diff options
author | Luca Falavigna <dktrkranz@debian.org> | 2010-01-02 20:56:35 +0100 |
---|---|---|
committer | Luca Falavigna <dktrkranz@debian.org> | 2010-01-02 20:56:35 +0100 |
commit | 64c458487151933ee0ba093cf4ac69e177d9be37 (patch) | |
tree | f6e3755704f53406eea85532e4ffe5d5ef50b7f0 /doc/design/overview.xml | |
parent | 2aec9cc58398cac1376509a7d75edb83b41f984e (diff) | |
parent | 72c578fd4b0b4a5a43e18594339ac4ff26c376dc (diff) |
Merge commit 'upstream/1.2.0.d20091224'
Diffstat (limited to 'doc/design/overview.xml')
-rw-r--r-- | doc/design/overview.xml | 498 |
1 files changed, 498 insertions, 0 deletions
diff --git a/doc/design/overview.xml b/doc/design/overview.xml new file mode 100644 index 0000000..38e4258 --- /dev/null +++ b/doc/design/overview.xml @@ -0,0 +1,498 @@ +<!-- + + Copyright (c) 2001, 2002, 2003 Steven Knight + + Permission is hereby granted, free of charge, to any person obtaining + a copy of this software and associated documentation files (the + "Software"), to deal in the Software without restriction, including + without limitation the rights to use, copy, modify, merge, publish, + distribute, sublicense, and/or sell copies of the Software, and to + permit persons to whom the Software is furnished to do so, subject to + the following conditions: + + The above copyright notice and this permission notice shall be included + in all copies or substantial portions of the Software. + + THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY + KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE + WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND + NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE + LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION + OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION + WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. + +--> + +<section id="sect-architecture"> + <title>Architecture</title> + + <para> + + The heart of &SCons; is its <emphasis>Build Engine</emphasis>. + The &SCons; Build Engine is a Python module + that manages dependencies between + external objects + such as files or database records. + The Build Engine is designed to + be interface-neutral + and easily embeddable in any + software system that needs dependency + analysis between updatable objects. + + </para> + + <para> + + The key parts of the Build Engine architecture + are captured in the following quasi-UML diagram: + + </para> + +<!-- +Including this figure makes our PDF build blow up. +The figure, however, +is left over from the Software Carpentry contest +and is therefore old, out-of-date, and needs to be redone anyway. +This is where it will go, anyway... +--> + + <!-- + YARG! THIS MAKES THE PDF BUILD BLOW UP. HELP! + <figure> + <title>&SCons; Architecture</title> + <graphic fileref="engine.jpg"> + </figure> + --> + + <para> + + The point of &SCons; is to manage + dependencies between arbitrary external objects. + Consequently, the Build Engine does not restrict or specify + the nature of the external objects it manages, + but instead relies on subclass of the &Node; + class to interact with the external system or systems + (file systems, database management systems) + that maintain the objects being examined or updated. + + </para> + + <para> + + The Build Engine presents to the software system in + which it is embedded + a Python API for specifying source (input) and target (output) objects, + rules for building/updating objects, + rules for scanning objects for dependencies, etc. + Above its Python API, + the Build Engine is completely + interface-independent, + and can be encapsulated by any other software + that supports embedded Python. + + </para> + + <para> + + Software that chooses to use the Build Engine + for dependency management + interacts with it + through <emphasis>Construction Environments</emphasis>. + A Construction Environment consists + of a dictionary of environment variables, + and one or more associated + &Scanner; objects + and &Builder; objects. + The Python API is used to + form these associations. + + </para> + + <para> + + A &Scanner; object specifies + how to examine a type of source object + (C source file, database record) + for dependency information. + A &Scanner; object may use + variables from the associated + Construction Environment + to modify how it scans an object: + specifying a search path for included files, + which field in a database record to consult, + etc. + + </para> + + <para> + + A &Builder; object specifies + how to update a type of target object: + executable program, object file, database field, etc. + Like a &Scanner; object, + a &Builder; object may use + variables from the associated + Construction Environment + to modify how it builds an object: + specifying flags to a compiler, + using a different update function, + etc. + + </para> + + <para> + + &Scanner; and &Builder; objects will return one or more + &Node; objects that represent external objects. + &Node; objects are the means by which the + Build Engine tracks dependencies: + A &Node; may represent a source (input) object that + should already exist, + or a target (output) object which may be built, + or both. + The &Node; class is sub-classed to + represent external objects of specific type: + files, directories, database fields or records, etc. + Because dependency information, however, + is tracked by the top-level &Node; methods and attributes, + dependencies can exist + between nodes representing different external object types. + For example, + building a file could be made + dependent on the value of a given + field in a database record, + or a database table could depend + on the contents of an external file. + + </para> + + <para> + + The Build Engine uses a &Job; class (not displayed) + to manage the actual work of updating external target objects: + spawning commands to build files, + submitting the necessary commands to update a database record, + etc. + The &Job; class has sub-classes + to handle differences between spawning + jobs in parallel and serially. + + </para> + + <para> + + The Build Engine also uses a + &Signature; class (not displayed) + to maintain information about whether + an external object is up-to-date. + Target objects with out-of-date signatures + are updated using the appropriate + &Builder; object. + + </para> + + <!-- BEGIN HTML --> + + <!-- + Details on the composition, methods, + and attributes of these classes + are available in the A HREF="internals.html" Internals /A page. + --> + + <!-- END HTML --> + +</section> + + + +<section id="sect-engine"> + <title>Build Engine</title> + + <para> + + More detailed discussion of some of the + Build Engine's characteristics: + + </para> + + <section> + <title>Python API</title> + + <para> + + The Build Engine can be embedded in any other software + that supports embedding Python: + in a GUI, + in a wrapper script that + interprets classic <filename>Makefile</filename> syntax, + or in any other software that + can translate its dependency representation + into the appropriate calls to the Build Engine API. + <!--<xref linkend="chap-native">--> describes in detail + the specification for a "Native Python" interface + that will drive the &SCons; implementation effort. + + </para> + + </section> + + <section> + <title>Single-image execution</title> + + <para> + + When building/updating the objects, + the Build Engine operates as a single executable + with a complete Directed Acyclic Graph (DAG) + of the dependencies in the entire build tree. + This is in stark contrast to the + commonplace recursive use of Make + to handle hierarchical directory-tree builds. + + </para> + + </section> + + <section> + <title>Dependency analysis</title> + + <para> + + Dependency analysis is carried out via digital signatures + (a.k.a. "fingerprints"). + Contents of object are examined and reduced + to a number that can be stored and compared to + see if the object has changed. + Additionally, &SCons; uses the same + signature technique on the command-lines that + are executed to update an object. + If the command-line has changed since the last time, + then the object must be rebuilt. + + </para> + + </section> + + <section> + <title>Customized output</title> + + <para> + + The output of Build Engine is customizable + through user-defined functions. + This could be used to print additional desired + information about what &SCons; is doing, + or tailor output to a specific build analyzer, + GUI, or IDE. + + </para> + + </section> + + <section> + <title>Build failures</title> + + <para> + + &SCons; detects build failures via the exit status from the tools + used to build the target files. By default, a failed exit status + (non-zero on UNIX systems) terminates the build with an appropriate + error message. An appropriate class from the Python library will + interpret build-tool failures via an OS-independent API. + + </para> + + <para> + + If multiple tasks are executing in a parallel build, and one tool + returns failure, &SCons; will not initiate any further build tasks, + but allow the other build tasks to complete before terminating. + + </para> + + <para> + + A <option>-k</option> command-line option may be used to ignore + errors and continue building other targets. In no case will a target + that depends on a failed build be rebuilt. + + </para> + + </section> + +</section> + + + +<section id="sect-interfaces"> + <title>Interfaces</title> + + <para> + + As previously described, + the &SCons; Build Engine + is interface-independent above its Python API, + and can be embedded in any software system + that can translate its dependency requirements + into the necessary Python calls. + + </para> + + <para> + + The "main" &SCons; interface + for implementation purposes, + uses Python scripts as configuration files. + Because this exposes the Build Engine's Python API to the user, + it is current called the "Native Python" interface. + + </para> + + <para> + + This section will also discuss + how &SCons; will function in the context + of two other interfaces: + the &Makefile; interface of the classic &Make; utility, + and a hypothetical graphical user interface (GUI). + + </para> + + <section> + <title>Native Python interface</title> + + <para> + + The Native Python interface is intended to be the primary interface + by which users will know &SCons;--that is, + it is the interface they will use + if they actually type &SCons; at a command-line prompt. + + </para> + + <para> + + In the Native Python interface, &SCons; configuration files are simply + Python scripts that directly invoke methods from the Build Engine's + Python API to specify target files to be built, rules for building + the target files, and dependencies. Additional methods, specific to + this interface, are added to handle functionality that is specific to + the Native Python interface: reading a subsidiary configuration file; + copying target files to an installation directory; etc. + + </para> + + <para> + + Because configuration files are Python scripts, Python flow control + can be used to provide very flexible manipulation of objects and + dependencies. For example, a function could be used to invoke a common + set of methods on a file, and called iteratively over an array of + files. + + </para> + + <para> + + As an additional advantage, syntax errors in &SCons; Native Python + configuration files will be caught by the Python parser. Target-building + does not begin until after all configuration files are read, so a syntax + error will not cause a build to fail half-way. + + </para> + + </section> + + <section> + <title>Makefile interface</title> + + <para> + + An alternate &SCons; interface would provide backwards + compatibility with the classic &Make utility. + This would be done by embedding the &SCons; Build Engine + in a Python script that can translate existing + &Makefile;s into the underlying calls to the + Build Engine's Python API + for building and tracking dependencies. + Here are approaches to solving some of the issues + that arise from marrying these two pieces: + + </para> + + <itemizedlist> + + <listitem> + <para> + &Makefile; suffix rules can be translated + into an appropriate &Builder; object + with suffix maps from the Construction Environment. + </para> + </listitem> + + <listitem> + <para> + Long lists of static dependences + appended to a &Makefile; by + various <command>"make depend"</command> schemes + can be preserved + but supplemented by + the more accurate dependency information + provided by &Scanner; objects. + </para> + </listitem> + + <listitem> + <para> + Recursive invocations of &Make; + can be avoided by reading up + the subsidiary &Makefile; instead. + </para> + </listitem> + + </itemizedlist> + + <para> + + Lest this seem like too outlandish an undertaking, + there is a working example of this approach: + Gary Holt's &Makepp; utility + is a Perl script that provides + admirably complete parsing of complicated &Makefile;s + around an internal build engine inspired, + in part, by the classic <application>Cons</application> utility. + + </para> + + </section> + + <section> + <title>Graphical interfaces</title> + + <para> + + The &SCons; Build Engine + is designed from the ground up to be embedded + into multiple interfaces. + Consequently, embedding the dependency capabilities + of &SCons; into graphical interface + would be a matter of mapping the + GUI's dependency representation + (either implicit or explicit) + into corresponding calls to the Python API + of the &SCons; Build Engine. + + </para> + + <para> + + Note, however, that this proposal leaves the problem of + designed a good graphical interface + for representing software build dependencies + to people with actual GUI design experience... + + </para> + + </section> + +</section> |