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分类: LINUX

2011-03-19 15:55:02

On just about any project that is larger than hello world you are going to want some kind of tool that can automate all the steps required to build a program. In general we give the name build sytem to the various compenents that go in to generating the final program. Build systems are probably up there with revision control systems as one of the most important software engineering tools. In this first post of a series about build systems I'm going to try and put together some of the requirements that a project’s build system should have.

So what is a build system? Basically, something that takes in the project source and generates the project artifacts (generally programs, libraries, tarballs, etc).

Before getting too far into the discussion is useful to draw the distinction between a project’s build system and the underlying build tool (e.g: make, scons, etc). This post is primarily about the former, not the latter. Of course the choice of tool can make it easier or harder to achieve the goals of the project’s build system, but it is possible to build good or bad systems regardless of the underlying tool.

Completeness

The build system should make it easy to build all the project’s outputs right up to something in releasable format. See also  #2. This is not always easy to achieve, especially if some of your build process includes tools that are not easily scriptable.

Ideally this should include all the artifacts that are related to the release, including user manuals, release notes, test reports and so forth. Enabling the build system to automate the generation of all these artifacts requires some pretty careful thinking about the entire software development process.

For example, release notes may be as simple as pulling all the commit messages from yoru revision control system. Of course, depending on your choice of revision control system this may more or less difficult. Ofcourse there are plently of reasons why simple pulling commit messages it not the best approach to release notes; a higher level feature oriented change list is often more appropriate.

Another area is how testing will work. Clearly such an approach pushes for automated testing procedures, but this is not always so straight forward, especially for embedded software where the final test requires some form of manual testing.

Another point of consideration is build variants. Although most developers will only be building and testing a certain configuration or target at once, it should be possible to build all the supported variants of the project in one go.

Correctness

The output of any invocation of the build sytem should be correct. This seems obvious, but can actually be very difficult to get right. The main place that this is relevant is when thinking about incremental builds. Incremental builds are a pretty common optimisation that attempts to avoid doing unnecessary work to regenerate the outputs when the inputs haven’t changed. In such case, the result of doing an incremental build should be the same as doing a full build.

The usual way this can go wrong is that the dependencies for an output command are incorrecty specified or determined; this can lead to a file changing (such as a header), and output file not being rebuilt.

Performance

The build system should be fast! Building the entire project itself should be fast, and incremental builds should also fast. As a programmer you really want to get the edit-compile-test cycle to be fast; it doesn’t need to be too long before you lose concentration and just quickly check twitter or hackernews.

Incremental builds are normally the main thing required for performance, but an oft overlooked aspect is partial build where only some subset of the outputs are required.

XKCD: The #1 programmer excuse for legitimately slacking off: “My code’s compiling”Easy to use

To be effective the build system should be easy to use for all the developers. Of course there are a lot of aspects of ease-of-use. Firstly, it should be simple to start and execute a build; this part is usually pretty easy to achieve. It should also be easy to understand what the different targets are, and build for a specific target; this can be slightly harder to get right.

Ideally it would be easy and straight-forward for developers to change the build, for exmaple adding or removing targets, changing the build line, and so forth. This is the bit that many build systems fail at. It’s often very difficult to work out where a particular target is defined, and where the various different flags are defined; especially when flags are often the accumulation of options set in various different places.

Summary

So, this has been a pretty high-level overview of the requirements of a build system. In future posts, I'm going to look at the design of various build tools, and how the design of these tools can help achieve the goals outlined in this post.

If you have other requirements on a build system, it would be great if you could leave a comment or send me an e-mail

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