keeping Eclipse-generated makefiles in the version control - any issues to expect? - c++

we work under Linux/Eclipse/C++ using Eclipse's "native" C++ projects (.cproject). the system comprises from several C++ projects all kept under svn version control, using integrated subclipse plugin.
we want to have a script that would checkout, compile and package the system, without us needing to drive this process manually from eclipse, as we do now.
I see that there are generated makefile and support files (sources.mk, subdir.mk etc.), scattered around, which are not under version control (probably the subclipse plugin is "clever" enough to exclude them). I guess I can put them under svn and use in the script we need.
however, this feels shaky. have anybody tried it? Are there any issues to expect? Are there recommended ways to achieve what we need?
N.B. I don't believe that an idea of adopting another build system will be accepted nicely, unless it's SUPER-smooth. We are a small company of 4 developers running full-steam ahead, and any additional overhead or learning curve will not appreciated :)
thanks a lot in advance!

I would not recommend putting things that are generated in an external tool into version control. My favorite phrase for this tactic is "version the recipe, not the cake". Instead, you should use a third party tool like your script to manipulate Eclipse appropriately to generate these files from your sources, and then compile them. This avoids the risk of having one of these automatically generated files be out of sync with your root sources.
I'm not sure what your threshold for "super-smooth" is, but you might want to take a look at Maven2, which has a plugin for Eclipse projects to do just this.

I know that this is a big problem (I had exactly the same; in addition: maintaining a build-workspace in svn is a real pain!)
Problems I see:
You will get into problems as soon as somebody adds or changes project settings files but doesn't trigger a new build for all possible platforms! (makefiles aren't updated).
There is no overall make file so you can not easily use the build order of your projects that Eclipse had calculated
BTW: I wrote an Eclipse plugin that builds up a workspace from a given (textual) list of projects and then triggers the build. That's possible but also not an easy task.
Unfortunately I can't post the plugin somewhere because I wrote it for my former employer...

Related

How to develop a cross-platform C++ project?

I'm a C++ beginner and I'm starting to develop my first cross-platform C++ project. I need to use platform-specific calls (Win32 and POSIX) so I need to compile frequently both in Windows and Linux.
Whit single-platform projects I'm using, until now, KDevelop in Linux and Visual Studio 2012 in Windows.
How can I use two different IDEs in two different Operating Systems with the same project?
Should I use a single, cross-platform, IDE?
Should I learn CMake (or similar) and configure it to work with both IDEs?
Could/Should I host my code in the web and sync automatically with offline projects?
Alternatives?
Thanks in advance to everyone.
EDIT:
Just for clarification, the project will be a simple server for a scholastic protocol. There will be a client asking for upload/retrieve some files to/from the server.
With scholastic I mean that, for example, I have to use pthreads/win32 threads instead of an higher level C++ threads library.
Maybe - really depends on what you feel most comfortable with. As the project is non-graphical, all the IDE gives you is editing of files and compilation. So you can build the project on one machine with the IDE there, and then move the sources to another machine for compiling there.
I personally would just have two makefiles, one for Linux and one for Widnows. Makes life fairly simple [you could have a "outer" makefile that picks the right one based on some clever method].
Yes, you should find a version control system that works for both Windows and Linux (git, mercurial, subversion, bazaar and several others). That way, not only do you have a central repository [you can use either of your machines as "server" for any of these], but it also allows you to keep track of your changes. Definitely worthwile doing!
There are hundreds of different alternatives. But the simpler you keep it, and the less complicated your tools are, the more time you get to spend on actually programming your project, rather than, for example, figure out why CMake isn't building the way you want it to.
Also, make sure that you separate out all your system-specific code to one file per architecture. That way, it's easy to port to another architecture later, and it makes MOST of your code compile on both systems.
Typically, it's easy to adjust the IDE-specific project/build files to added/moved/deleted source files. Therefore, using a cross-platform IDE isn't that important.
You can do that, I think that CMake can also create project files for some IDEs that can then be used to build the project.
Ahem, if you want to host it online or not is your choice. What you should definitely do is to use some kind of version control. A bug-tracking system is also helpful. If you want to open-source the code anyway, using one of the existing hosting facilities is a clear yes.
Not really.
One comment though: You will have much more trouble making the C++ code portable. Building on top of a toolkit like Qt is a tremendous help. If you want to stay closer to standard C++, at least consider using Boost for stuff like threads, smart pointers, filesystem access. Good luck!
My recent experience suggest to take a look at Qt. The IDE (QtCreator) it's very good, and available on all major platforms.
I've used for a fairly simple project, that uses fairly complex components, like OpenCV and ZBar. I develop on Linux, copy the source to Windows, and recompile.
I had some trouble to setup OpenCV on both platforms, so I can't say it's super easy, but it's working. Since you already know KDevelop, you should already know Qt.
I also put much value in recent trend that see Qt5 as the platform for Ubuntu on smartphones. I really hope to see this developing.
HTH
How can I use two different IDEs in two different Operating Systems with the same project?
Should I use a single, cross-platform, IDE?
No. I think this is a case of asking the wrong question. To make a cross-platform project, what matters is your build scripts and the system-neutral nature of your code. Sometimes it might help to have project files for your preferred IDE, but maintaining multiple project files for multiple IDEs will only make things more difficult and complex for you. Instead, you should focus on finding a build system that minimizes the amount of time you spend on project maintenance.
For that, CMake and PreMake seem to be two of the best tools to make that happen.
There are dozens of alternatives (like SCons, Cook, kbuild, Jam and Boost Jam, and many others), but since CMake and PreMake both generate project files and build scripts, they might be the best solutions.
Your mileage will vary.
Could/Should I host my code in the web and sync automatically with offline projects?
You should have robust source control that works everywhere you do. Git and Mercurial seem to work best if you use some kind of "cloud" hosting like Github or BitBucket, but they by no means require it. Depending on your work environment and team size, you may prefer Subversion or PerForce or something else, but that's up to you and your team.
it will help, you will quite likely need to debug on many platforms... Qt Creator, Netbeans and Eclipse come to mind.
Yes. cmake, or qmake for Qt maybe
Not technical question. Just use version control! github and gitorious are easy choices for open source project though.
Qt is a no-brainer choice for cross-platform C++ GUI app, and also decent choice for network app with no GUI.

Allowing developer-specific settings in VS2008 Native C++ projects

Is it possible to combine the following properties, and if so, how?
Store in our version control system some Visual Studio 2008 native C++ (VCPROJ) project files for the developers in our team that use this IDE.
Allow some of those developers to tweak their projects (e.g. using debug version of third-party libraries instead of the usual ones).
Make sure these modifications are done in files that are not versioned.
In other words, I would like to allow developers to tweak some settings in their projects without risking that these changes are committed.
An 'optional VSPROP' file approach seems doomed to fail, as VS2008 refuses to load projects that refer to non-existent VSPROP files...
Any other suggestion? Is this possible with VS2010?
You may not be able to do this but using a solution that generates the vcproj like CMake for example would let you do this. Scripts all your project with CMake and literally conditionally include a config file(if present for example) that developers can change on their setup.
Branches could solve this problem: you create a branch, play with different versions of third-party, merge changes to trunk if results are good.
Well, as a preliminary solution you could put the project file into something like .hgignore or .gitignore after its initial commit.
This way changes to it can't be done accidentally.
At least that's how I handle .hgignore itself.
We use a versionned "common_configuration" folder, and a script which copies project files from this "common_configuration" folder towards the "project" folder.
We have another script to copy the configuration backwards, so the developpers need to make a conscious action to commit their local changes to the global version control system.
It answers partly your needs :
The upside : we have a way to keep a common configuration for everyone, and no accidental committing of local configuration
The downside : blindly copying the files actually crushes local changes. We live with it. We could write some more clever merger tool (using diff, or xml specific manipulations), but don't want to spend to much time on supporting the deployment tools.

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.

Simultaneous C++ development on Linux and Windows

We have a handful of developers working on a non-commercial (read: just for fun)
cross-platform C++ project. We've already identified all the cross-platform libraries we'll need. However, some of our developers prefer to use Microsoft Visual C++ 2008, others prefer to code in Emacs on GNU/Linux. We're wondering if it is possible for all of us to work more or less simultaneously out of both environments, from the same code repository. Ultimately we want the project to compile cleanly on both platforms from the start.
Any of our developers are happily willing to switch over to the other environment if this is not possible. We all use both Linux and Windows on a regular basis and enjoy both, so this isn't a question of trying to educate one set devs about the virtues of the other platform. This is about each of us being able to develop in the environment we enjoy most yet still collaborate on a fun project.
Any suggestions or experiences to share?
Use CMake to manage your build files.
This will let you setup a single repository, with one set of text files in it. Each dev can then run the appropriate cmake scripts to build the correct build environment for their system (Visual Studio 2008/2005/GNU C++ build scripts/etc).
There are many advantages here:
Each dev can use their own build environment
Dependencies can be handled very cleanly, including platform specific deps.
Builds can be out of source, which helps prevent accidentally committing inappropriate files
Easy migration to new dev. environments (ie: when VS 2010 is released, some devs can migrate there just by rebuilding their build folder)
I've done it and seen it done without too many problems.
You'll want to try an isolate the code that is different for the different platforms. Also, you'll want to think about your directory structure. Something like
project/src <- .cc and .h files
project/src/linux|win <- code that is specific to one platform or the other
project/linux <- make files and other project related stuff
project/win <- .sln and .csproj files
Basically you just want to be really clear what is specific to each system and what is common.
Also, unit tests are going to be really important since there may be minor difference and you want to make it easy for the windows guys to run some tests to make sure the linux code works as expected and the other way around.
as mentioned in previous posts, Qt is a very easy method to do real simultaneous multi-platform development - independent of your IDE and with many different compilers (even for Symbian, ARM, Windows CE/Mobile...).
In my last and current company I work in mixed Linux- and Windows-developer teams, who work together using Subversion and Qt (which has a very easy and powerful build-system "QMake", which hides all the different platform/compiler specific build environments - you just have to write one build file for all platforms - so easy!).
And: Qt contains nearly everything you need:
simple string handling, with easy translation support and easy string conversion (utf8, utf16, asci...)
simple classes for file i/o, images, networking etc.
comfortable gui classes
graphical designer for the gui layout/design
graphical translation tool to create dynamic translations for your apps (you can run one binary with different selectable languages - even cyrillic, asian fonts...)
integrated testing framework (unit tests)
So Qt is a full featured and very reliable environment - I use it for 10 years.
And: Qt integrates seamlessly into IDEs like VC++, Eclipse or provides its own IDE "QtCreator".
see: http://www.trolltech.com + http://doc.trolltech.com
Best Regards,
Chris
I had such experience working in Acronis. We had the same codebase used to build binaries (fully packaged installers, actually) targetting Win32/64, Linux, and OS X (and a bunch of other more exotic platforms, such as EFI), with everyone working in their IDE of choice. The trick here is to avoid compiler- and IDE-specific solutions, and make your project fully buildable from clean cross-platform make files. Note that you can perfectly well use any make system together with VC++, so it isn't a problem (we used Watcom make for historical reasons, but I wouldn't recommend it).
One other trick you can do is add a make script that automatically produces project files from the input lists in your makefiles, for all IDEs you use (e.g. VS and Eclipse CDT). That way, every developer generates that stuff for himself, and then opens those projects in IDE to edit/build/debug, but the source repository only has makefiles in it.
Ensuring that code is compilable for everyone can be a problem, mostly because VC++ is generally more lax in applying the rules than g++ (for example, it will let you bind an rvalue to a non-const reference, albeit with a warning). If you compile with treat warnings as errors, and highest warning levels (with perhaps a few hand-picked warnings disabled), you will mostly avoid this. Having contiguous rolling build set up is another way to catch those early. One other approach we've used in Acronis is to have the Windows build environment have Cygwin-based cross-compilation tools in it, so any Windows dev could do a build targeting Linux (with the same g++ version and all) from his box, and see if that fails, to verify that his changes will compile in g++.
I personally use cmake/mingw32/Qt4 for all my C++ needs.
QtCreator is a crossplatform IDE which is somewhat optimized for qt4 programming.
We're working on a cross-platform project as well. We're using Emacs to code, SCons to build and Visual Studio 2008 to debug. It's my 1st time using Emacs + SCons and I must say that It's very very nifty once you figure out how does the SConstruct and SConscripts work.
I'm late to this question, and there are a lot of good answers here, but I haven't seen anyone enumerate all the issues I've run into (most of my work in C++ is and has been cross-platform), so:
Cross-platform compilation. Everyone has covered this quite well. CMake, and SCons are useful among others.
Platform differences. These aren't actually limited to Linux v Windows. Different versions of Windows have plenty of subtle issues. If you ever want to jump from Linux to OS X you'll find the same. So do processor architecture differences: 32 v 64 bit doesn't usually matter - until it does and things break on you very badly. This is something C++ programmers face more than in most other languages, whose implementations are working hard to hide this sort of thing from programmers.
Test everything. Alan mentions unit tests but let me emphasize them. The real problem with cross-platform programming is not code that won't compile: it's code that compiles just fine and does the wrong thing in subtle cases. Unit tests matter here much more than they do when you are working on a single platform.
Use portable libraries whenever possible. Getting this right is full of subtle gotchas. It's better to take advantage of someone else's work than to roll your own. Qt is useful here, as are NSPR and APR (the latter two are C, but wrappers exist if you don't want to mess with them directly.) These are the libraries that explicitly target platform abstraction as a goal, but most other libraries you use should be checked for this. Be reasonably wary of cool libraries that don't have a track record of portability. I'm not saying don't use them: just test first. Doing this right saves you enormous effort on testing.
Pavel mentions continual integration. This may not matter if there are only a handful of you. But I've found that the number of platforms you get when you consider all of the OS, OS variant, and processor differences means that without some form of continuous build-test cycle you will always be missing some edge case. If your project gets bigger than a handful of people consider doing this.
Version control. The most obvious issue is handling newlines and filename case-sensitivity but there are others. Most of the well-known open source VCSes do this right by now, but it's notable that it usually takes them several years to find all their bugs related to portability. As an example Mercurial, which has had portability as one of its selling points, has a series of fixes spanning three or four releases dealing with Windows filenames in uncommon situations. Make sure you can check out what the others check in early on.
Scripts. Use Perl/Python/Ruby (or something like them) for your scripting. Trying to keep Linux shell and Windows batch scripts in sync is painfully tedious.
Despite all of the above: overall cross-platform is quite doable, and there's no real reason to avoid it. My experience is that the problems tend to crop up sporadically, but when they do they take more than there fair share of time. If you've been programming a while though you won't find that unusual.
The issue is not really editing the C++ source files, but the build process itself. VS doesn't use the same Makefile architecture as Linux development typically does. A radical suggestion, but both groups could actually use the same C++ IDE and build process - see Code::Blocks for more info.
This is possible (I do that to earn my daily money :-) ).
But you have to keep in mind the differences in the OS supplied libraries which could be very annoying.
Two good options to get around that are BOOST and QT.
Both supply you with platform independent functions of useful stuff that isn't handled by the C lib and the STL.
I've done this in two ways:
Each platform has its own build system. Whenever someone changes something (adding a source file), they either adapt the other platform too, or they mail a notification and someone more familiar with the other platform adapts it accordingly.
Use CMake.
I can't say I really liked CMake, but a cross-platform tool certainly has its advantages.
Generally, using different compilers to compile your code from the very first few lines is always a good idea, as it helps improving code quality.
Another vote for cmake.
One thing to watch out for, filenames are cased but not case sensitive on Windows. They are case sensitive on most unix filesystems.
This is generally a problem with #include
eg. given a file FooBar.h
#include "foobar.h" // works on Windows, fails on Linux.
I do agree with everyone here that has suggested cmake for cross platform development in C++. It is an excellent tool.
Another thing I would suggest is to use eclipse CDT as development environment. It works in any place where you can run Java an gcc and that unifies your development environment.
I think that was Alan Jackson who gave emphasis to the unit test. For doing so yo would need some cross platform unit test libraries. I read this post time ago regarding C++ unit test frameworks. It is a bit outdated but thoughtful. The one missing that also works in both platforms is googletest.
Finally if you want to run those test automatically in both platforms cmake has another tool called ctest that is very good for doing so.
Check out premake... It is pretty similar to CMake but written using lua.
I have used this on a number of development projects and find it easy to learn and integrate into existing company and project structures.
Give it a try!
http://industriousone.com/premake

Adding Qt to Xcode project?

I have a fairly complex Xcode project and I want to add Qt to it. I know that I can create a new project using qmake -spec macx-xcode project.pro but I don't want to have to hand configure my old project over the auto generated Qt project. Is there another option?
[edited in a more general question below]
It seems like it would be easier to simply use qmake as my build system. Hence, adding my old project build process to the .pro file and use that to generate a new .xcodeproj? I would only do this if I could comprehensively configure the .pro file so that I don't have to hand configure the .xcodeproj - is this doable? I really don't want to have to mess around with hand configuring the .xcodeproj each time I run qmake.
Essentially, is qmake (or a meta-build in general) a valid substitute for a normal build system, such that I don't need to tweak the resulting build system generated by qmake?
Are there better resources besides the manual and tutorial provided by Trolltech? I'm concerned that wikipedia says that qmake is primarily for internal use and not well documented.
One of the main points of using Qt is the portability of the Gui. It only makes sense to extend this feature to your build process by using qmake and allowing users/developers generate whichever build system they want to use (make, visualstudio, xcode).
No, qmake is not well documented and more poignantly there are not manifold examples like there are for make. But, it is similar to make and should be intuitive. Why not absorb the overhead to learn it and pass the benefit on to your users/developers?
Build an empty xcode project with qmake and incorporate the compiler settings to your existing project from the generated Makefile. Of course, you will have to set up your existing project to run qmake as a pre-build step if you are using Qt-specific extensions.
What do you think is the easiest method for integrating established projects with Qt?
That depends on the nature of your work. I wish I could have given a more specific answer here but I really can't. Also, are you using Qt professional? In that case, you can get support (at least that's how it was, during 3.3 when I last worked on it for anything production-quality). If all you care about Qt is the graphics part, I'd say don't bother changing your build system, rather see to it that you get the code to compile and link and run just fine. But, if you are going to use signals and slots and what not -- think about moving over.
Would you recommend I do the xcodeproj merge I asked about and which you answered, or should I start from scratch with qmake like I edited a question about?
Again, look at the size of your project. Assuming a fairly complex project, I'd hazard a guess that you have about 2/3 man-days worth of effort to rewrite the build system? Is this project a serious one, something that will be maintained over a period of time? Is this cross-platform? Will you be using Qt throughout?
If there is an overbearing reason to feel that Qt is the way forward I'd suggest that you start using their build system.
It's really, really, really nice to have a single IDE and debugger that works on all the platforms you are writing for, but I have found that it's also pretty nice to just use the native tools.
Once you put in the time to learn each build system, it's pretty easy to maintain the projects to a very precise degree.