don't know i this is the answer you are looking for. I am trying to work with Harfbuzz as well and did this through several attempts which did not work out for various reasons.
One (old) example you could use as a starter is: HarfBuzz static lib. The .lib-file generated works with UCDN and just needs this file plus a source for the Freetype-functions to provide the necessary FT_Face-parameter (i did this by compiling another .lib via the freetype-sourcecode (freetype.org/download.html).
But I am unsure if this will work out for the MinGW-compiler (you don't use VC++ as IDE do you??).
You may find of interest the MSYS2 build system. It is essentially a linux-style packaging system built on top of Windows(TM). You can download and install binary packages with simple commands (including automatic dependency solving). If you want to download a source package you can do that as well. http://msys2.github.io
I am wondering how I should manage a growing C++ project. Now, I am developing a project with Netbeans and it's dirty work generating makefiles. The project has become too big and I have decided to split it up into a few parts. What is the best way of doing this?
I am trying to use Scons as my build system. I have had some success with it, but should I edit the build scripts every time I append or delete files. It's too dull.
So I need your advice.
P.S. By the way, how does a large project like google chrome do this? Does everybody use some kind of IDE to build scripts generated only for software distribution?
I also use Netbeans for C++ and compile with SCons. I use the jVi Netbeans plugin which really works well.
For some reason the Netbeans Python plugin is no longer official, which I dont understand at all. You can still get it though, and it really makes editing the SCons build scripts a nice experience. Even though Netbeans doesnt have a SCons plugin (yet?) you can still configure its build command to execute SCons.
As for maintaining the SCons scripts automatically by the IDE, I dont do that either, I do that by hand. But its not like I have to deal with this on a daily basis, so I dont see that its that important, especially considering how easy to read the scripts are.
Here's the build script in SCons that does the same as mentioned previously for CMake:
env = Environment()
env.EnsurePythonVersion(2, 5)
env.EnsureSConsVersion(2, 1)
libTarget = env.SharedLibrary(target = 'foo', source = ['a.cpp', 'b.cpp', 'c.pp'])
env.Program(target = 'bar', source = ['bar.cpp', libTarget])
The SCons Glob() function is a nice option, but I tend to shy away from automatically building all the files in a directory. The same goes for listing sub-directories to be built. Ive been burned enough times by this, and prefer explicitly specifying the file/dirs to be built.
In case you hear those rumors that SCons is slower than other alternatives, the SCons GoFastButton has some pointers that can help out.
Most large projects stick with a build system that automatically handles all the messy details for them. I'm a huge fan of CMake (which is what KDE uses for all their components) but scons is another popular choice. My editor (KDevelop) supposedly handles CMake projects itself, but I still edit the build scripts myself because it's not that hard.
I'd recommend learning one tool really well and sticking with it (plenty of documentation is available for any tool you'll be interested in). Be sure you also look into version control if you haven't already (I have a soft spot for git, but Mercurial and Subversion are also very popular choices).
A simple CMake example:
project("My Awesome Project" CXX)
cmake_minimum_required(VERSION 2.8)
add_library(foo SHARED a.cpp b.cpp c.cpp) #we'll build an so file
add_executable(bar bar.cpp)
target_link_libraries(bar foo) #link bar to foo
This is obviously a trivial case, but it's very easy to manage and expand as needed.
I am trying to use Scons as build system. I have some success with it, but I should edit
build scripts every time I append or delete file. It's too dull.
Depending on how your files are organized, you can use, for example, Scon's Glob() function to get source files as a list without having to list all files individually. For example, to build all c++ source files into an executable, you can do:
Program('program', Glob('*.cpp'))
You can do the same in CMake using its commands.
And, if you're using SCons, since it's Python you can write arbitrary Python code to make your source file lists.
You can also organize files into multiple folders and have subsidiary SCons (or CMakeList.txt) build files that the master build script can call.
I am trying to open an existing C++ open-source library in Xcode to publish it with my own modification/additions. The library is Tesseract-OCR, which does not include a .xcodeproj file.
Since Xcode can function as an IDE, is it possible to open a bunch of files as a single project in Xcode? Is there an easy way to produce an Xcode project?
There are several ways you could do it, depending on the level of IDE integration you want. There's no direct way of importing a Makefile-based project into Xcode. You can create a project that builds via the Makefile, but you wouldn't get many of the benefits of using an IDE, since the editor features such as word completion rely on Xcode being able to parse the files in the project. You will be able to use the debugger though. To do this, create a new project and add a custom target with a script build phase that just calls down to Makefile.
If however the project you're building compiles very easily, ie without requiring a lot of macros to be set up, include paths, etc, then it may be simple to just create an empty project and merely add all source files to it. I've used this method extensively for building boost libraries. If this is a configure && make type project then you will probably have to run the configure step first, and ensure any top level config.h files are included in the project.
If the project has a complex makefile then it is likely to be an involved task to create a useful Xcode project
I realise you asked explicitly for Xcode, but in case you were actually trying to solve the problem of "I have existing C++ code which builds and runs fine from the command line, and I'd like to code and debug it in an IDE, what should I do?" my firm recommendation would be to avoid Xcode and go for Eclipse.
The reason is that as far as I can tell, Xcode has no way of ingesting the command line build environment and effectively requires you to recreate the make process inside Xcode from scratch. Fine for tiny projects, but anything with more than a few source files and it quickly becomes painful. Whereas in Eclipse everything is built around Makefiles. So in my case I got to the "step through code with working code completion" in Eclipse a lot quicker vs. never in Xcode. This of course could be because I'm an Xcode noob, but my 2c.
To create an Xcode project from an existing cmake project, you can run cmake -G Xcode. It produces some folders and files apart from the project file, so it might be better to create a folder for it first. For example:
mkdir -p build/xcode
cd build/xcode
cmake -G Xcode ../..
Xcode is a useable IDE for library creation.
Of course a good first step is to see if the one source code will build on its own with configure scripts that are included.
If not, it becomes a question of how many libraries you need to link in.
There are resources online (or at least there used to be) for using Xcode (or perhaps it's forerunner Product builder) for porting Unix projects to Mac.
Good tutorial at: http://www.macresearch.org/tutorial-introducing-xcode-30-organizer
Another good reference is Darwin Ports.
As for doing this on your own. You can build c++ based libraries in XCode. People do that every day. You can even use one of the Xcode templates to get you started.
However, library dev requires more experience with Xcode then say a simple Cocoa "Hello World" app.
The remaining questions will be assuring that the source code's dependencies are already built into the Mac's SDK. (Don't hold your breath for linking to MFC)
It's a general question... So it's a general answer.
In Xcode8,there is "Xcode->file->add files to...",then choose your files.If you want to add several files at a time,press "Cmd" when you are choosing.
I'm in the middle of setting up an build environment for a c++ game project. Our main requirement is the ability to build not just our game code, but also its dependencies (Ogre3D, Cegui, boost, etc.). Furthermore we would like to be able build on Linux as well as on Windows as our development team consists of members using different operating systems.
Ogre3D uses CMake as its build tool. This is why we based our project on CMake too so far. We can compile perfectly fine once all dependencies are set up manually on each team members system as CMake is able to find the libraries.
The Question is if there is an feasible way to get the dependencies set up automatically. As a Java developer I know of Maven, but what tools do exist in the world of c++?
Update: Thanks for the nice answers and links. Over the next few days I will be trying out some of the tools to see what meets our requirements, starting with CMake. I've indeed had my share with autotools so far and as much as I like the documentation (the autobook is a very good read), I fear autotools are not meant to be used on Windows natively.
Some of you suggested to let some IDE handle the dependency management. We consist of individuals using all possible technologies to code from pure Vim to fully blown Eclipse CDT or Visual Studio. This is where CMake allows use some flexibility with its ability to generate native project files.
In the latest CMake 2.8 version there is the new ExternalProject module.
This allows to download/checkout code, configure and build it as part of your main build tree.
It should also allow to set dependencies.
At my work (medical image processing group) we use CMake to build all our own libraries and applications. We have an in-house tool to track all the dependencies between projects (defined in a XML database). Most of the third party libraries (like Boost, Qt, VTK, ITK etc..) are build once for each system we support (MSWin32, MSWin64, Linux32 etc..) and are commited as zip-files in the version control system. CMake will then extract and configure the correct zip file depending on which system the developer is working on.
I have been using GNU Autotools (Autoconf, Automake, Libtool) for the past couple of months in several projects that I have been involved in and I think it works beautifully. Truth be told it does take a little bit to get used to the syntax, but I have used it successfully on a project that requires the distribution of python scripts, C libraries, and a C++ application. I'll give you some links that helped me out when I first asked a similar question on here.
The GNU Autotools Page provides the best documentation on the system as a whole but it is quite verbose.
Wikipedia has a page which explains how everything works. Autoconf configures the project based upon the platform that you are about to compile on, Automake builds the Makefiles for your project, and Libtool handles libraries.
A Makefile.am example and a configure.ac example should help you get started.
Some more links:
http://www.lrde.epita.fr/~adl/autotools.html
http://www.developingprogrammers.com/index.php/2006/01/05/autotools-tutorial/
http://sources.redhat.com/autobook/
One thing that I am not certain on is any type of Windows wrapper for GNU Autotools. I know you are able to use it inside of Cygwin, but as for actually distributing files and dependencies on Windows platforms you are probably better off using a Windows MSI installer (or something that can package your project inside of Visual Studio).
If you want to distribute dependencies you can set them up under a different subdirectory, for example, libzip, with a specific Makefile.am entry which will build that library. When you perform a make install the library will be installed to the lib folder that the configure script determined it should use.
Good luck!
There are several interesting make replacements that automatically track implicit dependencies (from header files), are cross-platform and can cope with generated files (e.g. shader definitions). Two examples I used to work with are SCons and Jam/BJam.
I don't know of a cross-platform way of getting *make to automatically track dependencies.
The best you can do is use some script that scans source files (or has C++ compiler do that) and finds #includes (conditional compilation makes this tricky) and generates part of makefile.
But you'd need to call this script whenever something might have changed.
The Question is if there is an feasible way to get the dependencies set up automatically.
What do you mean set up?
As you said, CMake will compile everything once the dependencies are on the machines. Are you just looking for a way to package up the dependency source? Once all the source is there, CMake and a build tool (gcc, nmake, MSVS, etc.) is all you need.
Edit: Side note, CMake has the file command which can be used to download files if they are needed: file(DOWNLOAD url file [TIMEOUT timeout] [STATUS status] [LOG log])
Edit 2: CPack is another tool by the CMake guys that can be used to package up files and such for distribution on various platforms. It can create NSIS for Windows and .deb or .tgz files for *nix.
At my place of work (we build embedded systems for power protection) we used CMake to solve the problem. Our setup allows cmake to be run from various locations.
/
CMakeLists.txt "install precompiled dependencies and build project"
project/
CMakeLists.txt "build the project managing dependencies of subsystems"
subsystem1/
CMakeLists.txt "build subsystem 1 assume dependecies are already met"
subsystem2/
CMakeLists.txt "build subsystem 2 assume dependecies are already met"
The trick is to make sure that each CMakeLists.txt file can be called in isolation but that the top level file can still build everything correctly. Technically we don't need the sub CMakeLists.txt files but it makes the developers happy. It would be an absolute pain if we all had to edit one monolithic build file at the root of the project.
I did not set up the system (I helped but it is not my baby). The author said that the boost cmake build system had some really good stuff in it, that help him get the whole thing building smoothly.
On many *nix systems, some kind of package manager or build system is used for this. The most common one for source stuff is GNU Autotools, which I've heard is a source of extreme grief. However, with a few scripts and an online depository for your deps you can set up something similar like so:
In your project Makefile, create a target (optionally with subtargets) that covers your dependencies.
Within the target for each dependency, first check to see if the dep source is in the project (on *nix you can use touch for this, but you could be more thorough)
If the dep is not there, you can use curl, etc to download the dep
In all cases, have the dep targets make a recursive make call (make; make install; make clean; etc) to the Makefile (or other configure script/build file) of the dependency. If the dep is already built and installed, make will return fairly promptly.
There are going to be lots of corner cases that will cause this to break though, depending on the installers for each dep (perhaps the installer is interactive?), but this approach should cover the general idea.
Right now I'm working on a tool able to automatically install all dependencies of a C/C++ app with exact version requirement :
compiler
libs
tools (cmake, autotools)
Right now it works, for my app. (Installing UnitTest++, Boost, Wt, sqlite, cmake all in correct order)
The tool, named «C++ Version Manager» (inspired by the excellent ruby version manager), is coded in bash and hosted on github : https://github.com/Offirmo/cvm
Any advices and suggestions are welcomed.