C++ Dependency management best practice - c++

I am writing a multiplatform (windows and Linux) application in c++ using boost asio. I have previous experience using gradle for automated Java dependency management and found the tools for c++ are not as good. Currently the best I've found is nuget for visual studio.
My question is, when there are no good tools for automated dependency management, what is the best practice for publishing a project on github? Should I supply pages of documentation on how to set up the build environment and where to download third party dependencies, or, should I supply everything required to compile the project?
Also please if possible provide good reasons for your answer. Thanks.

From my observation, supplying documents on how to set up the build environment is a general way.
It can make your project more portable. That is, users can select the dependencies they like to build. And you don't have to update your project due to the update of dependencies.
A very important thing you need to keep in mind is that you should consider how to make building issue easy. Make sure that your project is general enough to fit the dependencies. And the document should be clear and compact.

Related

Collaboration in a project with dependencies

I'm a DevOps engineer creating CI processes for projects. I was wondering what is the best way to deal with the following scenario: Let's say I have a C++ project (using CLion + CMake) with several developers working on it. Now in order to be built, the project has some libraries it depends on. That automatically reflects on the CMakeLists.txt file that should know where to look for those libraries.
Basically the problem is that we need to take care that every developer has these libraries in the correct paths on his machine, which is a big hassle.
One approach to handle this would be to keep those dependencies in the repository. That's great since all the developer has to do is to clone the repo and he got everything he needs in order to run compilation. But as we know, keeping binaries in SCM is not a good practice.
The question is, is there a good method to handle project dependencies in a C++ project?
I know that with C# for example, we could use NuGet packages to handle these kind of scenarios. So we'd have a NuGet repository in Artifactory that would host the dependency packages, and then in our project we'd keep a reference to the required packages, and in build time we would just download the dependecies and build the project.
Is there something alike in C++ (Running on Linux I mean)?
Hope the question is clear enough lol, had a hard time wording it..
It depends on how those dependencies are delivered and packaged. If whoever maintains your dependencies took CMake into account you can probably use find_package. If they didn't account for this, but they support pkg-config you can use FindPkgConfig. Now all you need to do is let the developers know what dependencies they need to install. This should work regardless of the OS used for development.
Other solutions may involve pulling and building the dependency code when you build your project (for example, by using git submodules if possible, or FetchContent, but this can become a nightmare if you have a lot of dependencies).
Additionally, you can try using a package manager like vcpkg, or conan (if all your dependencies are available there), or CPM.

What is the standard build tool in Erlang?

I am very new to Erlang programming language. Is there a standard build tool in Erlang?
I have googled out these, not sure which one I should use.
Erlang Make http://www.erlang.org/doc/man/make.html
Rebar
Erlang.mk
Rebar is gradually being replaced by rebar3, which provides more deterministic builds and conflict resolution, packages (integrating with hex.pm), and so on.
As one of the current rebar and rebar3 maintainers, I'd recommend rebar3.
Yes, we can use default make tool for build yours code (http://www.erlang.org/doc/man/make.html). But it is not so convenient.
Most projects use rebar. Because it is easy and convenient.
And yes, we can use Erlang.mk, it also provides the necessary functionality. It's big Makefile.
I recommend you start with rebar.
rebar3 is a tool to make Erlang projects easier to manage. A kind of build tools and package management for erlang. This is also very helpful when we start a project, create a project skeleton, do compilation and build projects, make packages release to production, download erlang packages, etc.

C++ Libraries ecosystem using CMake and Ryppl

I am interested in building a cross-platform C++ Library and distributing it in source form. I want the consumers of this library to be able to acquire it, build it and consume it inside their software very easily on whatever platform they are working on and for whatever platform they are targeting. At the same time while building my library, I also want to be able to consume other popular OSS libraries through a similar mechanism.
I see that CMake and Ryppl were created with these intentions in mind and to some extent they do solve some of these problems, especially the build problem. But I don't quite know how exactly to go about achieving the above mentioned goals. Is it OK to settle on CMake as the build solution? How do I solve the library acquisition and distribution problem? Simply host the sources somewhere and let people discover, download and build them? Or is there a better way?
At the time of writing there is no accepted solution that handles everything you want. CMake gives you cross-platform builds and git (with submodules) gives you a way to manage source-level dependencies if all other projects are using CMake. But, in practice, many common dependencies you project wil need don't use CMake, or even Git.
Ryppl is meant to solve this, but progress is slow because the challenge is such a hard one.
Arguably, the most successful solution so far is to write header-only libraries. This is common practice and means your users just include your files, and their build system of choice takes care of everthing. There are no binary dependencies to manage.
TheHouse's answer is still essentially true. Also there don't seem to have been any updates to ryppl itself for a while (3 years) and the ryppl.org domain has expired.
There are some new projects aiming to solve the packaging issue.
Both build2 and wrap from mesonbuild have that goal in mind.
A proposal was made recently to add packages to the c++ standard which may open up the debate (reddit discussion here).
Wrap looks promising as meson's author has learned from cmake.
There is a good video when its author discussing this here.
build2 seems more oblivious (and therefore condemned to reinvent). However both suffer from trying to solve the external project dependencies issue simultaneously with providing a complete build system.
conan.io is another recent attempt which doesn't try to provide the build system as well. Time will tell if any of these gain any traction.
The accepted standard for packaging C and C++ projects on Unix was always a source tarball + a configure script (autotools) + make.
cmake is now beginning to replace autotools as your first choice.
It is able create RPMs and tarballs for distribution purposes.
Its also worth considering the package managers built into the various flavours of Linux. The easiest to build and install projects are those where most of the dependencies can be pulled in via yum or apt. This won't help you on windows of course. While there is a high barrier to entry getting your own projects added to the main Linux repositories (e.g. RedHat, Debian) there is nothing to stop you adding your maintaining your own satellite repo.
The difference between that and just hosting your project on github or similar is you can provide pre-built binaries for a number of popular systems.
You might also consider that configure times checks (e.g. from cmake findLibrary()) and your own documentation will tell people what needs to be installed as a prerequisite and providing you don't make it too onerous that might be enough.

Source code dependency manager for C++

There are already some questions about dependency managers here, but it seems to me that they are mostly about build systems, while I am looking for something targeted purely at making dependency tracking and resolution simpler (and I'm not necessarily interested in learning a new build system).
So, typically we have a project and some common code with another project. This common code is organized as a library, so when I want to get the latest code version for a project, I should also go get all the libraries from the source control. To do this, I need a list of dependencies. Then, to build the project I can reuse this list too.
I've looked at Maven and Ivy, but I'm not sure if they would be appropriate for C++, as they look quite heavily java-targeted (even though there might be plugins for C++, I haven't found people recommending them).
I see it as a GUI tool producing some standardized dependency list which can then be parsed by different scripts etc. It would be nice if it could integrate with source control (tag, get a tagged version with dependencies etc), but that's optional.
Would you have any suggestions? Maybe I'm just missing something, and usually it's done some other way with no need for such a tool? Thanks.
You can use Maven in relationship with C++ in two ways. First you can use it for dependency management of components between each other. Second you can use Maven-nar-plugin for creating shared libraries and unit tests in relationship with boost library (my experience). In the end you can create RPM's (maven-rpm-plugin) out of it to have adequate installation medium. Furthermore i have created the installation for CI environment via Maven (RPM's for Hudson, Nexus installation in RPM's).
I'm not sure if you would see an version control system (VCS) as build tool but Mercurial and Git support sub-repositories. In your case a sub-repository would be your dependencies:
Join multiple subrepos into one and preserve history in Mercurial
Multiple git repo in one project
Use your VCS to archive the build results -- needed anyway for maintenance -- and refer to the libs and header files in your build environment.
If you are looking for a reference take a look at https://android.googlesource.com/platform/manifest.

Resources for setting up a Visual Studio/C++ development environment

I haven't done much "front-end" development in about 15 years since moving to database development. I'm planning to start work on a personal project using C++ and since I already have MSDN I'll probably end up doing it in Visual Studio 2010. I'm thinking about using Subversion as a version control system eventually. Of course, I'd like to get up and running as quickly as I can, but I'd also like to avoid any pitfalls from a poorly organized project environment.
So, my question is, are there any good resources with common best practices for setting up a development environment? I'm thinking along the lines of where to break down a solution into multiple projects if necessary, how to set up a unit testing process, organizing resources, directories, etc.
Are there any great add-ons that I should make sure I have set up from the start?
Most tutorials just have one simple project, type in your code and click on build to see that your new application says, "Hello World!".
This will be a Windows application with several DLLs as well (no web development), so there doesn't need to be a deploy to a web server kind of process.
Mostly I just want to make sure that I don't miss anything big and then have to extensively refactor because of it.
Thanks!
I would also like a good answer to this question. What I've done is set it up so that each solution makes reference to a $(SolutionDir)\build directory for includes and libraries. That way each project that has dependencies on other projects can access them and versions won't compete. Then there are post-build commands to package up headers and .lib files into a "distribution" folder. I use CC.net to build each package on checkin. When we decide to update a dependency project we "release" it to ourselves, which requires manual tagging, manual copying current.zip into a releases area and giving it a version number, and copying that into the /build of the projects that depend on the upgrade.
Everything works pretty great except this manual process at the end. I'd really love to get rid of it but can't seem to. Read an article from ACM about "Continuous Release" that would be really nice to have an implementation of but there isn't any. I keep telling myself I'll make one.
If I use "junctions" in the windows filesystem I can link "distribute" to "build" and then build a secondary solution that includes all the projects that are dependent on each other to build a product. When I did that though it encouraged developers to use it for active development, which discouraged TDD and proper releasing.