On 24/08/18 02:32, David Blaikie wrote:
On Tue, Jul 24, 2018 at 3:20 PM Stephen Kelly <steve...@gmail.com <mailto:steve...@gmail.com>> wrote:

    David Blaikie wrote:

    > (just CC'ing you Richard in case you want to read my
    ramblings/spot any
    > inaccuracies, etc)
    >
    > Excuse the delay - coming back to this a bit now. Though the varying
    > opinions on what modules will take to integrate with build
    system still
    > weighs on me a bit

    Can you explain what you mean by 'weighs on you'? Does that mean
    you see it
    as tricky now?


Yes, to some extent. If the build system is going to require the compiler-callsback-to-buildsystem that it sounds like (from discussions with Richard & Nathan, etc) is reasonable - yeah, I'd say that's a bigger change to the way C++ is compiled than I was expecting/thinking of going into this.

Yes.

    I've kind of been assuming that people generally think it is not
    tricky, and
    I'm just wrong in thinking it is and I'll eventually see how it is
    all
    manageable.


I think it's manageable - the thing that weighs on me, I suppose, is whether or not the community at large will "buy" it, as such.

Yes, that has been my point since I first started talking about modules. I don't think modules will gain a critical mass of adoption as currently designed (and as currently designed to work with buildsystems).

And part of that is on the work we're doing to figure out the integration with build systems, etc, so that there's at least the first few pieces of support that might help gain user adoption to justify/encourage/provide work on further support, etc...

Yes, reading the document Nathan sent us on June 12th this year, it seems that CMake would have to implement a server mode so that the compiler will invoke it with RPC. That server will also need to consume some data generated by CMake during buildsystem generation (eg user specified flags) and put that together with information sent by the compiler (eg ) in order to formulate a response. It's complex. Maybe CMake and other buildsystem generators can do it, but there are many bespoke systems out there which would have to have some way to justify the cost of developing such a thing.

    > The build.sh script shows the commands required to build it
    (though I
    > haven't checked the exact fmodule-file dependencies to check
    that they're
    > all necessary, etc) - and with current Clang top-of-tree it does
    build and
    > run the example dinnerparty program.

    Ok. I tried with my several-weeks-old checkout and it failed on
    the first
    command with -modules-ts in it (for AbstractFruit.cppm - the
    simplest one).

    I'll update my build and try again, but that will take some time.


Huh - I mean it's certainly a moving target - I had to file/workaround a few bugs to get it working as much as it is, so not /too/ surprising. Did you get it working in the end? If not, could you specify the exact revision your compiler's at and show the complete output?

Yes, I got it working. See

 https://www.mail-archive.com/cmake-developers@cmake.org/msg18623.html


    > But I'm not sure how best to determine the order in which to
    build files within a library - that's where the sort of -MM-esque
    stuff, etc, would be
    > necessary.

    Would it? I thought the -MM stuff would mostly be necessary for
    determining
    when to rebuild? Don't we need to determine the build order before
    the first
    build of anything? The -MM stuff doesn't help that.


-MM produces output separate from the compilation (so far as I can tell - clang++ -MM x.cpp doesn't produce anything other than the makefile fragment on stdout) & finds all the headers, etc. So that's basically the same as what we'd need here

Are you sure? I thought compiling with -MM gives us information that we need before we compile the first time. Sorry if that was not clear from what I wrote above. I see a chicken-egg problem. However, I assume I'm just misunderstanding you (you said that -MM would be used to determine build order for the initial build) so let's just drop this.

Looking at your example - if you have a library for all the fruits and libabstractfruit, libfruitsalad, libnotfruitsalad, and libbowls - then you'd have one module interface for each of those (AbstractFruit.cppm, FruitSalad.cppm, NotFruitSalad.cppm, Bowls.cppm) that would be imported (so replace "import Apple", "import Grape" with "import FruitSalad", etc... ) & the implementations could be in multiple files if desired (Apple.cpp, Grape.cpp, etc).

Could you show me what that would look like for the repo? I am interested to know if this approach means concatenating the content of multiple files (eg Grape.h and Apple.h) and porting that result to a module. My instinct says that won't gain adoption.

    >> Ok. That's not much better though. It still means
    editing/generating the
    >> buildsystem each time you add an import.
    >
    >
    > Isn't that true today with headers, though?

    No. Imagine you implemented FruitBowl.cpp in revision 1 such that
    it did not
    #include Grape.h and it did not add the Grape to the bowl.

    Then you edit FruitBowl.cpp to #include Grape.h and add the Grape
    to the
    bowl. Because Grape.h and Apple.h are in the same directory (which
    you
    already have a -Ipath/to/headers for in your buildsystem), in this
    (today)
    scenario, you don't have to edit the buildsystem.


Well, you don't have to do it manually, but your build system ideally should reflect this new dependency so it knows to rebuild FruitBowl.cpp if Grape.h changes.

I never said it had to be done manually in the real world. I mentioned that in the context of your script. The point I keep making is that the buildsystem has to be regenerated.

    Perhaps. I notice that running CMake on my
    llvm/clang/clang-tools-extra
    checkout takes a non-zero amount of time, and for other
    buildsystems takes a
    significantly non-zero amount of time.

    Many buildsystem generators already avoid the time/complexity of
    automatically regenerating the buildsystem when needed. Users have
    to leave
    their IDE and run a script on the command line.


That surprises me a bit

Yes, there is a large diversity out there in the world regarding how things work.

    I wonder if people will use C++ modules if CMake/their generator
    has to be
    re-run (automatically or through explicit user action) every time
    they add
    'import foo;' to their C++ code... What do you think?


If it's automatic & efficient (I hope it doesn't redo all the work of discovery for all files - just the ones that have changed) it seems plausible to me.

At least in the CMake case, the logic is currently coarse - if the buildsystem needs to be regenerated, the entire configure and generate steps are invoked. Maybe that can be changed, but that's just more effort required on the part of all buildsystem generators, including bespoke ones. I think the level of effort being pushed on buildsystems is not well appreciated by the modules proposal.

What I see as a worst-case scenario is:

* Modules gets added to the standard to much applause
* User realize that they have to rename all of their .h files to cppm and carefully change those files to use imports. There are new requirements regarding where imports can appear, and things don't work at first because of various reasons. * Maybe some users think that creating a module per library is a better idea, so they concat those new cppm files, sorting all the imports to the top. * Porting to Modules is hard anyway, because dependencies also need to be updated etc. Developers don't get benefits until everything is 'just right'. * Some popular buildsystems develop the features to satisfy the new requirements * Most buildsystems, which are bespoke, don't implement the GCC oracle-type stuff and just fudge things with parsing headers using a simple script which looks for imports. It kind of works, but is fragile. * Lots of time is spent on buildsystems being regenerated, because the bespoke systems don't get optimized in this new way. * After a trial run, most organizations that try modules reverse course and stop using them.
* Modules deemed to have failed.

Maybe I'm being too negative, but this seems to be the likely result to me. I think there are more problems lurking that we don't know about yet. But, I've said this before, and I still hope I'm wrong and just missing something.

Sorry for the rather long delay on this - hopefully it helps us converge a little.

I'll try to find some time to get back to my original prototype & your replies to do with that to see if I can flesh out the simpler "one module per library (with some of the inefficiency of just assuming strong dependencies between libraries, rather than the fine grained stuff we could do with -MM-esque support), no external modules" scenario (& maybe the retro/"header modules" style, rather than/in addition to the new C++ modules TS/atom style) - would be great to have a reasonable prototype of that as a place to work from, I think.

Yes, sounds interesting.

There are other things we would want to explore then too. In particular, in my repo, all of the examples are part of the same buildsystem. We should model external dependencies too - ie, pretend each library has a standalone/hermetic buildsystem. That would mean that AbstractFruit would generate its own pcm files to build itself, but each dependency would also have to generate the AbstractFruit pcm files in order to compile against it as an external library (because pcm files will never be part of an install step, or a linux package or anything - they are not distribution artifacts).

Thanks,

Stephen.


-- 

Powered by www.kitware.com

Please keep messages on-topic and check the CMake FAQ at: 
http://www.cmake.org/Wiki/CMake_FAQ

Kitware offers various services to support the CMake community. For more 
information on each offering, please visit:

CMake Support: http://cmake.org/cmake/help/support.html
CMake Consulting: http://cmake.org/cmake/help/consulting.html
CMake Training Courses: http://cmake.org/cmake/help/training.html

Visit other Kitware open-source projects at 
http://www.kitware.com/opensource/opensource.html

Follow this link to subscribe/unsubscribe:
https://cmake.org/mailman/listinfo/cmake-developers

Reply via email to