I need some pointers/advice on how to automatically generate CMakeLists.txt files for CMake. Does anyone know of any existing generators? I've checked the ones listed in the CMake Wiki but unfortunately they are not suitable for me.
I already have a basic Python script which traverses my project's directory structure and generates the required files but it's really "dumb" right now. I would like to augment it to take into account for example the different platforms I'm building for, the compiler\cross-compiler I'm using or different versions of the libraries dependencies I might have. I don't have much\expert experience with CMake and an example I could base my work or an already working generator could be of great help.
I am of the opinion that you need not use an automated script for generating CMakeLists.Txt as it is a very simple task to write one, after you have understood the basic procedure. Yeah I do agree that understanding the procedure to write one as given in CMake Wiki is also difficult as it is too much detailed.
A very basic example showing how to write CMakeLists.txt is shown here, which I think will be of use to everyone, even someone who is going to write CMakeLists.txt for the first time.
Well i dont have much of an experience in Cmake either, but to perform a cross platform make a lot of files need to be written and modified including the CMakeLists.txt file, i suggest that you use this new tool called the ProjectGenerator Tool, its pretty cool, it does all the extra work needed and makes it easy to generate such files for 3'rd party sources with little effort.
Just read the README carefully before using it.
Link:
http://www.ogre3d.org/forums/viewtopic.php?f=1&t=54842
I think that you are doing this upside down.
When using CMake, you are supposed to write the CMakeLists.txt yourself. Typically, you don't need to handle different compilers as CMake has knowledge about them. However, if you must, you can add code in the CMakeFiles to do different things depending on the tool you are using.
CLion is an Integrated development environment that is fully based on CMake project file.
It is able to generate itself the CMakeLists.txt file when using the import project from source
However this is quite probable that you have to edit this file manually as your project grows and for adding external dependency.
I'm maintaining a C++ software environment that has more than 1000 modules (shared, static libraries, programs) and uses more than 20 third parties (boost, openCV, Qt, Qwt...). This software environment hosts many programs (~50), each one picking up some libraries, programs and third parties. I use CMake to generate the makefiles and that's really great.
However, if you write your CMakeLists.txt as it is recommended to do (declare the module as being a library/program, importing source files, adding dependencies...). I agree with celavek: maintaining those CMakeLists.txt files is a real pain:
When you add a new file to a module, you need to update its CMakeLists.txt
When you upgrade a third party, you need to update the CMakeLists.txt of all modules using it
When you add a new dependency (library A now needs library B), you may need to update the CMakeLists.txt of all programs using A
When you want a new global settings to be changed (compiler setting, predefined variable, C++ standard used), you need to update all your CMakeLists.txt
Then, I see two strategies to adress those issues and likely the one mentioned by OP.
1- Have CMakeLists.txt be well written and be smart enough not to have a frozen behaviourto update themselves on the fly. That's what we have in our software environment. Each module has a standardized file organization (sources are in src folder, includes are in inc folder...) and have simple text files to specify their dependencies (with keywords we defined, like QT to say the module needs to link with Qt). Then, our CMakeLists.txt is a two-line file and simply calls a cmake macro we wrote to automatically setup the module. As a MCVE that would be:
CMakeLists.txt:
include( utl.cmake )
add_module( "mylib", lib )
utl.cmake:
macro( add_module name what )
file(GLOB_RECURSE source_files "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp")
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/inc)
if ( what STREQUEL "lib" )
add_library( ${name} SHARED ${source_files} )
elseif ( what STREQUEL "prg" )
add_executable( ${name} ${source_files} )
endif()
# TODO: Parse the simple texts files to add target_link_libraries accordingly
endmacro()
Then, for all situations exposed above, you simply need to update utl.cmake, not the thousand of CMakeLists.txt you have...
Honestly, we are very happy with this approach, the system becomes very easy to maintain and we can easily add new dependencies, upgrade third parties, change some build/dependency strategies...
However, there remains a lot of CMake scripts to be written. And CMake script language sucks...the tool's very powerful, right, but the script's variable scope, the cache, the painful and not so well documented syntax (just to check if a list is empty you must ask for it's size and store this in a variable!), the fact it's not object oriented...make it a real pain to maintain.
So, I'm now convinced the real good approach may be to:
2- completly generate the CMakeLists.txt from a more powerful language like Python. The Python script would do things similar to what our utl.cmake does, instead it would generate a CMakeLists.txt ready to be passed CMake tool (with a format as proposed in HelloWorld, no variable, no function....it would only call standard CMake function).
I doubt such generic tool exists, because it's hard to produce the CMakeLists.txt files that will make everyone happy, you'll have to write it yourself. Note that gen-cmake does that (generates a CMakeLists.txt), but in a very primitive way and it apparently only supports Linux, but it may be a good start point.
This is likely to be the v2 of our software environment...one day.
Note : Additionally, if you want to support both qmake and cmake for instance, a well written Python script could generate both CMakeLists and pro files on demand!
Not sure whether this is a problem original poster faced, but as I see plenty of „just write CMakefile.txt” answers above, let me shortly explain why generating CMakefiles may make sense:
a) I have another build system I am fairly happy with
(and which covers large multiplatform build of big collection
of interconnected shared and static libraries, programs, scripting
language extensions, and tools, with various internal and external
dependencies, quirks and variants)
b) Even if I were to replace it, I would not consider cmake.
I took a look at CMakefiles and I am not happy with the syntax
and not happy with the semantics.
c) CLion uses CMakefiles, and Cmakefiles only (and seems somewhat interesting)
So, to give CLion a chance (I love PyCharm, so it's tempting), but to keep using my build system, I would gladly use some tool which would let me
implement
make generate_cmake
and have all necessary CMakefiles generated on the fly according to the current
info extracted from my build system. I can gladly feed the tool/script with information which sources and headers my app consists of, which libraries and programs it is expected to build, which -I, -L, -D, etc are expected to be set for which component, etc etc.
Well, of course I would be much happier if JetBrains would allow to provide some direct protocol of feeding the IDE with the information it needs
(say, allowed me to provide my own command to compile, to run, and to
emit whatever metadata they really need - I suppose they mainly need incdirs and defines to implement on the fly code analysis, and libpaths to setup LD_LIBRARY_PATH for the debugger), without referring to cmake. CMakefiles as protocol are somewhat complicated.
Maybe this could be helpful:
https://conan.io/
The author has given some speeches about cmake and how to create modular projects using cmake into CPPCon. As far as I know, this tool require cmake, so that I suppose that generate it when you integrate new packages, or create new packages. Recently I read something about how to write a higher level description of the C/C++ project using a YAML file, but not sure if it is part of conan or not (what I read was from the author of conan). I have never used, and it is something pending for me, so that, please if you use it and fit your needs, comment your opinions about it and how it fit your scenario.
I was looking for such a generator but at the end I decided to write my own (partly because I wanted to understand how CMake works):
https://github.com/Aenteas/cmake-generator
It has a couple of additional features such as creating python wrappers (SWIG).
Writing a generator that suits everyone is impossible but I hope it will give you an idea in case you want to make your customized version.
Related
I am working on a C++ project. It is not much complicated so far, yet depends on a bunch of "popular" libraries (nlohmann/json, ToruNiina/toml11 just to name a few). All of them have some CMakeLists.txt and from my not-that-experienced point of view, I consider them well structured.
Now of course I can compile the libraries one by one, or include a "copy" into my project repo, but I want to be better than that. After researching about available build tools, I have decided to use cmake to build and manage a C++ project. The promise was to get a stable, widely supported tool that will help to simplify & unify the build process. Moreover, from the project nature I have no privilege to impose any requirements on the target machine; I need to pack everything for the deployment.
I have spent several days reading, watching and testing out various cmake tutorials, handbooks and manuals. I have to admit, I quickly started to feel that a tool that is supposed to clarify development process keeps introducing new obscurities contrary to its purpose. Originally, I credited this to my lack of experience, yet...
I read articles about why not to bundle dependencies, only to be followed by methods of doing so. I have found recommendation to use one way A over B, C over B and later A over C. It took me a while to figure out the differences between 2.8 and 3.0, the obscurity of target_link_libraries, setting cxx version and/or compiler warning flags and so on.
My point is that even after an exhausting expedition into the seas of cmake, I am still not sure about some elementary questions:
How is cmake meant to be used?
What is a standard, what is a courtesy, and what is none of those?
How can I tell that something is a feature, an archaic backwards compatibility, or both?
Now I will illustrate this on my project. I only need something like this
cmake_minimum_required(VERSION 3.14)
project(CaseCore CXX)
add_executable(myBinary list/of/cpp/sources.cpp)
target_link_libraries(myBinary PUBLIC someExternalLibs likeForExample nlohmann_json::nlohmann_json oqs)
The only problem is with the libraries (there is no space for other problems anyway). I want to build them with the project and dont want to make a local copy (not to drag ton of unrelated files all along). First, I created forks of library repos in order to have a reliable source and be able to merge newer versions into my fork.
Now the decision was whether to use git submodule or some other scheme, I've read submodule doesnt perform that well and also preferred the whole thing to be managed by cmake alone. I started with ExternalProject_Add but later I found about FetchContent which helped me to add the external dependencies easily into my cmake list
FetchContent_Declare(nlohmann
GIT_REPOSITORY https://github.com/my-reliable-fork-of/json
GIT_TAG v3.7.3
)
message(STATUS "Fetching Json...this may take a while")
FetchContent_MakeAvailable(nlohmann)
Seems and works well and minimal. However, I always have to search the library itself in order to find/guess which targets to link to my executable target? There seems to be close to zero convention and unless the respective CMakeLists.txt is simple enough to read it, I tend to guess the target names until i find it.
Recently I wanted to link liboqs from here and the abovementioned scenario did not really help; for some reason, I can link oqs, #include "oqs/oqs.h", yet the dynamic library is not created and execution terminates. I am pretty sure I can resolve the problem after another span of time spent googling and playing around with various cmake variables. Yet this is not the way that I expected cmake to help me manage my project; it is actually quite the opposite.
Just to be clear, I turned down other methods including
add_subdirectory from local repo copy (git submodule)
ExternalProject_Add from local repo copy (git submodule)
ExternalProject_Add from online repo
find_package
as they seemed to be much more obscure/old-style etc (eventhough despite hours of researching, they all still seem as pretty much as just many ways to do the same thing to me)
Now that I have
Am I doing something wrong, or is it really what working with cmake should look like?
Do I really have to "reverse-engineer" other people's CMakeLists in order to use a library?
Under these circumstances, how can I convince my coworkers to use similar work process?
and finally
How can I adjust my work in order to ease these difficulities for others?
I love C++ the more I use it. Yet I spend a tremendous amount of my productive time on solving dependencies...and I do not want to make this guy even more angry.
How is cmake meant to be used?
The typical cmake usage matches the old autotools usage:
$ cmake /path/to/src #replaces /path/to/src/configure
$ make
$ make install
Some targets changed (e.g., make check vs make test), and cmake doesn't provide all the same standard targets (e.g., make distclean), but the usage I have above is what most developers will do (and since cmake re-runs itself, it's really just the second step most of the time).
If your CMakeLists.txt doesn't support this workflow, you should have a very good reason. Most tooling will assume a workflow like this, so you're severely limiting yourself.
What is a standard, what is a courtesy, and what is none of those?
Outside of the above, cmake is pretty much the wild west. Things are becoming more standardized thanks to better documentation and training, but it's far from perfect.
A well-behaved cmake project should export its targets (lots of questions and answers on Stack Overflow about this) and propagate flags and dependencies. This makes it far easier for dependent projects to consume exported targets, and luckily it's easy to do.
How can I tell that something is a feature, an archaic backwards compatibility, or both?
There's nothing I'm aware of that makes these distinctions. In general, newer methods leverage the target_* functions instead of the global ones (e.g., target_include_directories vs include_directories). The target_* functions are also used to propagate flags, include directories, compiler features, and dependent libraries like I mentioned above.
Am I doing something wrong, or is it really what working with cmake should look like?
You're talking about managing external dependencies, and I'm going to skip this to avoid getting into opinions. The short version is that C and C++ dependencies are hard, and there's many competing ways of managing them in a project. They each have pros and cons, but most are still designed for the authors' use cases. You'll have to figure out what use cases you need, and choose tools and workflows based on that.
Do I really have to "reverse-engineer" other people's CMakeLists in order to use a library?
A well-behaved cmake project will export its targets properly, even if they use different dependency management than you do. If they don't, send the project a pull request (exporting isn't hard, and it's good to learn how) or just file bugs against them, especially if they're already using cmake as a build system.
Under these circumstances, how can I convince my coworkers to use similar work process?
It depends on your coworkers, and mileage will vary. I've dealt with coworkers who want to embrace best practices and support flexibility, and I've dealt with coworkers who are content only doing enough to solve the problems we're facing right now.
My question is the following:
Is there a way to tell CMakeFiles where to generate it's makefiles, such as cmake_install.cmake, CMakeCache.txt etc.?
More specifically, is there a way to set some commands in the CMakeFiles that specifies where to output these generated files? I have tried to search around the web to find some answers, and most people say there's no explicit way of doing this, while others say I might be able to, using custom commands. Sadly, I'm not very strong in cmake, so I couldn't figure this out.
I'm currently using the CLion IDE and there you can specifically set the output path through the settings, but for flexibility reasons I would like as much as possible to be done through the CMakeFiles such that compiling from different computers isn't that big of a hassle.
I would also like to avoid explicitly adding additional command line arguments etc.
I hope someone might have an answer for me, thanks in advance!
You can't (easily) do this and you shouldn't try to do it.
The build tree is CMake's territory. It allows you some tiny amount of customization there (for instance you can specify where the final build artifacts will be placed through the *_OUTPUT_DIRECTORY target properties), but it does not give you any direct control over where intermediate files, like object files or internal make scripts used for bookkeeping are being placed.
This is a feature. You have no idea how all the build systems supported by CMake work internally. Maybe you can move that internal file to a different location in your build process, which is based on Unix Makefiles. But maybe that will also horribly break my build process, which is using Visual Studio. The bottom line is: You shouldn't have to care about this. CMake should take care of it, and by taking some freedom away from you, it ensures that it can actually do that job on all supported build toolchains.
But this might still be an unsatisfactory answer to you. You're the developer, shouldn't you be in full control of the results produced by your build? Of course you should, which is why CMake again grants you full control over what goes into the install tree. That is, whatever ends up in the install directory when you call make install (or whatever is the equivalent of installing in your build toolchain) is again under your control.
So you do control everything that matters: The source tree, the install tree, and that tiny portion of the build tree where the final build artifacts go. The rest of the build tree is off-limits for you and for good reasons.
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.
Imagine an overall project with several components:
basic
io
web
app-a
app-b
app-c
Now, let's say web depends on io which depends on basic, and all those things are in one repo and have a CMakeLists.txt to build them as shared libraries.
How should I set things up so that I can build the three apps, if each of them is optional and may not be present at build time?
One idea is to have an empty "apps" directory in the main repo and we can clone whichever app repos we want into that. Our main CMakeLists.txt file can use GLOB to find all the app directories and build them (not knowing in advance how many there will be). Issues with this approach include:
Apparently CMake doesn't re-glob when you just say make, so if you add a new app you must run cmake again.
It imposes a specific structure on the person doing the build.
It's not obvious how one could make two clones of a single app and build them both separately against the same library build.
The general concept is like a traditional recursive CMake project, but where the lower-level modules don't necessarily know in advance which higher-level ones will be using them. Yet, I don't want to require the user to install the lower-level libraries in a fixed location (e.g. /usr/local/lib). I do however want a single invocation of make to notice changed dependencies across the entire project, so that if I'm building an app but have changed one of the low-level libraries, everything will recompile appropriately.
My first thought was to use the CMake import/export target feature.
Have a CMakeLists.txt for basic, io and web and one CMakeLists.txt that references those. You could then use the CMake export feature to export those targets and the application projects could then import the CMake targets.
When you build the library project first the application projects should be able to find the compiled libraries automatically (without the libraries having to be installed to /usr/local/lib) otherwise one can always set up the proper CMake variable to indicate the correct directory.
When doing it this way a make in the application project won't do a make in the library project, you would have to take care of this yourself.
Have multiple CMakeLists.txt.
Many open-source projects take this appraoch (LibOpenJPEG, LibPNG, poppler &etc). Take a look at their CMakeLists.txt to find out how they've done this.
Basically allowing you to just toggle features as required.
I see two additional approaches. One is to simply have basic, io, and web be submodules of each app. Yes, there is duplication of code and wasted disk space, but it is very simple to implement and guarantees that different compiler settings for each app will not interfere with each other across the shared libraries. I suppose this makes the libraries not be shared anymore, but maybe that doesn't need to be a big deal in 2011. RAM and disk have gotten cheaper, but engineering time has not, and sharing of source is arguably more portable than sharing of binaries.
Another approach is to have the layout specified in the question, and have CMakeLists.txt files in each subdirectory. The CMakeLists.txt files in basic, io, and web generate standalone shared libraries. The CMakeLists.txt files in each app directory pull in each shared library with the add_subdirectory() command. You could then pull down all the library directories and whichever app(s) you wanted and initiate the build from within each app directory.
You can use ADD_SUBDIRECTORY for this!
https://cmake.org/cmake/help/v3.11/command/add_subdirectory.html
I ended up doing what I outlined in my question, which is to check in an empty directory (containing a .gitignore file which ignores everything) and tell CMake to GLOB any directories (which are put in there by the user). Then I can just say cmake myrootdir and it does find all the various components. This works more or less OK. It does have some side drawbacks though, such as that some third-party tools like BuildBot expect a more traditional project structure which makes integrating other tools with this sort of arrangement a little more work.
The CMake BASIS tool provides utilities where you can create independent modules of a project and selectively enable and disable them using the ccmake command.
Full disclosure: I'm a developer for the project.
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.