Re: [Bf-committers] New Developer Meeting minutes

2010-01-17 Thread Andrea Weikert
Hi Erwin,

Erwin Coumans schrieb:
 Andrea,

 I tested current trunk on Windows and cmake debug build and release  
 just compiles and runs fine, if you use default settings.
   
Well, the default settings have only part of the features enabled. What 
if I want to debug/test these?

 Did you change any cmake defaults (such as enabling OpenCollada which  
 is OFF by default)?
   
Yes, I had OpenCollada enabled, it works fine with the debug build in 
the projectfiles, so why shouldn't it work
with the cmake files?
 Did you file an issue with details in the bug tracker (with full  
 callstack at crash)?

   
not yet, because I didn't have much information. As far as I remember 
there wasn't
even a call stack, because the application refused to start up. It 
crashed while loading the dlls at startup.

Cheers,
Andrea

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-17 Thread Emmanuel Stone
I have also been using the CMake files with MSVC for the past year or
so in Debug and Release.
It takes a bit of tweaking, but so do most build systems.

I also think scons is fantastic for getting a build up quickly and
simply, but as many people have pointed out project files are great
for development.
I think both CMake and Scons have a place right now, and I don't think
anyone needs to be taking sides :)

-Emmanuel

p.s. I like vim and emacs too

On Sun, Jan 17, 2010 at 9:37 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 Ok, I got fed up with all the discussion about a broken cmake Win32 debug 
 build,
 so I fixed it in svn revision 26055. The fix is to put 'debug' or
 'optimized' before the library name.

 cmake OpenCollada is now enabled by default for a bit of testing.
 If other devs like to disable it again, it is trivial to switch ON to
 OFF again :-)

 SET(OPENCOLLADA_LIB
                debug OpenCOLLADASaxFrameworkLoader_d
                debug OpenCOLLADAFramework_d
                debug OpenCOLLADABaseUtils_d
                debug OpenCOLLADAStreamWriter_d
                debug MathMLSolver_d
                debug GeneratedSaxParser_d
                debug UTF_d
                debug xml2_d
                optimized OpenCOLLADASaxFrameworkLoader
                optimized OpenCOLLADAFramework
                optimized OpenCOLLADABaseUtils
                optimized OpenCOLLADAStreamWriter
                optimized MathMLSolver
                optimized GeneratedSaxParser
                optimized UTF
                optimized xml2 )

 Are there any other outstanding cmake issues, or was the fuzz all
 about this OpenCollada issue?
 Thanks,
 Erwin




 2010/1/17 Andrea Weikert and...@aweikert.de:
 Hi Erwin,

 Erwin Coumans schrieb:
 Andrea,

 I tested current trunk on Windows and cmake debug build and release
 just compiles and runs fine, if you use default settings.

 Well, the default settings have only part of the features enabled. What
 if I want to debug/test these?

 Did you change any cmake defaults (such as enabling OpenCollada which
 is OFF by default)?

 Yes, I had OpenCollada enabled, it works fine with the debug build in
 the projectfiles, so why shouldn't it work
 with the cmake files?
 Did you file an issue with details in the bug tracker (with full
 callstack at crash)?


 not yet, because I didn't have much information. As far as I remember
 there wasn't
 even a call stack, because the application refused to start up. It
 crashed while loading the dlls at startup.

 Cheers,
 Andrea

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-16 Thread Erwin Coumans
How about those projectfiles_vc9? A working cmake should make them redundant.

It would be great if Andrea Weikert (Elubie) and Benoit could switch
from manual updating those projectfiles_vc9 (and vc7) to cmake.

That would help cmake in Blender quite a bit I think.
Cheers,
Erwin

Out of curiosity: are any of the scons users using those
projectfiles_vc9 (occasionally) on Windows?



2010/1/14 Benjamin Tolputt btolp...@internode.on.net:
 joe wrote:
 I use msvc for source editing and debugging, and scons for compiling.
 Build systems don't have to replace project files, I use scons mostly
 because there's more control that way for what I do.


 And if the project files were updated along with the Scons build files -
 that is all well  good. Seriously, all I am concerned about is the
 capability of extending  debugging Blender in an IDE (namely MSVC 
 XCode being a Windows/Mac guy for graphics). CMake has that by
 default, being the way it operates, were Scons to provide the project
 files either automatically or through the use of a command line
 parameter - I'd be all for it.

 The slower build time of Scons, while a niggle, is not the issue. It is
 the disconnect between using/editing Scons  using an IDE that is
 causing myself and the developers I've talked to (an entire two of them
 :P ) grief. The build of a release version of Blender is not a daily
 thing. Updating the projects to the latest versions from SVN is such a
 common task.

 --
 Regards,

 Benjamin Tolputt
 Analyst Programmer

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-16 Thread Mitchell Stokes
I used to occasionally use the manually maintained project files, but
then I learned that cmake could generate them and I've been using
those since.

Cheers,
Mitchell Stokes (Moguri)

On Sat, Jan 16, 2010 at 8:30 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 How about those projectfiles_vc9? A working cmake should make them redundant.

 It would be great if Andrea Weikert (Elubie) and Benoit could switch
 from manual updating those projectfiles_vc9 (and vc7) to cmake.

 That would help cmake in Blender quite a bit I think.
 Cheers,
 Erwin

 Out of curiosity: are any of the scons users using those
 projectfiles_vc9 (occasionally) on Windows?



 2010/1/14 Benjamin Tolputt btolp...@internode.on.net:
 joe wrote:
 I use msvc for source editing and debugging, and scons for compiling.
 Build systems don't have to replace project files, I use scons mostly
 because there's more control that way for what I do.


 And if the project files were updated along with the Scons build files -
 that is all well  good. Seriously, all I am concerned about is the
 capability of extending  debugging Blender in an IDE (namely MSVC 
 XCode being a Windows/Mac guy for graphics). CMake has that by
 default, being the way it operates, were Scons to provide the project
 files either automatically or through the use of a command line
 parameter - I'd be all for it.

 The slower build time of Scons, while a niggle, is not the issue. It is
 the disconnect between using/editing Scons  using an IDE that is
 causing myself and the developers I've talked to (an entire two of them
 :P ) grief. The build of a release version of Blender is not a daily
 thing. Updating the projects to the latest versions from SVN is such a
 common task.

 --
 Regards,

 Benjamin Tolputt
 Analyst Programmer

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-16 Thread joe
Yeah it's fairly common iirc.  I do, and I know of at least two other
devs who have done the same.

I think the problem here is none of us have time to test cmake
thoroughly to evaluate it, and I'm not sure how many other devs have
had the same speed issues I have, that motivates me to evaluate cmake
in the first place..

Joe

On Sat, Jan 16, 2010 at 8:30 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 How about those projectfiles_vc9? A working cmake should make them redundant.

 It would be great if Andrea Weikert (Elubie) and Benoit could switch
 from manual updating those projectfiles_vc9 (and vc7) to cmake.

 That would help cmake in Blender quite a bit I think.
 Cheers,
 Erwin

 Out of curiosity: are any of the scons users using those
 projectfiles_vc9 (occasionally) on Windows?



 2010/1/14 Benjamin Tolputt btolp...@internode.on.net:
 joe wrote:
 I use msvc for source editing and debugging, and scons for compiling.
 Build systems don't have to replace project files, I use scons mostly
 because there's more control that way for what I do.


 And if the project files were updated along with the Scons build files -
 that is all well  good. Seriously, all I am concerned about is the
 capability of extending  debugging Blender in an IDE (namely MSVC 
 XCode being a Windows/Mac guy for graphics). CMake has that by
 default, being the way it operates, were Scons to provide the project
 files either automatically or through the use of a command line
 parameter - I'd be all for it.

 The slower build time of Scons, while a niggle, is not the issue. It is
 the disconnect between using/editing Scons  using an IDE that is
 causing myself and the developers I've talked to (an entire two of them
 :P ) grief. The build of a release version of Blender is not a daily
 thing. Updating the projects to the latest versions from SVN is such a
 common task.

 --
 Regards,

 Benjamin Tolputt
 Analyst Programmer

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-14 Thread joe
I use msvc for source editing and debugging, and scons for compiling.
Build systems don't have to replace project files, I use scons mostly
because there's more control that way for what I do.

Joe

On Thu, Jan 14, 2010 at 2:28 PM, Mike Pan madoni...@gmail.com wrote:
 As mentioned before, I think one of the key benefit of cmake is the ability
 to generate solution/project files.  This might be not be a huge deal to
 seasoned coders, but for beginner coders who just wants to explore the
 Blender source code a bit, having an IDE like Visual Studio really helps.

 -mike





 On Thu, Jan 14, 2010 at 2:21 PM, joe joe...@gmail.com wrote:

 Sounds like us scons people need to try out cmake.  See how good it
 is.  I don't have time now, but will try to get to it.  Also need to
 look at how easy it is to maintain, that's one of the really nice
 things about scons.

 Joe

 On Thu, Jan 14, 2010 at 6:04 AM, Miguel A. Figueroa-Villanueva
 migu...@ieee.org wrote:
  On Tue, Jan 12, 2010 at 2:51 AM, Mats Holmberg wrote:
  On 12.1.2010, at 8.39, Nathan Letwory wrote:
  2010/1/12 Erwin Coumans:
  I'm surprised of so much resistance among the Blender developers
  to such a nice build system as cmake.
 
  Thanks,
  Erwin
 
  We can also reverse the question - we have a very nice and working
  SCons system. Why would you want to get rid of the nice system I
  created?
 
  I'm surprised at the resistance among certain people to such a nice
  build system as SCons
 
  Just to comment on this: I know nothing about the hassle that is
 required for maintaining any of these systems, but from a Blender user
 standpoint scons is very easy to use. As Nathan said, I do svn up  python
 scons/scons.py and that's all that's ever needed. During the years, I
 haven't seen anything being even close to that kind of ease of use.
 
  Dont' take that away, please!
 
  -mats
 
  I'm not a community member, so please pardon the intrusion (I am
  interested in blender, have compiled it with the cmake system, and I
  am looking forward to contributing to it in the future, but haven't
  had the time yet...).
 
  However, I just started reading this thread and it seems to me there
  is a lot of resistance, as Erwin mentions, to cmake without real
  justification. Although I understand the why, I think the arguments
  against CMake are not well founded. Most, if not all, of the problems
  that have been mentioned are related to rules either not updated or
  wrongly written in the CMakeLists.txt. These are issues with the build
  system maintainers not with CMake's capabilities. With properly
  written and maintained CMake files you would have both a very powerful
  command line based system and an equally powerful IDE based system.
 
  For example, the argument of ease of use can certainly be used as a
  positive aspect of scons, but I find it to be unfounded when arguing
  against CMake. That is because I do the following version of svn up
   python scons/scons.py to build my projects, not only on Ubuntu but
  on Windows:
 
  ctest -S simple_ctest_script.cmake
 
  With a small script ctest will: update (from svn,cvs,hg,etc),
  configure, build, test, and submit the build to a dashboard (or any
  subset of these steps).
 
  Again, I don't want to argue against scons, but I think that arguments
  against cmake are not really flaws of cmake but rather bad experiences
  because of not knowing how to do things (either from part of the user
  or the build system maintainer) and not giving it enough of a chance.
  I think that if the blender community really gives cmake a chance, it
  will not be dissapointed with the clean, simple, and flexible product
  that cmake can provide. Whether it should then replace, coexist, etc.
  with scons is a discussion that I wouldn't feel comfortable providing
  any input on.
 
  Just my $0.02,
  --Miguel
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-14 Thread Benjamin Tolputt
joe wrote:
 I use msvc for source editing and debugging, and scons for compiling.
 Build systems don't have to replace project files, I use scons mostly
 because there's more control that way for what I do.
   

And if the project files were updated along with the Scons build files -
that is all well  good. Seriously, all I am concerned about is the
capability of extending  debugging Blender in an IDE (namely MSVC 
XCode being a Windows/Mac guy for graphics). CMake has that by
default, being the way it operates, were Scons to provide the project
files either automatically or through the use of a command line
parameter - I'd be all for it.

The slower build time of Scons, while a niggle, is not the issue. It is
the disconnect between using/editing Scons  using an IDE that is
causing myself and the developers I've talked to (an entire two of them
:P ) grief. The build of a release version of Blender is not a daily
thing. Updating the projects to the latest versions from SVN is such a
common task.

-- 
Regards,

Benjamin Tolputt
Analyst Programmer

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Re: [Bf-committers] New Developer Meeting minutes

2010-01-12 Thread Nathan Letwory
2010/1/12 Erwin Coumans erwin.coum...@gmail.com:
 In any case, lets just make sure Blender gets better, ok?
 Improving cmake is a great start in making Blender better.

And so is improving SCons.

/Nathan
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-12 Thread Damien Plisson
Committed in svn 25921.

CMake build worked on Mac before  after the patch :)

Damien

Le 12 janv. 2010 à 03:48, lguillaume a écrit :

 Just to say that I successfully made a 64 bits compilation of blender with
 vc2010 beta 2010 and cmake 2.8.
 
 Can anyone put the patch for correcting quicktime dir in cmake (anyone who
 can test if it does not break on mac) :
 
 Index: source/blender/makesrna/intern/CMakeLists.txt
 ===
 --- source/blender/makesrna/intern/CMakeLists.txt(revision 25905)
 +++ source/blender/makesrna/intern/CMakeLists.txt(working copy)
 @@ -63,7 +63,7 @@
 ENDIF(WITH_DDS)
 
 IF(WITH_QUICKTIME)
 -SET(INC ${INC} ../../quicktime)
 +SET(INC ${INC} ../../quicktime)
 ADD_DEFINITIONS(-DWITH_QUICKTIME)
 ENDIF(WITH_QUICKTIME)
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-12 Thread Mats Holmberg

On 12.1.2010, at 8.39, Nathan Letwory wrote:

 2010/1/12 Erwin Coumans erwin.coum...@gmail.com:
 I'm surprised of so much resistance among the Blender developers
 to such a nice build system as cmake.
 
 Thanks,
 Erwin
 
 We can also reverse the question - we have a very nice and working
 SCons system. Why would you want to get rid of the nice system I
 created?
 
 I'm surprised at the resistance among certain people to such a nice
 build system as SCons

Just to comment on this: I know nothing about the hassle that is required for 
maintaining any of these systems, but from a Blender user standpoint scons is 
very easy to use. As Nathan said, I do svn up  python scons/scons.py and 
that's all that's ever needed. During the years, I haven't seen anything being 
even close to that kind of ease of use.

Dont' take that away, please!

-mats
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-12 Thread Mike Belanger
If there's people willing to maintain for their own respective compile systems, 
I don't see the issue.

I suppose collectively, our efforts are split, but that's the nature of open 
source projects.  Different
people with different systems, goals, etc.

Mike Belanger ( Mikahl )
www.watchmike.ca





On 2010-01-12, at 12:51 AM, Mats Holmberg wrote:

 
 On 12.1.2010, at 8.39, Nathan Letwory wrote:
 
 2010/1/12 Erwin Coumans erwin.coum...@gmail.com:
 I'm surprised of so much resistance among the Blender developers
 to such a nice build system as cmake.
 
 Thanks,
 Erwin
 
 We can also reverse the question - we have a very nice and working
 SCons system. Why would you want to get rid of the nice system I
 created?
 
 I'm surprised at the resistance among certain people to such a nice
 build system as SCons
 
 Just to comment on this: I know nothing about the hassle that is required for 
 maintaining any of these systems, but from a Blender user standpoint scons is 
 very easy to use. As Nathan said, I do svn up  python scons/scons.py and 
 that's all that's ever needed. During the years, I haven't seen anything 
 being even close to that kind of ease of use.
 
 Dont' take that away, please!
 
 -mats
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Brecht Van Lommel
When I generate an MSVC project with CMake, the header files are in
the project, dependencies seem to be taken into account correctly,
wildcards are used to automatically add/remove files, .. is there an
actual problem here?

Brecht.

On Sun, Jan 10, 2010 at 10:53 PM, Erwin Coumans erwin.coum...@gmail.com wrote:
 You can avoid the work by adding a GLOB * wildcard for header files,
 but explicitly specifying every individual file seems recommended indeed.

 Once you have the cmake project up and running, you usually only add a few
 .cpp or .h files at a time,
 so the incremental effort usually isn't much.

 This doesn't seem to be a good reason to favor scons over cmake.
 Thanks,
 Erwin


 2010/1/10 joe joe...@gmail.com

 Yeek.  That's horrible.  I wonder how hard would it be to write some
 utility code for the cmakefiles that scans for #include statements.
 This sort of thing is exactly why I stick with scons, despite it's
 horrific speed problems.  :-/  I'm even tempted to rewrite our scons
 files to use waf instead sometimes.

 Joe
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Erwin Coumans
The stackoverflow answer seem to confirm there are some dependencies and
performance issues with GLOB.

I'm interested to hear what the 'official' recommendation is by the cmake
developers.
Cheers,
Erwin


2010/1/11 José Ignacio jose.cyb...@gmail.com

 On Mon, Jan 11, 2010 at 1:17 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:
  The is no problem using GLOB with a wildcard, as I mentioned at least
  times in this thread ;)
 
  But explicitly listing each file seems recommended, I forgot why.
  Perhaps GLOB needs to search for (potential) new headerfiles, every
  time you build and a .cpp changed (slowing down things unnecesarily)?
 
  Perhaps reading the docs, using google or asking on the cmake
  mailingslist will tell why GLOB can better be avoided in CMakeLists.txt?
 
 IIRC, if you use globbing and added a new file after you build for the
 first time, it won't take it into account for the next call of make
 unless you touch the CMakeLists.txt file or clear the cache and
 rebuild. (though maybe that behavior changed on newer versions of
 cmake)

 oh, a google search gave me this link:

 http://stackoverflow.com/questions/1027247/best-way-to-specify-sourcefiles-in-cmake

  Cheers,
  Erwin
 
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Erwin Coumans
From the CMake mailinglist:

http://www.cmake.org/pipermail/cmake/2009-July/030535.html


The problem with globbing is that CMake has no way to determine that new

source (or header) files were added to a directory, other than ALWAYS
running when someone types 'make' (or the VS equivalent). This is not
really desirable behaviour, because oftentimes no new files will have
been added. And therefore, that's not how CMake behaves.

So, in general, when using globbing, YOU are responsible for rerunning
CMake whenever you've added a source file. Otherwise you run the risk of
the new file not being compiled. Furthermore, you might accidentally
compile sources that were just lying around in your directory as test
code. Deletion of sources can also cause interesting effects if you
create a library, because the object will remain in that library until
you (manually) remove and recreate the library.

I hope my examples convinced you enough that globbing is (in general) a
bad idea.


Re-running cmake each time to recognize new/deleted headerfiles
doesn't seem efficient,

but if developers prefer ease of use at the cost of some performance
you might want to use GLOB.

Just don't complain that dependencies don't reliably work, or that
cmake is a bit slow :-)

I follow the advice of the CMake developers for the Bullet project,
and I'm happy with it.


2010/1/11 Erwin Coumans erwin.coum...@gmail.com

 The stackoverflow answer seem to confirm there are some dependencies and
 performance issues with GLOB.

 I'm interested to hear what the 'official' recommendation is by the cmake
 developers.
 Cheers,
 Erwin


 2010/1/11 José Ignacio jose.cyb...@gmail.com

 On Mon, Jan 11, 2010 at 1:17 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:
  The is no problem using GLOB with a wildcard, as I mentioned at least
  times in this thread ;)
 
  But explicitly listing each file seems recommended, I forgot why.
  Perhaps GLOB needs to search for (potential) new headerfiles, every
  time you build and a .cpp changed (slowing down things unnecesarily)?
 
  Perhaps reading the docs, using google or asking on the cmake
  mailingslist will tell why GLOB can better be avoided in CMakeLists.txt?
 
 IIRC, if you use globbing and added a new file after you build for the
 first time, it won't take it into account for the next call of make
 unless you touch the CMakeLists.txt file or clear the cache and
 rebuild. (though maybe that behavior changed on newer versions of
 cmake)

 oh, a google search gave me this link:

 http://stackoverflow.com/questions/1027247/best-way-to-specify-sourcefiles-in-cmake

  Cheers,
  Erwin
 
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread joe
On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 Just don't complain that dependencies don't reliably work, or that
 cmake is a bit slow :-)

 I follow the advice of the CMake developers for the Bullet project,
 and I'm happy with it.

This isn't convincing me that CMake is any better then anything else;
it may generate project files, but I don't use that, and our scons
setup could be setup to do the same thing as well.  I care very much
about dependencies, mostly because I can't afford to do clean builds
as often as is often necessary in a build system with unreliable
dependency updates (old, crappy hardware is just too slow to do that).

Joe

On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans erwin.coum...@gmail.com wrote:
 From the CMake mailinglist:

 http://www.cmake.org/pipermail/cmake/2009-July/030535.html


 The problem with globbing is that CMake has no way to determine that new

 source (or header) files were added to a directory, other than ALWAYS
 running when someone types 'make' (or the VS equivalent). This is not
 really desirable behaviour, because oftentimes no new files will have
 been added. And therefore, that's not how CMake behaves.

 So, in general, when using globbing, YOU are responsible for rerunning
 CMake whenever you've added a source file. Otherwise you run the risk of
 the new file not being compiled. Furthermore, you might accidentally
 compile sources that were just lying around in your directory as test
 code. Deletion of sources can also cause interesting effects if you
 create a library, because the object will remain in that library until
 you (manually) remove and recreate the library.

 I hope my examples convinced you enough that globbing is (in general) a
 bad idea.


 Re-running cmake each time to recognize new/deleted headerfiles
 doesn't seem efficient,

 but if developers prefer ease of use at the cost of some performance
 you might want to use GLOB.



 2010/1/11 Erwin Coumans erwin.coum...@gmail.com

 The stackoverflow answer seem to confirm there are some dependencies and
 performance issues with GLOB.

 I'm interested to hear what the 'official' recommendation is by the cmake
 developers.
 Cheers,
 Erwin


 2010/1/11 José Ignacio jose.cyb...@gmail.com

 On Mon, Jan 11, 2010 at 1:17 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:
  The is no problem using GLOB with a wildcard, as I mentioned at least
  times in this thread ;)
 
  But explicitly listing each file seems recommended, I forgot why.
  Perhaps GLOB needs to search for (potential) new headerfiles, every
  time you build and a .cpp changed (slowing down things unnecesarily)?
 
  Perhaps reading the docs, using google or asking on the cmake
  mailingslist will tell why GLOB can better be avoided in CMakeLists.txt?
 
 IIRC, if you use globbing and added a new file after you build for the
 first time, it won't take it into account for the next call of make
 unless you touch the CMakeLists.txt file or clear the cache and
 rebuild. (though maybe that behavior changed on newer versions of
 cmake)

 oh, a google search gave me this link:

 http://stackoverflow.com/questions/1027247/best-way-to-specify-sourcefiles-in-cmake

  Cheers,
  Erwin
 
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Erwin Coumans
 it (cmake) may generate project files, but I don't use that

It sounds a little bit selfish, there are many developers who want to use
project files.

 and our scons setup could be setup to do the same thing as well.

Can scons create decent MSVC and Xcode project files? Who maintains such
project generation?

Thanks,
Erwin


2010/1/11 joe joe...@gmail.com

 Does it run automatically or do you have to run it yourself?

 Joe

 On Mon, Jan 11, 2010 at 1:53 PM, Campbell Barton ideasma...@gmail.com
 wrote:
  @joe, From my experience cmake doesnt require you to do more clean
  builds then scons. The only thing is is dependencies change cmake .
  needs to run again in the build dir, building after only does a
  partial build like scons.
 
  If I understand this correctly, only generating the Makefiles is
  slower with GLOB, not running the subsequent make's (else it should
  find the new C/H files also).
 
  re: defining all files, not having to re-run cmake . would be nice
  but Im not that fussed, if we only used CMake, maintaining the file
  lists might not be so hard, but is some dev adds a file and they use
  another build system its annoying for them to have to update the CMake
  files (think msvc project files).
 
  On Mon, Jan 11, 2010 at 10:41 PM, joe joe...@gmail.com wrote:
  On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans 
 erwin.coum...@gmail.com wrote:
  Just don't complain that dependencies don't reliably work, or that
  cmake is a bit slow :-)
 
  I follow the advice of the CMake developers for the Bullet project,
  and I'm happy with it.
 
  This isn't convincing me that CMake is any better then anything else;
  it may generate project files, but I don't use that, and our scons
  setup could be setup to do the same thing as well.  I care very much
  about dependencies, mostly because I can't afford to do clean builds
  as often as is often necessary in a build system with unreliable
  dependency updates (old, crappy hardware is just too slow to do that).
 
  Joe
 
  On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans 
 erwin.coum...@gmail.com wrote:
  From the CMake mailinglist:
 
  http://www.cmake.org/pipermail/cmake/2009-July/030535.html
 
 
  The problem with globbing is that CMake has no way to determine that
 new
 
  source (or header) files were added to a directory, other than ALWAYS
  running when someone types 'make' (or the VS equivalent). This is not
  really desirable behaviour, because oftentimes no new files will have
  been added. And therefore, that's not how CMake behaves.
 
  So, in general, when using globbing, YOU are responsible for rerunning
  CMake whenever you've added a source file. Otherwise you run the risk
 of
  the new file not being compiled. Furthermore, you might accidentally
  compile sources that were just lying around in your directory as test
  code. Deletion of sources can also cause interesting effects if you
  create a library, because the object will remain in that library until
  you (manually) remove and recreate the library.
 
  I hope my examples convinced you enough that globbing is (in general) a
  bad idea.
 
 
  Re-running cmake each time to recognize new/deleted headerfiles
  doesn't seem efficient,
 
  but if developers prefer ease of use at the cost of some performance
  you might want to use GLOB.
 
 
 
  2010/1/11 Erwin Coumans erwin.coum...@gmail.com
 
  The stackoverflow answer seem to confirm there are some dependencies
 and
  performance issues with GLOB.
 
  I'm interested to hear what the 'official' recommendation is by the
 cmake
  developers.
  Cheers,
  Erwin
 
 
  2010/1/11 José Ignacio jose.cyb...@gmail.com
 
  On Mon, Jan 11, 2010 at 1:17 PM, Erwin Coumans 
 erwin.coum...@gmail.com
  wrote:
   The is no problem using GLOB with a wildcard, as I mentioned at
 least
   times in this thread ;)
  
   But explicitly listing each file seems recommended, I forgot why.
   Perhaps GLOB needs to search for (potential) new headerfiles, every
   time you build and a .cpp changed (slowing down things
 unnecesarily)?
  
   Perhaps reading the docs, using google or asking on the cmake
   mailingslist will tell why GLOB can better be avoided in
 CMakeLists.txt?
  
  IIRC, if you use globbing and added a new file after you build for
 the
  first time, it won't take it into account for the next call of make
  unless you touch the CMakeLists.txt file or clear the cache and
  rebuild. (though maybe that behavior changed on newer versions of
  cmake)
 
  oh, a google search gave me this link:
 
 
 http://stackoverflow.com/questions/1027247/best-way-to-specify-sourcefiles-in-cmake
 
   Cheers,
   Erwin
  
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread joe
That's what I was trying to figure out, whether it's as good as scons
or not.  It sounds like it might be comparable, so I'm going to try it
as soon as I get time.  If it is, I'll be very happy, since for all
it's ease of use and maintenance, scons really is super slow.

Joe

On Mon, Jan 11, 2010 at 2:30 PM, Erwin Coumans erwin.coum...@gmail.com wrote:
 ah, ok, I would have been interested in open source scons project file
 generation.

 (actually at Havok we had scons create cross-platform project files,
 but these extensions were kept in-house)

 As far as I know, cmake works very well for both command line and
 projectfiles.

 I still haven't heard a convincing argument of scons features that cmake
 doesn't have.
 GLOB works fine (even though manual is better)

 How is cmake not good enough?
 Thanks,
 Erwin




 2010/1/11 joe joe...@gmail.com

 I wasn't saying we should abandon support for projectfiles.  My point
 is that cmake must perform on the command line build workflow as well
 as project file workflows.  And that support for projectfiles doesn't
 make it great for command line (and vice versa).

 I wasn't advocating generating project files from our scons system,
 heh.  I'm all for replacing scons, actually, either by rewriting our
 scons wrapper and infrastructure to use waf, or replacing it with
 cmake if cmake is good enough.

 Joe

 On Mon, Jan 11, 2010 at 2:10 PM, Erwin Coumans erwin.coum...@gmail.com
 wrote:
  it (cmake) may generate project files, but I don't use that
 
  It sounds a little bit selfish, there are many developers who want to use
  project files.
 
  and our scons setup could be setup to do the same thing as well.
 
  Can scons create decent MSVC and Xcode project files? Who maintains such
  project generation?
 
  Thanks,
  Erwin
 
 
  2010/1/11 joe joe...@gmail.com
 
  Does it run automatically or do you have to run it yourself?
 
  Joe
 
  On Mon, Jan 11, 2010 at 1:53 PM, Campbell Barton ideasma...@gmail.com
  wrote:
   @joe, From my experience cmake doesnt require you to do more clean
   builds then scons. The only thing is is dependencies change cmake .
   needs to run again in the build dir, building after only does a
   partial build like scons.
  
   If I understand this correctly, only generating the Makefiles is
   slower with GLOB, not running the subsequent make's (else it should
   find the new C/H files also).
  
   re: defining all files, not having to re-run cmake . would be nice
   but Im not that fussed, if we only used CMake, maintaining the file
   lists might not be so hard, but is some dev adds a file and they use
   another build system its annoying for them to have to update the CMake
   files (think msvc project files).
  
   On Mon, Jan 11, 2010 at 10:41 PM, joe joe...@gmail.com wrote:
   On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans 
  erwin.coum...@gmail.com wrote:
   Just don't complain that dependencies don't reliably work, or that
   cmake is a bit slow :-)
  
   I follow the advice of the CMake developers for the Bullet project,
   and I'm happy with it.
  
   This isn't convincing me that CMake is any better then anything else;
   it may generate project files, but I don't use that, and our scons
   setup could be setup to do the same thing as well.  I care very much
   about dependencies, mostly because I can't afford to do clean builds
   as often as is often necessary in a build system with unreliable
   dependency updates (old, crappy hardware is just too slow to do
 that).
  
   Joe
  
   On Mon, Jan 11, 2010 at 10:10 AM, Erwin Coumans 
  erwin.coum...@gmail.com wrote:
   From the CMake mailinglist:
  
   http://www.cmake.org/pipermail/cmake/2009-July/030535.html
  
  
   The problem with globbing is that CMake has no way to determine
 that
  new
  
   source (or header) files were added to a directory, other than
 ALWAYS
   running when someone types 'make' (or the VS equivalent). This is
 not
   really desirable behaviour, because oftentimes no new files will
 have
   been added. And therefore, that's not how CMake behaves.
  
   So, in general, when using globbing, YOU are responsible for
 rerunning
   CMake whenever you've added a source file. Otherwise you run the
 risk
  of
   the new file not being compiled. Furthermore, you might accidentally
   compile sources that were just lying around in your directory as
 test
   code. Deletion of sources can also cause interesting effects if you
   create a library, because the object will remain in that library
 until
   you (manually) remove and recreate the library.
  
   I hope my examples convinced you enough that globbing is (in
 general) a
   bad idea.
  
  
   Re-running cmake each time to recognize new/deleted headerfiles
   doesn't seem efficient,
  
   but if developers prefer ease of use at the cost of some performance
   you might want to use GLOB.
  
  
  
   2010/1/11 Erwin Coumans erwin.coum...@gmail.com
  
   The stackoverflow answer seem to confirm there are some
 

Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Benjamin Tolputt
Erwin Coumans wrote:
 Have you seriously tried to find a solution?

 I'm surprised of so much resistance among the Blender developers
 to such a nice build system as cmake.

Agreed. There seems to be quite a few posts *looking for* problems with
CMake... I have not found any problems with CMake (provided I've set the
right options) and the capability of having a standard make along with
XCode  MSVC projects (I compile on all three platforms, though only use
Blender on Win/Mac) kind of tilts things in CMake's favour.

That is not to say Scons is bad, I find it pretty good too - just not as
easy to use with an IDE. I just don't understand the animosity there
appears to be for CMake.

-- 
Regards,

Benjamin Tolputt
Analyst Programmer


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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread joe
Well, it's had a rough start and some of us are wary of using it
exclusively without assurance it's not going to be a step backwards :)
 I also think the fact that it generates makefiles makes some of us
initially nervous, since makefiles are usually synonymous with
immensely painful and difficult to maintain.

Joe

On Mon, Jan 11, 2010 at 3:08 PM, Benjamin Tolputt
btolp...@internode.on.net wrote:
 Erwin Coumans wrote:
 Have you seriously tried to find a solution?

 I'm surprised of so much resistance among the Blender developers
 to such a nice build system as cmake.

 Agreed. There seems to be quite a few posts *looking for* problems with
 CMake... I have not found any problems with CMake (provided I've set the
 right options) and the capability of having a standard make along with
 XCode  MSVC projects (I compile on all three platforms, though only use
 Blender on Win/Mac) kind of tilts things in CMake's favour.

 That is not to say Scons is bad, I find it pretty good too - just not as
 easy to use with an IDE. I just don't understand the animosity there
 appears to be for CMake.

 --
 Regards,

 Benjamin Tolputt
 Analyst Programmer


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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread joe
But of course I'm going to look into it more now, I would love to be
able to not have to deal with the sheer slowness of scons.

Joe

On Mon, Jan 11, 2010 at 3:26 PM, joe joe...@gmail.com wrote:
 Well, it's had a rough start and some of us are wary of using it
 exclusively without assurance it's not going to be a step backwards :)
  I also think the fact that it generates makefiles makes some of us
 initially nervous, since makefiles are usually synonymous with
 immensely painful and difficult to maintain.

 Joe

 On Mon, Jan 11, 2010 at 3:08 PM, Benjamin Tolputt
 btolp...@internode.on.net wrote:
 Erwin Coumans wrote:
 Have you seriously tried to find a solution?

 I'm surprised of so much resistance among the Blender developers
 to such a nice build system as cmake.

 Agreed. There seems to be quite a few posts *looking for* problems with
 CMake... I have not found any problems with CMake (provided I've set the
 right options) and the capability of having a standard make along with
 XCode  MSVC projects (I compile on all three platforms, though only use
 Blender on Win/Mac) kind of tilts things in CMake's favour.

 That is not to say Scons is bad, I find it pretty good too - just not as
 easy to use with an IDE. I just don't understand the animosity there
 appears to be for CMake.

 --
 Regards,

 Benjamin Tolputt
 Analyst Programmer


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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread jmsoler
Selon Benjamin Tolputt btolp...@internode.on.net:

 Erwin Coumans wrote:
  Have you seriously tried to find a solution?
 
  I'm surprised of so much resistance among the Blender developers
  to such a nice build system as cmake.

 Agreed. There seems to be quite a few posts *looking for* problems with
 CMake... I have not found any problems with CMake (provided I've set the
 right options) and the capability of having a standard make along with
 XCode  MSVC projects (I compile on all three platforms, though only use
 Blender on Win/Mac) kind of tilts things in CMake's favour.

 That is not to say Scons is bad, I find it pretty good too - just not as
 easy to use with an IDE. I just don't understand the animosity there
 appears to be for CMake.


If cmake was so marvelous, it should work easily on any system
but it don't without serious search. That's what I experimented
and others users that do not post on this list too ( LG knows that
it's true).

Another point : you are all saying that have to do  two things
( build a projet with Cmake and after load this project in
Visual Studio to generate a solution) is faster and easier than
just do one thing (build the sources with Scons), and I really do
not unerstand that.

My last message for the resistance,
regards jms



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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Nathan Letwory
2010/1/12 Erwin Coumans erwin.coum...@gmail.com:
 I'm surprised of so much resistance among the Blender developers
 to such a nice build system as cmake.

 Thanks,
 Erwin

We can also reverse the question - we have a very nice and working
SCons system. Why would you want to get rid of the nice system I
created?

I'm surprised at the resistance among certain people to such a nice
build system as SCons

Obviously I'm biased as our SCons build system creator and maintainer
as it currently stands, but it works on all our supported platforms.
Builds without too much fuss for new and old developers. And for me as
release builder on Windows it does all I need it to do without having
to use any extra steps. I run scons and voilà, new release stuff
ready.

I won't mind seeing SCons go IF there is a system that does all what
SCons currently does (if it does more, yay). Currently that is not the
situation, and *I* am *not* going to invest time in Yet Another Build
system, until someone else has done exactly that. I have so much time
invested in the system, and I believe that our SCons system is more
than adequate for our developers that I don't see the need to start
looking into other systems. Waf I've checked somewhat, but heck, the
first rewrite of SCons into what it currently is already took almost
half a year (instead of the 3 days I originally estimated), and since
then it has had many improvements (and yes, it can do with more
improvements, but that we can say of everything we have).

At times, when I look at this thread and related discussion in IRC,
(glorifying CMake and downtalking SCons), I can become a little angry.
There's a lot talk for CMake, wondering why people are against it, but
then the people who start the talks don't do anything about it. I
think that doing that is not beneficial for us and just needlessly
generates noise on our mailing list. Consider this message part of
that stupid noise. If you want to see changes: contribute the damn
changes, don't just talk and leave and come back to wonder why nothing
has changed. (And do make sure your patch with the great new build
system does what our SCons system does now).

I will look into having SCons create VS project files (XCode I know
nothing of, so that'll have to wait) - there's support available for
that in SCons, but there are some fixes needed for it to be useful in
our case.

In any case, lets just make sure Blender gets better, ok? I continue
with my Scons efforts until someone comes with a better system in all
aspects.

/Nathan
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-11 Thread Erwin Coumans
 We can also reverse the question - we have a very nice and working
 SCons system. Why would you want to get rid of the nice system I
 created?

I have not asked mentioned to get rid of scons, but asked to fix cmake,
because cmake can create MSVC, XCode and other project files.

scons cannot do that, and according to Campbell it is slower than cmake.

 In any case, lets just make sure Blender gets better, ok?

Improving cmake is a great start in making Blender better.
Thanks,
Erwin


2010/1/11 Nathan Letwory jesterk...@letwory.net

 2010/1/12 Erwin Coumans erwin.coum...@gmail.com:
  I'm surprised of so much resistance among the Blender developers
  to such a nice build system as cmake.
 
  Thanks,
  Erwin

 We can also reverse the question - we have a very nice and working
 SCons system. Why would you want to get rid of the nice system I
 created?

 I'm surprised at the resistance among certain people to such a nice
 build system as SCons

 Obviously I'm biased as our SCons build system creator and maintainer
 as it currently stands, but it works on all our supported platforms.
 Builds without too much fuss for new and old developers. And for me as
 release builder on Windows it does all I need it to do without having
 to use any extra steps. I run scons and voilà, new release stuff
 ready.

 I won't mind seeing SCons go IF there is a system that does all what
 SCons currently does (if it does more, yay). Currently that is not the
 situation, and *I* am *not* going to invest time in Yet Another Build
 system, until someone else has done exactly that. I have so much time
 invested in the system, and I believe that our SCons system is more
 than adequate for our developers that I don't see the need to start
 looking into other systems. Waf I've checked somewhat, but heck, the
 first rewrite of SCons into what it currently is already took almost
 half a year (instead of the 3 days I originally estimated), and since
 then it has had many improvements (and yes, it can do with more
 improvements, but that we can say of everything we have).

 At times, when I look at this thread and related discussion in IRC,
 (glorifying CMake and downtalking SCons), I can become a little angry.
 There's a lot talk for CMake, wondering why people are against it, but
 then the people who start the talks don't do anything about it. I
 think that doing that is not beneficial for us and just needlessly
 generates noise on our mailing list. Consider this message part of
 that stupid noise. If you want to see changes: contribute the damn
 changes, don't just talk and leave and come back to wonder why nothing
 has changed. (And do make sure your patch with the great new build
 system does what our SCons system does now).

 I will look into having SCons create VS project files (XCode I know
 nothing of, so that'll have to wait) - there's support available for
 that in SCons, but there are some fixes needed for it to be useful in
 our case.

 In any case, lets just make sure Blender gets better, ok? I continue
 with my Scons efforts until someone comes with a better system in all
 aspects.

 /Nathan
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread Erwin Coumans
Yes it does. You just need to make sure that the headerfiles are  
included in the CMakeLists.txt

Are the dependencies broken in cmake generated unix makefiles? If so,  
it could and should be fixed U think. In out Bullet library it works  
all fine.

Thanks,
Erwin

Sent from my iPhone

On Jan 7, 2010, at 6:28, joe joe...@gmail.com wrote:

 Do the makefiles it generate handle dependency updates correctly?
 That's the big reason I use scons, and why it's survived I think.

 Joe

 On Thu, Jan 7, 2010 at 6:22 AM, Erwin Coumans  
 erwin.coum...@gmail.com wrote:
 The fact that cmake can create visual studio projects, Xcode projects
 and makefiles should make scons, make and manual msvc project
 maintenance obsolete.

 It is a pity people don't maintain/fix cmake.
 Thanks,
 Erwin

 Sent from my iPhone

 On Jan 7, 2010, at 1:56, Campbell Barton ideasma...@gmail.com  
 wrote:

 The build system topic took most of the meeting or so and I hope we
 dont let this happen again or the new dev meetings will get very
 uninteresting.
 Please next time try to avoid arguing about stupid topics like this
 while we are trying to give basic info to new devs.

 I think topics like this just need better WIKI Docs and not  
 discussion
 with new devs. (Or limit to 5min intro)
 
 Hi Nathan, I didnt mean to say scons does full rebuilds, just that  
 its
 slower if you do quick rebuilds.
 SCons is great to get a build running however for development Im now
 quite convinced its not the way to go.

 When nothing needs building, CMake's Makefiles take around 2.1  
 seconds
 on my system. Scons takes between 30 and 40 seconds.
 Time to compile and link with one change with CMake made is 6.8
 second or so.
 I have tried optimizing scons before and I can get moderate
 speedups... but it still doesnt get close to CMake's.

 SCons with BF_QUICK gives more acceptable times but this means I  
 waste
 time thinking about what libs to build and occasionally getting it
 wrong and having to find out why BF_QUICK failed.

 I appreciate your work on scons and dont mean to belittle it but  
 with
 CMake so much faster for rebuilds I feel justified in recommending
 CMake over scons for people who intend to build often.

 - Campbell

 On Thu, Jan 7, 2010 at 8:46 AM, Nathan Letwory
 jesterk...@letwory.net wrote:
 Roger Wickes wrote:

 We held our second monthly new developer 
 meeting(http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda/NewDev_meetings
 )
 on Sunday, attracting x new developers to the Blender family.
 Minutes are here: 
 http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda/NewDev_meetings/2010-01-03rd
 .
 We discussed Build systems, Patch Submission, and Python, with a
 focus on Cmake versus Scons.

 Hi, great to see that the second new dev meeting has been held -
 too bad
 I couldn't be there, since SCons has been talked about, too.

 I feel I have to make a small comment though:

 SCons never does a full recompile, when it is not necessary (and it
 hardly ever is). So in that sense, SCons will also do incremental
 builds. Sure, it does read in the SConscripts, but *that is not
 equivalent to a complete rebuild*. It does pose some slight  
 overhead
 when starting a build, but that should not be the reason to start
 favoring CMake over SCons. Again: SCons builds only what is needed.

 When doing a clean rebuild, (remove *everything* created by SCons/
 CMake
 before doing your build), I assure you that you won't find useful
 differences in build times.

 I have started writing out docs on the SCons system on my blog
 http://www.letworyinteractive.com/b/building-blender-with-scons/  
 (see
 also the top navigation for more links). More info there will
 gradually
 be published as I get it all written out. It already contains good
 info
 on how the configuration of the system goes.

 /Nathan
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread Campbell Barton
Not sure what dependency updates are exactly - if files are added you
need to run cmake . in the build dir but aside from that I never had
any dep propblems.

I'm tempted to install Windows just to get rid of the MSVC Project
files and have CMake create propper debug builds... it cant be that
hard can it?

@Martin, my experience with using scons and eclipse isnt so good, it
works OK but a bit annoying to setup, I recall I needed to have
eclipse call a shell script that called scons.

Eclipse + Cmake is nicer, and takes the work out of setting up the
project each time. especially if you want to switch to developing in
branches for a bit.

On Thu, Jan 7, 2010 at 3:52 PM, Martin Poirier the...@yahoo.com wrote:


 --- On Thu, 1/7/10, Erwin Coumans erwin.coum...@gmail.com wrote:

 New developers (and myself) can browse and debug code much
 easier in
 an IDE such as msvc, Xcode or K develop, in my opinion. And
 manual
 updating projectfiles is a waste of time.

 It's very easy to use Eclipse (with CDT) with scons. K Develop was pretty 
 easy to setup too the last time I tried. There was no project files to update 
 or anything.

 Martin


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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread Erwin Coumans
cmake can create msvc and xcode projectfiles.
scons cannot do this, and seems slower incremental builds (according to
Campbell).

This justifies fixing any remaining issues with cmake/CMakeLists.txt files I
think.

 I'm tempted to install Windows just to get rid of the MSVC Project
 files and have CMake create propper debug builds... it cant be that
 hard can it?

If you don't get to this, I'll have a look at it in a little while (have to
wrap up Bullet 2.76 first)
Thanks,
Erwin


2010/1/7 Martin Poirier the...@yahoo.com



 --- On Thu, 1/7/10, Campbell Barton ideasma...@gmail.com wrote:

  @Martin, my experience with using scons and eclipse isnt so
  good, it
  works OK but a bit annoying to setup, I recall I needed to
  have
  eclipse call a shell script that called scons.

 You were doing it wrong then.

 The only thing you need to do is edit the build command, changing make
 for scons

 Potentially adding BF_FANCY=0 and BF_DEBUG=1 if those aren't in your
 user-config.

  Eclipse + Cmake is nicer, and takes the work out of setting
  up the
  project each time. especially if you want to switch to
  developing in
  branches for a bit.

 Setting up a new project takes less than 30s. If that's too long for you,
 you can just copy the .project from an existing branch if you want
 (regardless of the build engine used).

 Martin


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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread Xavier Thomas
Hy,

Just giving my input as a (trying to be) new dev:

CMake is in fact quicker for incremental build but scons is used buy a lot
by people that just want to build svn, and I think there is a reason to
this: It is simpler to get started with and most of the doc for building
blender refer to scons. That beiing said cmake not complicated neither to do
a quick compile from command line.

I personnaly used scons for a long time before looking for an IDE with
integrated debugger (I can get backtace from command line gdb but not more).
Then I discovered Kdevelop4 with cmake support and everything works fine
(just import CMake.list as a project). SVN, cmake configuration, code
browser and gdb is all accessible from the ui out of the box. Much quicker
than my old vim, scons, gdb, cscope way of working (exept for loading the
project which takes some time).

Xavier

2010/1/7 Campbell Barton ideasma...@gmail.com

 The build system topic took most of the meeting or so and I hope we
 dont let this happen again or the new dev meetings will get very
 uninteresting.
 Please next time try to avoid arguing about stupid topics like this
 while we are trying to give basic info to new devs.

 I think topics like this just need better WIKI Docs and not discussion
 with new devs. (Or limit to 5min intro)
 
 Hi Nathan, I didnt mean to say scons does full rebuilds, just that its
 slower if you do quick rebuilds.
 SCons is great to get a build running however for development Im now
 quite convinced its not the way to go.

 When nothing needs building, CMake's Makefiles take around 2.1 seconds
 on my system. Scons takes between 30 and 40 seconds.
 Time to compile and link with one change with CMake made is 6.8 second or
 so.
 I have tried optimizing scons before and I can get moderate
 speedups... but it still doesnt get close to CMake's.

 SCons with BF_QUICK gives more acceptable times but this means I waste
 time thinking about what libs to build and occasionally getting it
 wrong and having to find out why BF_QUICK failed.

 I appreciate your work on scons and dont mean to belittle it but with
 CMake so much faster for rebuilds I feel justified in recommending
 CMake over scons for people who intend to build often.

 - Campbell

 On Thu, Jan 7, 2010 at 8:46 AM, Nathan Letwory jesterk...@letwory.net
 wrote:
  Roger Wickes wrote:
 
  We held our second monthly new developer meeting(
 http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda/NewDev_meetings)
  on Sunday, attracting x new developers to the Blender family.
  Minutes are here:
 http://wiki.blender.org/index.php/Dev:SundayMeetingAgenda/NewDev_meetings/2010-01-03rd
 .
  We discussed Build systems, Patch Submission, and Python, with a focus
 on Cmake versus Scons.
 
  Hi, great to see that the second new dev meeting has been held - too bad
  I couldn't be there, since SCons has been talked about, too.
 
  I feel I have to make a small comment though:
 
  SCons never does a full recompile, when it is not necessary (and it
  hardly ever is). So in that sense, SCons will also do incremental
  builds. Sure, it does read in the SConscripts, but *that is not
  equivalent to a complete rebuild*. It does pose some slight overhead
  when starting a build, but that should not be the reason to start
  favoring CMake over SCons. Again: SCons builds only what is needed.
 
  When doing a clean rebuild, (remove *everything* created by SCons/CMake
  before doing your build), I assure you that you won't find useful
  differences in build times.
 
  I have started writing out docs on the SCons system on my blog
  http://www.letworyinteractive.com/b/building-blender-with-scons/ (see
  also the top navigation for more links). More info there will gradually
  be published as I get it all written out. It already contains good info
  on how the configuration of the system goes.
 
  /Nathan
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread lguillaume
2. the include path for quicktime_export.h is wrong in the generated

 projectfiles. I tried to fix this but after experimenting with the
 CMakeList files for an hour just decided to wait for someone more
 familiar with the cmake files.

 - Andrea

 The fix for this problem :

Index: source/blender/makesrna/intern/CMakeLists.txt
===
--- source/blender/makesrna/intern/CMakeLists.txt(revision 25815)
+++ source/blender/makesrna/intern/CMakeLists.txt(working copy)
@@ -63,7 +63,7 @@
 ENDIF(WITH_DDS)

 IF(WITH_QUICKTIME)
-SET(INC ${INC} ../../quicktime)
+SET(INC ${INC} ../../quicktime)
 ADD_DEFINITIONS(-DWITH_QUICKTIME)
 ENDIF(WITH_QUICKTIME)

Blender compile with quicktime on msvc express 2008. Quicktime is not
installed on my computeer I can't test the export.

Regards
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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread Ken Hughes
Since this thread is now about build systems, can we please change the 
subject line?

Ken

Campbell Barton wrote:
 Not sure what dependency updates are exactly - if files are added you
 need to run cmake . in the build dir but aside from that I never had
 any dep propblems.

 I'm tempted to install Windows just to get rid of the MSVC Project
 files and have CMake create propper debug builds... it cant be that
 hard can it?

 @Martin, my experience with using scons and eclipse isnt so good, it
 works OK but a bit annoying to setup, I recall I needed to have
 eclipse call a shell script that called scons.

 Eclipse + Cmake is nicer, and takes the work out of setting up the
 project each time. especially if you want to switch to developing in
 branches for a bit.

 On Thu, Jan 7, 2010 at 3:52 PM, Martin Poirier the...@yahoo.com wrote:
   
 --- On Thu, 1/7/10, Erwin Coumans erwin.coum...@gmail.com wrote:

 
 New developers (and myself) can browse and debug code much
 easier in
 an IDE such as msvc, Xcode or K develop, in my opinion. And
 manual
 updating projectfiles is a waste of time.
   
 It's very easy to use Eclipse (with CDT) with scons. K Develop was pretty 
 easy to setup too the last time I tried. There was no project files to 
 update or anything.

 Martin


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Re: [Bf-committers] New Developer Meeting minutes

2010-01-07 Thread Erwin Coumans
By the way, if OpenCollada breaks the cmake build system, it should be
disabled I think.
Hopefully that motivates someone who needs OpenCollada to fix it.

Can someone disable OpenCollada by default it in cmake?
Thanks,
Erwin



2010/1/7 Ken Hughes khug...@pacific.edu

 Since this thread is now about build systems, can we please change the
 subject line?

 Ken

 Campbell Barton wrote:
  Not sure what dependency updates are exactly - if files are added you
  need to run cmake . in the build dir but aside from that I never had
  any dep propblems.
 
  I'm tempted to install Windows just to get rid of the MSVC Project
  files and have CMake create propper debug builds... it cant be that
  hard can it?
 
  @Martin, my experience with using scons and eclipse isnt so good, it
  works OK but a bit annoying to setup, I recall I needed to have
  eclipse call a shell script that called scons.
 
  Eclipse + Cmake is nicer, and takes the work out of setting up the
  project each time. especially if you want to switch to developing in
  branches for a bit.
 
  On Thu, Jan 7, 2010 at 3:52 PM, Martin Poirier the...@yahoo.com wrote:
 
  --- On Thu, 1/7/10, Erwin Coumans erwin.coum...@gmail.com wrote:
 
 
  New developers (and myself) can browse and debug code much
  easier in
  an IDE such as msvc, Xcode or K develop, in my opinion. And
  manual
  updating projectfiles is a waste of time.
 
  It's very easy to use Eclipse (with CDT) with scons. K Develop was
 pretty easy to setup too the last time I tried. There was no project files
 to update or anything.
 
  Martin
 
 
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Re: [Bf-committers] New Developer Meeting Minutes

2009-12-29 Thread Campbell Barton
Dev QA session would be Jan 3 (5 days from now). Im ok to be in 1hr
before the meeting to answer questions.

Anything we need to arrange/announce... etc? (Anyone know how to use
Blender nations new self publishing system?)
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Re: [Bf-committers] New Developer Meeting Minutes

2009-12-07 Thread mindrones
Hi Campbell,

--- On Mon, 12/7/09, Campbell Barton wrote:

 Can this be a further summarized?

I've wikified the very cool RNA/Operators lessons you, theeth and dingto 
made at the NewDev meeting, see
http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/RNA
and
http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/Operators

Also, after the regular Sunday meeting theeth took the time to patiently 
list most of the Blender's code folders with a bit of introduction
for each one of them, see
http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/Files_structure

While I was doing this stuff I've prepared a summary, which you can find
pasted below.

I'd like to thank again mentors for this NewDev Meeting, it has been very 
informative and cool :)

Cheers, Luca


===

NEW DEV MEETING 2009-12-06th

Mentors: ideasman42, theeth and DingTo
Log: http://blenderartists.org/~theeth/bf/meeting-newdev-09-12-06.txt

Agenda has been:

1. Decide if talk about 2.49 codebase or 2.5 only
2. Talking about C codebase or Python?
3. Mentorships
4. New devs interests?
5. Source code comments and documentation
6. General questions
  6.1 Blender architecture and how to grasp the big picture
  6.2 Finding things in the code
  6.3 RNA explanation
  6.4 Operators explanation


1. Decide if talk about 2.49 codebase or 2.5 only

  - We agreed not talking 2.4x code.

2. Talking about C codebase or Python?

  - majority wanted C, some C/python,

  - ideasman42 and theeth agreed that:
- C/Python is very vague and it depends very much on where developers are
  interested in working, what problems they try to solve
 - also, in 2.5, it's not as clear cut as it used to be

  - ideasman42 asked if newdevs are more o C or python:
- most are python/C or python with some basic C
- one said to be C/C++

3. Mentorships

  - PapaSmurf asked whether experienced developers would like to mentor a new
developer, like we did with GSOC: theeth showed interest :)

4. New devs interests?

  - kattkieru: armature and constraints systems, Python import/expoorter
  - amennelet would like to work on windows manager
  - djaddison: low level event handling
  - dmbasso/yoff: physics simulation, specifically muscle simulation - Campbell
answered this is too spesific area .
  - nfz: interested in 2.5 todo list and bug squashing

  - Interesting note:
  KAHR-Alpha  isn't bullet C++?
  ideasman42  yes, but it has a C api. Not sure how effective that is 
though,
only used the C++ api

5. Source code comments and documentation

  - matd would like to see important souce code files commented at the  
beginning,
in order to see what's a certain file for.
  - PapaSmurf and matd would liek to have _readme in each folder explaining the
purpose fo the contents of that folder
(at least in the root dir of all important modules like wm, rna, etc ...)

6. General questions

6.1 BLENDER CODE ARCHITECTURE: THE BIG PICTURE

- http://www.blender.org/development/architecture/
- http://www.blender.org/community/get-involved/
- (!!) theeth has patiently explained most of the folders in the code:
  http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/Files_structure
- Ideasman42 suggestion: Not sure this is GOOD advice, but I found its good
  not even to try understand the big picture, just learn one area well.
  Theeth agrees.
- DingTo started with UI scripts, expanded to RNA and Nodes, nfz too.
- General agreement about starting from UI scripts or operators (in files
  ending in _ops.c).
  
6.2 FINDING THINGS IN CODE

- Campbell asks how people searches in the code
  - cscope (kh_pylon)
  - code::blocks (nfz)
  - kscope, crep, http://wiki.blender.org/index.php/User:Ideasman42#crep 
(mindrones)

6.3 RNA EXPLANATION
(http://wiki.blender.org/index.php/Dev:Doc/Blender_Source/RNA)

  RNA is a data access and simple operations API. It sits on top of the low
  level C structs (called DNA).
  It's very basic stuff, like links between different structures, specific
  types and range of different members, ...
  From that, we generate the RNA Python API

  RNA defines not only the name of the property, also it sends an Notifier 
to
  tell Blender what has changed, and it contains the UI Text and Tooltip
  When you change that you also want blender to redraw for instance, or 
update
  its childrens location (childrens matrix)

  We dont want to define these update calls for anim/ui/py - so instead each
  access via rna: ob.location in python does an rna lookup, gets the array
  in C, the python api converts this known rna type to a vector and returns 
the value.
  Internally it does py - coerce into an array - rna array set function 
- DNA array.
  Probably this is only interesying to py api devs.

  It might be interesting to note that RNA definition is split in