> Probably 100 lines of python, plus templates; a bit more to make it
highly usable.  Not sure what the equivalent would be in Rust code, as
I'm still fairly new to it.

Maybe the initial version - then you add logic to deal with different
versions of Xcode/Visual Studio etc, then some more logic to find
different packages that rust requires to build on a multitude of
systems etc. etc.

Sometimes you can get away writing something new and simple that just
deals with your use case (building Rust here). The problem is if you
end up with lots of feature creep re-discovering all the knowledge
that is encoded in existing tools - eg. the many modules for config
checks, locating packages etc. that come with CMake, automake, SCons
etc.

By all means, have a go at writing that initial version and see how
well it serves you - but be prepared to switch if it looks like you
are re-inventing something that already exists.

On 21 October 2013 12:43, George Makrydakis <irrequie...@gmail.com> wrote:
> This is why I am reserving commentation right now and have been consistently
> asking about Rust providing a build system in all other emails.  Can the
> other commenters refocus with the rest of us back to the original question?
>
>
>
> Corey Richardson <co...@octayn.net> wrote:
>>
>> On Tue, Jan 14, 2014 at 5:33 PM, Lee Braiden <leebr...@gmail.com> wrote:
>>>
>>>  Another point is that we don't really need a massively complicated
>>> "build
>>>  system" right now, as far as I know.
>>>
>>>  I don't know rust well yet, but it's a two-line script to load this data
>>>  (excluding comments).  Another few lines to figure out whether to build
>>> a
>>>  library or an executable, another few to run rustc with the list of
>>> files,
>>>  OR to output that list to a Makefile, or a CMakeList.txt, or an IDE
>>> project
>>>  file.
>>
>>
>>
>> This thread is deviating from its purpose. The idea isn't to hash out
>> a generic build system for all of Rust, merely for the compiler +
>> stdlib.
>
>
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