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authorLuca Falavigna <dktrkranz@debian.org>2010-01-02 20:56:35 +0100
committerLuca Falavigna <dktrkranz@debian.org>2010-01-02 20:56:35 +0100
commit64c458487151933ee0ba093cf4ac69e177d9be37 (patch)
treef6e3755704f53406eea85532e4ffe5d5ef50b7f0 /doc/python10/design.xml
parent2aec9cc58398cac1376509a7d75edb83b41f984e (diff)
parent72c578fd4b0b4a5a43e18594339ac4ff26c376dc (diff)
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+<para>
+
+ The &SCons; architecture consists of three layers:
+
+</para>
+
+<mediaobject>
+ <imageobject>
+ <imagedata fileref="arch" format="eps" align="center">
+ </imageobject>
+ <imageobject>
+ <imagedata fileref="arch.jpg" format="jpg" align="center">
+ </imageobject>
+ <!-- PDF files?
+ <imageobject>
+ <imagedata fileref="arch.pdf" align="center">
+ </imageobject>
+ -->
+</mediaobject>
+
+<itemizedlist>
+
+ <listitem>
+ <para>
+
+ The &SCons; <emphasis>Build Engine</emphasis>, a package of Python
+ modules that handle dependency management and updating out-of-date
+ objects.
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ The &SCons; <emphasis>API</emphasis> (applications programming
+ interface) between the Build Engine
+ and the user interface.
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ The &scons; <emphasis>script</emphasis> itself (note lower case
+ <emphasis>sc</emphasis>), which is the pre-provided interface to
+ the Build Engine.
+
+ </para>
+ </listitem>
+
+</itemizedlist>
+
+<para>
+
+ Notice that this architecture separates the internal workings of
+ &SCons; (the Build Engine) from the
+ external user interface. The benefit is that the &SCons; Build Engine
+ can be imported into any other software package written in Python
+ to support a variety of user interfaces&mdash;or, to look at it
+ in reverse, other software interfaces can use the &SCons; Build
+ Engine to manage dependencies between their objects.
+
+</para>
+
+<para>
+
+ Because the
+ &SCons; package itself is modular, only those parts of the package
+ relevant to the embedding interface need be imported; for example,
+ a utility that wants to use only file timestamps for checking
+ whether a file is up-to-date
+ need not import the MD5 signature module.
+
+</para>
+
+<section>
+ <title>The &SCons; Build Engine</title>
+
+ <para>
+
+ The Build Engine is a package of Python modules that
+ form the heart of &SCons;.
+
+ The Build Engine can be broadly divided into five
+ architectural subsystems, each responsible
+ for a crucial part of &SCons; functionality:
+
+ </para>
+
+ <itemizedlist>
+
+ <listitem>
+ <para>
+
+ A <emphasis>node</emphasis> subsystem, responsible for managing
+ the files (or other objects) to be built, and the dependency
+ relationships between them.
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ A <emphasis>scanner</emphasis> subsystem, responsible for
+ scanning various file types for implicit dependencies.
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ A <emphasis>signature</emphasis> subsystem, responsible for
+ deciding whether a given file (or other object) requires
+ rebuilding.
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ A <emphasis>builder</emphasis> subsystem, responsible for
+ actually executing the necessary command or function to
+ build a file (or other object).
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ A <emphasis>job/task</emphasis> subsystem, responsible for
+ handling parallelization of builds.
+
+ </para>
+ </listitem>
+
+ </itemizedlist>
+
+ <para>
+
+ The rest of this section will provide a high-level overview of the
+ class structure of each of these Build Engine subsystems.
+
+ </para>
+
+ <section>
+ <title>Node Subsystem</title>
+
+ <para>
+
+ The node subsystem of the Build Engine is
+ responsible for managing the knowledge in &SCons; of
+ the relationships among the external objects
+ (files) it is responsible for updating.
+ The most important of these relationships is
+ the dependency relationship between various &Node; objects,
+ which &SCons; uses to determine the order
+ in which builds should be performed.
+
+ </para>
+
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="node" format="eps" align="center">
+ </imageobject>
+ <imageobject>
+ <imagedata fileref="node.jpg" format="jpg" align="center">
+ </imageobject>
+ <!-- PDF files?
+ <imageobject>
+ <imagedata fileref="node.pdf" align="center">
+ </imageobject>
+ -->
+ </mediaobject>
+
+ <para>
+
+ The &scons; script (or other
+ user interface)
+ tells the Build Engine
+ about dependencies
+ through its &consenv; API.
+ The Build Engine also discovers
+ dependencies automatically through the use of &Scanner; objects.
+
+ </para>
+
+ <para>
+
+ Subclasses of the &Node; class maintain additional
+ relationships that reflect the real-world
+ existence of these objects.
+ For example, the &Node_FS; subclass
+ is responsible for managing a
+ representation of the directory hierarchy
+ of a file system.
+
+ </para>
+
+ <para>
+
+ A &Walker; class is used by other subsystems
+ to walk the dependency tree maintained by the &Node; class.
+ The &Walker; class maintains a stack of &Node; objects
+ visited during its depth-first traversal of the
+ dependency tree,
+ and uses an intermediate node &Wrapper; class
+ to maintain state information about a
+ &Node; object's dependencies.
+
+ </para>
+
+ </section>
+
+ <section>
+ <title>Scanner Subsystem</title>
+
+ <para>
+
+ The scanner subsystem is responsible for maintaining
+ objects that can scan the contents of a &Node;'s
+ for implicit dependencies.
+
+ </para>
+
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="scanner" format="eps" align="center">
+ </imageobject>
+ <imageobject>
+ <imagedata fileref="scanner.jpg" format="jpg" align="center">
+ </imageobject>
+ <!-- PDF files?
+ <imageobject>
+ <imagedata fileref="scanner.pdf" align="center">
+ </imageobject>
+ -->
+ </mediaobject>
+
+ <para>
+
+ In practice, a given &Scanner; subclass object
+ functions as a prototype,
+ returning clones of itself
+ depending on the &consenv;
+ values governing how the &Node;
+ should be scanned.
+
+ </para>
+
+ </section>
+
+ <section>
+ <title>Signature Subsystem</title>
+
+ <para>
+
+ The signature subsystem is responsible for computing
+ signature information for &Node; objects.
+ The signature subsystem in &SCons;
+ supports multiple ways to
+ determine whether a &Node is up-to-date
+ by using an abstract &Sig; class
+ as a strategy wrapper:
+
+ </para>
+
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="sig" format="eps" align="center">
+ </imageobject>
+ <imageobject>
+ <imagedata fileref="sig.jpg" format="jpg" align="center">
+ </imageobject>
+ <!-- PDF files?
+ <imageobject>
+ <imagedata fileref="sig.pdf" align="center">
+ </imageobject>
+ -->
+ </mediaobject>
+
+ <para>
+
+ By default, &SCons; tracks dependencies by computing and
+ maintaining MD5 signatures for the contents of each source file
+ (or other object). The signature of a <emphasis>derived</emphasis>
+ file consists of the aggregate of the signatures of all the source
+ files <emphasis>plus</emphasis> the command-line string used to
+ build the file. These signatures are stored in a &sconsign; file
+ in each directory.
+
+ </para>
+
+ <para>
+
+ If the contents of any of the source files changes, the change to its
+ MD5 signature is propogated to the signature of the derived file(s). The
+ simple fact that the new signature does not match the stored signature
+ indicates that the derived file is not up to date and must be rebuilt.
+
+ </para>
+
+ <para>
+
+ A separate &TimeStamp; subclass of the &Sig; class supports
+ the use of traditional file timestamps for
+ deciding whether files are up-to-date.
+
+ </para>
+
+ </section>
+
+ <section>
+ <title>Builder Subsystem</title>
+
+ <para>
+
+ The &SCons; Build Engine records how out-of-date files
+ (or other objects) should be rebuilt in &Builder; objects,
+ maintained by the builder subsystem:
+
+ </para>
+
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="builder" format="eps" align="center">
+ </imageobject>
+ <imageobject>
+ <imagedata fileref="builder.jpg" format="jpg" align="center">
+ </imageobject>
+ <!-- PDF files?
+ <imageobject>
+ <imagedata fileref="builder.pdf" align="center">
+ </imageobject>
+ -->
+ </mediaobject>
+
+ <para>
+
+ The actual underlying class name is &BuilderBase;,
+ and there are subclasses that can encapsulate
+ multiple &Builder; objects for special purposes.
+ One subclass
+ (&CompositeBuilder;)
+ selects an appropriate encapsulated &Builder;
+ based on the file suffix of the target object.
+ The other
+ (&MultiStepBuilder;).
+ can chain together multiple
+ &Builder; objects,
+ for example,
+ to build an executable program from a source file
+ through an implicit intermediate object file.
+
+ </para>
+
+ <para>
+
+ A &BuilderBase; object has an associated
+ &ActionBase; object
+ responsible for actually executing
+ the appropriate steps
+ to update the target file.
+ There are three subclasses,
+ one for externally executable commands
+ (&CommandAction;),
+ one for Python functions
+ (&FunctionAction;),
+ and one for lists of
+ multiple &Action; objects
+ (&ListAction;).
+
+ </para>
+
+ </section>
+
+ <section>
+ <title>Job/Task Subsystem</title>
+
+ <para>
+
+ &SCons; supports parallel builds with a thread-based tasking
+ model, managed by the job/task subsystem.
+
+ </para>
+
+ <mediaobject>
+ <imageobject>
+ <imagedata fileref="job-task" format="eps" align="center">
+ </imageobject>
+ <imageobject>
+ <imagedata fileref="job-task.jpg" format="jpg" align="center">
+ </imageobject>
+ <!-- PDF files?
+ <imageobject>
+ <imagedata fileref="job-task.pdf" align="center">
+ </imageobject>
+ -->
+ </mediaobject>
+
+ <para>
+
+ Instead of performing an outer-loop recursive descent
+ of the dependency tree and then forking a task when it finds a
+ file that needs updating, &SCons; starts as many threads as are
+ requested, each thread managed by the &Jobs; class.
+ As a performance optimization,
+ the &Jobs; class maintains an internal
+ distinction between
+ &Serial; and &Parallel;
+ build jobs,
+ so that serial builds
+ don't pay any performance penalty
+ by using a multi-threaded implementation
+ written for &Parallel; builds.
+
+ </para>
+
+ <para>
+
+ Each &Jobs; object, running in its own thread,
+ then requests a &Task; from a central &Taskmaster;,
+ which is responsible
+ for handing out available &Task; objects for (re-)building
+ out-of-date nodes. A condition variable
+ makes sure that the &Jobs; objects
+ query the &Taskmaster; one at a time.
+
+ </para>
+
+ <para>
+
+ The &Taskmaster uses the node subsystem's
+ &Walker; class to walk the dependency tree,
+ and the &Sig; class to use the
+ appropriate method
+ of deciding if a &Node; is up-to-date.
+
+ </para>
+
+ <para>
+
+ This scheme has many advantages over the standard &Make;
+ implementation of <option>-j</option>.
+ Effective use of <option>-j</option> is difficult
+ with the usual recursive use of Make,
+ because the number of jobs started by <option>-j</option> multiply
+ at each level of the source tree.
+ This makes the actual number of jobs
+ executed at any moment very dependent on the size and layout of
+ the tree. &SCons;, in contrast, starts only as many jobs as are
+ requested, and keeps them constantly busy (excepting jobs that
+ block waiting for their dependency files to finish building).
+
+ </para>
+
+ </section>
+
+</section>
+
+<section>
+ <title>The &SCons; API</title>
+
+ <para>
+
+ This section provides an overview of the &SCons; interface. The
+ complete interface specification is both more detailed and flexible
+ than this overview.
+
+ </para>
+
+ <section>
+ <title>&ConsVars;</title>
+
+ <para>
+
+ In &SCons;, a &consenv; is an object through which an external
+ interface (such as the &scons; script) communicates dependency
+ information to the &SCons; Build Engine.
+
+ </para>
+
+ <para>
+
+ A construction environment is implemented as a dictionary
+ containing:
+
+ </para>
+
+ <itemizedlist>
+
+ <listitem>
+ <para>
+
+ construction variables, string values that are substituted
+ into command lines or used by builder functions;
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ one or more &Builder; objects that can be invoked to update a
+ file or other object;
+
+ </para>
+ </listitem>
+
+ <listitem>
+ <para>
+
+ one or more &Scanner; objects that can be used to
+ scan a file automatically for dependencies (such as
+ files specified on <literal>#include</literal> lines).
+
+ </para>
+ </listitem>
+
+ </itemizedlist>
+
+ <para>
+
+ &Consenvs; are instantiated as follows:
+
+ </para>
+
+ <programlisting>
+ env = Environment()
+ env_debug = Environment(CCFLAGS = '-g')
+ </programlisting>
+
+ </section>
+
+ <section>
+ <title>&Builder; Objects</title>
+
+ <para>
+
+ An &SCons; &Builder; object encapsulates information about how to
+ build a specific type of file: an executable program, an object
+ file, a library, etc. A &Builder; object is associated with a
+ file through an associated &consenv; method and later invoked to
+ actually build the file. The &Builder; object will typically use
+ construction variables (such as &CCFLAGS;, &LIBPATH;) to influence
+ the specific build execution.
+
+ </para>
+
+ <para>
+
+ &Builder; objects are instantiated as follows:
+
+ </para>
+
+ <programlisting>
+ bld = Builder(name = 'Program', action = "$CC -o $TARGET $SOURCES")
+ </programlisting>
+
+ <para>
+
+ In the above example, the <literal>action</literal> is a
+ command-line string in which the Build Engine will
+ interpolate the values of construction
+ variables before execution. The actual
+ <literal>action</literal> specified, though,
+ may be a function:
+
+ </para>
+
+ <programlisting>
+ def update(dest):
+ # [code to update the object]
+ return 0
+
+ bld = Builder(name = 'Program', function = update)
+ </programlisting>
+
+ <para>
+
+ Or a callable Python object (or class):
+
+ </para>
+
+ <programlisting>
+ class class_a:
+ def __call__(self, kw):
+ # build the desired object
+ return 0
+
+ builder = SCons.Builder.Builder(action = class_a())
+ </programlisting>
+
+ <para>
+
+ A &Builder; object may have the <literal>prefix</literal> and
+ <literal>suffix</literal> of its target file type specified
+ as keyword arguments at instantiation. Additionally, the
+ suffix of the <emphasis>source files</emphasis> used by this
+ &Builder; to build its target files may be specified using the
+ <literal>src_suffix</literal> keyword argument:
+
+ </para>
+
+ <programlisting>
+ bld_lib = Builder(name = 'Library', action = "$AR r $TARGET $SOURCES",
+ prefix = 'lib', suffix = '.a', src_suffix = '.o')
+ </programlisting>
+
+ <para>
+
+ The specified <literal>prefix</literal> and
+ <literal>suffix</literal> will be appended to the name of any
+ target file built by this &Builder; object, if they are not
+ already part of the file name. The <literal>src_suffix</literal>
+ is used by the &SCons; Build Engine to chain together
+ multiple &Builder; objects to create,
+ for example, a library from the original source
+ files without having to specify the
+ intermediate <literal>.o</literal> files.
+
+ </para>
+
+ <para>
+
+ &Builder; objects are associated with a &consenv; through a
+ &consvar; named &BUILDERS;, a list of the &Builder objects that
+ will be available for execution through the &consenv:
+
+ </para>
+
+ <programlisting>
+ env = Environment(BUILDERS = [ Object, Library, WebPage, Program ])
+ </programlisting>
+
+ </section>
+
+ <section>
+ <title>&Scanner; Objects</title>
+
+ <para>
+
+ &Scanner; objects perform automatic checking for dependencies
+ by scanning the contents of files. The canonical
+ example is scanning a C source file or header file for
+ files specified on <literal>#include</literal> lines.
+
+ </para>
+
+ <para>
+
+ A &Scanner; object is instantiated as follows:
+
+ </para>
+
+ <programlisting>
+ def c_scan(contents):
+ # scan contents of file
+ return # list of files found
+
+ c_scanner = Scanner(name = 'CScan', function = c_scan,
+ argument = None,
+ skeys = ['.c', '.C', '.h', '.H')
+ </programlisting>
+
+ <para>
+
+ The <literal>skeys</literal> argument specifies a list of file
+ suffixes for file types that this &Scanner; knows how to scan.
+
+ </para>
+
+ <para>
+
+ &Scanner; objects are associated with a &consenv; through a
+ &consvar; named &SCANNERS;, a list of the &Scanner; objects that
+ will be available through the &consenv:
+
+ </para>
+
+ <programlisting>
+ env = Environment(SCANNERS = [ CScan, M4Scan ])
+ </programlisting>
+
+ <para>
+
+ For utilities that will build files with a variety of file
+ suffixes, or which require unusual scanning rules, a &Scanner;
+ object may be associated explicitly with a &Builder; object as
+ follows:
+
+ </para>
+
+ <programlisting>
+ def tool_scan(contents):
+ # scan contents of file
+ return # list of files found
+
+ tool_scanner = Scanner(name = 'TScan', function = tool_scan)
+
+ bld = Builder(name = 'Tool', scanner = tool_scanner)
+ </programlisting>
+
+ </section>
+
+ <section>
+ <title>&BuildDir;</title>
+
+ <para>
+
+ &SCons; supports a flexible mechanism for building target
+ files in a separate build directory from the source files.
+ The &BuildDir; syntax is straightforward:
+
+ </para>
+
+ <programlisting>
+ BuildDir(source = 'src', build = 'bld')
+ </programlisting>
+
+ <para>
+
+ By
+ default, source files are linked or copied into the build
+ directory, because exactly replicating the source directory
+ is sometimes necessary for certain combinations of use of
+ <literal>#include "..."</literal> and <option>-I</option> search
+ paths.
+
+ An option exists to specify that only output files should be placed in
+ the build directory:
+
+ </para>
+
+ <programlisting>
+ BuildDir(source = 'src', build = 'bld', no_sources = 1)
+ </programlisting>
+
+ </section>
+
+ <section>
+ <title>&Repository;</title>
+
+ <para>
+
+ &SCons; supports the ability to search a list of code repositories
+ for source files and derived files. This works much like
+ &Make;'s <varname>VPATH</varname> feature, as implemented in
+ recent versions of GNU &Make;.
+ (The POSIX standard for &Make; specifies slightly
+ different behavior for <varname>VPATH</varname>.)
+ The syntax is:
+
+ </para>
+
+ <programlisting>
+ Repository('/home/source/1.1', '/home/source/1.0')
+ </programlisting>
+
+ <para>
+
+ A command-line <option>-Y</option> option exists to allow
+ repositories to be specified on the command line, or in the
+ &SCONSFLAGS; environment variable (not construction variable!).
+ This avoids a chicken-and-egg situation and allows the top-level
+ &SConstruct; file to be found in a repository as well.
+
+ </para>
+
+ </section>
+
+ <section>
+ <title>&Cache;</title>
+
+ <para>
+
+ &SCons; supports a way for developers to share derived files. Again, the
+ syntax is straightforward:
+
+ </para>
+
+ <programlisting>
+ Cache('/var/build.cache/i386')
+ </programlisting>
+
+ <para>
+
+ Copies of any derived files built will be placed in the specified
+ directory with their MD5 signature. If another build results in an
+ out-of-date derived file with the same signature, the derived file
+ will be copied from the cache instead of being rebuilt.
+
+ </para>
+
+ </section>
+
+</section>
+
+<section>
+ <title>The &scons; Script</title>
+
+ <para>
+
+ The &scons; script provides an interface
+ that looks roughly equivalent to the
+ classic &Make; utility&mdash;that is, execution from the command
+ line, and dependency information read from configuration files.
+
+ </para>
+
+ <para>
+
+ The most noticeable difference between &scons; and &Make;, or most
+ other build tools, is that the configuration files are actually
+ Python scripts, generically called "SConscripts" (although the
+ top-level "Makefile" is named &SConstruct). Users do not have to
+ learn a new language syntax, but instead configure dependency
+ information by making direct calls to the Python API of the
+ &SCons; Build Engine. Here is an example &SConstruct file which
+ builds a program in side-by-side normal and debug versions:
+
+ </para>
+
+ <programlisting>
+ env = Environment()
+ debug = env.Copy(CCFLAGS = '-g')
+
+ source_files = ['f1.c', 'f2.c', 'f3.c']
+
+ env.Program(target = 'foo', sources = source_files)
+ debug.Program(target = 'foo-debug', sources = source_files)
+ </programlisting>
+
+ <para>
+
+ Notice the fact that this file is a Python script, which allows us
+ to define and re-use an array that lists the source files.
+
+ </para>
+
+ <para>
+
+ Because quoting individul strings in long
+ lists of files can get tedious and error-prone, the &SCons;
+ methods support a short-cut of listing multiple files in a single
+ string, separated by white space.
+ This would change
+ the assignment in the above example to a more easily-readable:
+
+ </para>
+
+ <programlisting>
+ source_files = 'f1.c f2.c f3.c'
+ </programlisting>
+
+ <para>
+
+ The mechanism to establish hierarchical builds is to "include" any
+ subsidiary configuration files in the build by listing them explicitly
+ in a call to the &SConscript; function:
+
+ </para>
+
+ <programlisting>
+ SConscript('src/SConscript', 'lib/SConscript')
+ </programlisting>
+
+ <para>
+
+ By convention, configuration files in subdirectories are named
+ &SConscript;.
+
+ </para>
+
+ <para>
+
+ The &scons; script has intentionally been made to look, from
+ the outside, as much like &Make; as is practical. To this
+ end, the &scons; script supports all of the same command-line
+ options supported by GNU &Make;: <option>-f</option> FILE,
+ <option>-j</option>, <option>-k</option>, <option>-s</option>,
+ etc. For compatibility, &scons; ignores those GNU &Make; options
+ that don't make sense for the &SCons; architecture, such as
+ <option>-b</option>, <option>-m</option>, <option>-S</option>,
+ and <option>-t</option>. The
+ intention is that, given an equivalent &SConstruct; file for a
+ &Makefile;, a user could use &SCons; as a drop-in replacement for
+ &Make;. Additional command-line options are, where possible, taken
+ from the Perl &Cons; utility on which the &SCons; design is based.
+
+ </para>
+
+</section>