Reggae v0.0.5 super alpha: A build system in D
I wanted to work on this a little more before announcing it, but it seems I'm going to be busy working on trying to get unit-threaded into std.experimental so here it is: http://code.dlang.org/packages/reggae If you're wondering about the name, it's because it's supposed to build on dub. You might wonder at some of the design decisions. Some of them are solutions to weird problems caused by writing build descriptions in a compiled language, others I'm not too sure of. Should compiler flags be an array of strings or a string? I got tired of typing square brackets so it's a string for now. Please let me know if the API is suitable or not, preferably by trying to actually use it to build your software. Existing dub projects might work by just doing this from a build directory of your choice: "reggae -b make /path/to/project". That should generate a Makefile (or equivalent Ninja ones if `-b ninja` is used) to do what `dub build` usually does. It _should_ work for all dub projects, but it doesn't right now. For at least a few projects it's due to bugs in `dub describe`. For others it might be bugs in reggae, I don't know yet. Any dub.json files that use dub configurations extensively is likely to not work. Features: . Make and Ninja backends (tup will be the next one) . Automatically imports dub projects and writes the reggae build configuration . Access to all objects to be built with dub (including dependencies) when writing custom builds (reggae does this itself) . Out-of-tree builds, like CMake . Arbitrary build rules but pre-built ease-of-use higher level targets . Separate compilation. One file changes, only one file gets rebuilt . Automatic dependency detection for D, C, and C++ source files . Can build itself (but includes too many object files, another `dub describe` bug) There are several runnable examples in the features directory, in the form of Cucumber tests. They include linking D code to C++. I submitted a proposal to talk about this at DConf but I'll be talking about testing instead. Maybe next year? Anyway, destroy! Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way.
Re: Reggae v0.0.5 super alpha: A build system in D
Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:13:41 UTC, Dicebot wrote: Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler. I was also thinking of a binary backend (producing a binary executable that does the build, kinda like what ctRegex does but for builds), and also something that just builds it on the spot. The thing is, I want to get feedback on the API first and foremost, and delegating the whole do-I-or-do-I-not-need-to-build-it logic to programs that already do that (and well) first was the obvious (for me) choice. Also, Ninja is _really_ fast.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:10:33 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. I understand that. But: 1. One of D's advantages is fast compilation. I don't think that means we should should compile everything all the time because we can (it's fast anyway!) 2. There are measureable differences in compile-time. While working on reggae I got much faster edit-compile-unittest cycles because of separate compilation 3. This is valuable feedback. I was wondering what everybody else would think. It could be configureable, your "not endorse it in any way" notwithstanding. I for one would rather have it compile separately 4. CTFE and memory consumption can go through the roof (anecdotally anyway, it's never been a problem for me) when compiling everything at once.
Re: Reggae v0.0.5 super alpha: A build system in D
On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: > On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: > > . Separate compilation. One file changes, only one file gets > > rebuilt > > This immediately has caught my eye as huge "no" in the > description. We must ban C style separate compilation, there is > simply no way to move forward otherwise. At the very least not > endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:17:50 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 17:13:41 UTC, Dicebot wrote: Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler. I was also thinking of a binary backend (producing a binary executable that does the build, kinda like what ctRegex does but for builds), and also something that just builds it on the spot. The thing is, I want to get feedback on the API first and foremost, and delegating the whole do-I-or-do-I-not-need-to-build-it logic to programs that already do that (and well) first was the obvious (for me) choice. Also, Ninja is _really_ fast. The thing is, it may actually affect API. The way I have originally expected it, any legal D code would be allowed for build commands instead of pure DSL approach. So instead of providing high level abstraction like this: const mainObj = Target("main.o", "dmd -I$project/src -c $in -of$out", Target("src/main.d")); const mathsObj = Target("maths.o", "dmd -c $in -of$out", Target("src/maths.d")); const app = Target("myapp", "dmd -of$out $in", [mainObj, mathsObj]); .. you instead define dependency building blocks in D domain: struct App { enum path = "./myapp"; alias deps = Depends!(mainObj, mathsObj); static void generate() { import std.process; enforce(execute([ "dmd", "-ofmyapp", deps[0].path, deps[1].path]).status); } } And provide higher level helper abstractions on top of that, tuned for D projects. This is just random syntax I have just invented for example of course. It is already possible to write decent cross-platform scripts in D - only dependency tracking library is missing. But of course that would make using other build systems as backends impossible.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:25:51 UTC, Ben Boeckel wrote: On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: > . Separate compilation. One file changes, only one file gets > rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben There are 2 big problems with C-style separate compilation: 1) Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. During last D Berlin Meetup we had an interesting conversation on attribute inference topic with Martin Nowak and dropping legacy C-style separate compilation seemed to be recognized as unavoidable to implement anything decent in that domain. 2) Ironically, it is just very slow. Those who come from C world got used to using separate compilation to speed up rebuilds but it doesn't work that way in D. It may look better if you change only 1 or 2 module but as amount of modified modules grows, incremental rebuild quickly becomes _slower_ than full program build with all files processed in one go. It can sometimes result in order of magnitude slowdown (personal experience). Difference from C is that repeated imports are very cheap in D (you don't copy-paste module content again and again like with headers) but at the same time semantic analysis of imported module is more expensive (because D semantics are more complicated). When you do separate compilation you discard already processed imports and repeat it again and again from the very beginning for each new compiled file, accumulating huge slowdown for application in total. To get best compilation speed in D you want to process as many modules with shared imports at one time as possible. At the same time for really big projects it becomes not feasible at some point, especially if CTFE is heavily used and memory consumption explodes. In that case best approach is partial separate compilation - decoupling parts of a program as static libraries and doing parallel compilation of each separate library - but still compiling each library in one go. That allows to get parallelization without doing the same costly work again and again.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:40:42 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:17:50 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 17:13:41 UTC, Dicebot wrote: Also I don't see any point in yet another meta build system. The very point of initial discussion was about getting D only cross-platform solution that won't require installing any additional software but working D compiler. I was also thinking of a binary backend (producing a binary executable that does the build, kinda like what ctRegex does but for builds), and also something that just builds it on the spot. The thing is, I want to get feedback on the API first and foremost, and delegating the whole do-I-or-do-I-not-need-to-build-it logic to programs that already do that (and well) first was the obvious (for me) choice. Also, Ninja is _really_ fast. The thing is, it may actually affect API. The way I have originally expected it, any legal D code would be allowed for build commands instead of pure DSL approach. So instead of providing high level abstraction like this: const mainObj = Target("main.o", "dmd -I$project/src -c $in -of$out", Target("src/main.d")); const mathsObj = Target("maths.o", "dmd -c $in -of$out", Target("src/maths.d")); const app = Target("myapp", "dmd -of$out $in", [mainObj, mathsObj]); .. you instead define dependency building blocks in D domain: struct App { enum path = "./myapp"; alias deps = Depends!(mainObj, mathsObj); static void generate() { import std.process; enforce(execute([ "dmd", "-ofmyapp", deps[0].path, deps[1].path]).status); } } And provide higher level helper abstractions on top of that, tuned for D projects. This is just random syntax I have just invented for example of course. It is already possible to write decent cross-platform scripts in D - only dependency tracking library is missing. But of course that would make using other build systems as backends impossible. Well, I took your advice (and one of my acceptance tests is based off of your simplified real-work example) and started with the low-level any-command-will-do API first. I built the high-level ones on top of that. It doesn't seem crazy to me that certain builds can only be done by certain backends. The fact that the make backend can track C/C++/D dependencies wasn't a given and the implementation is quite ugly. In any case, the Target structs aren't high-level abstractions, they're just data. Data that can be generated by any code. Your example is basically how the `dExe` rule works: run dmd at run-time, collect dependencies and build all the `Target` instances. You could have a D backend that outputs (then compiles and runs) your example. The "only" problem I can see is execution speed. Maybe I didn't include enough examples. I also need to think of your example a bit more.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:22:42 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 17:10:33 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. I understand that. But: 1. One of D's advantages is fast compilation. I don't think that means we should should compile everything all the time because we can (it's fast anyway!) 2. There are measureable differences in compile-time. While working on reggae I got much faster edit-compile-unittest cycles because of separate compilation 3. This is valuable feedback. I was wondering what everybody else would think. It could be configureable, your "not endorse it in any way" notwithstanding. I for one would rather have it compile separately 4. CTFE and memory consumption can go through the roof (anecdotally anyway, it's never been a problem for me) when compiling everything at once. See http://forum.dlang.org/post/nhaoahnqucqkjgdwt...@forum.dlang.org tl; dr: separate compilation support is necessary, but not at single module level.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:59:22 UTC, Atila Neves wrote: Well, I took your advice (and one of my acceptance tests is based off of your simplified real-work example) and started with the low-level any-command-will-do API first. I built the high-level ones on top of that. It doesn't seem crazy to me that certain builds can only be done by certain backends. The fact that the make backend can track C/C++/D dependencies wasn't a given and the implementation is quite ugly. In any case, the Target structs aren't high-level abstractions, they're just data. Data that can be generated by any code. Your example is basically how the `dExe` rule works: run dmd at run-time, collect dependencies and build all the `Target` instances. You could have a D backend that outputs (then compiles and runs) your example. The "only" problem I can see is execution speed. Maybe I didn't include enough examples. I also need to think of your example a bit more. I may have misunderstood how it works judging only by provided examples. Give a me bit more time to investigate actual sources and I may reconsider :)
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:55:00 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:25:51 UTC, Ben Boeckel wrote: On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: > . Separate compilation. One file changes, only one file > gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben There are 2 big problems with C-style separate compilation: 1) Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. During last D Berlin Meetup we had an interesting conversation on attribute inference topic with Martin Nowak and dropping legacy C-style separate compilation seemed to be recognized as unavoidable to implement anything decent in that domain. 2) Ironically, it is just very slow. Those who come from C world got used to using separate compilation to speed up rebuilds but it doesn't work that way in D. It may look better if you change only 1 or 2 module but as amount of modified modules grows, incremental rebuild quickly becomes _slower_ than full program build with all files processed in one go. It can sometimes result in order of magnitude slowdown (personal experience). Difference from C is that repeated imports are very cheap in D (you don't copy-paste module content again and again like with headers) but at the same time semantic analysis of imported module is more expensive (because D semantics are more complicated). When you do separate compilation you discard already processed imports and repeat it again and again from the very beginning for each new compiled file, accumulating huge slowdown for application in total. To get best compilation speed in D you want to process as many modules with shared imports at one time as possible. At the same time for really big projects it becomes not feasible at some point, especially if CTFE is heavily used and memory consumption explodes. In that case best approach is partial separate compilation - decoupling parts of a program as static libraries and doing parallel compilation of each separate library - but still compiling each library in one go. That allows to get parallelization without doing the same costly work again and again. Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. All I know is I've seen a definite improvement in my edit-compile-unittest cycle by compiling modules separately. How would the decoupling happen? Is the user supposed to partition the binary into suitable static libraries? Or is the system supposed to be smart enough to figure that out? Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:55:00 UTC, Dicebot wrote: On Friday, 3 April 2015 at 17:25:51 UTC, Ben Boeckel wrote: On Fri, Apr 03, 2015 at 17:10:31 +, Dicebot via Digitalmars-d-announce wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: > . Separate compilation. One file changes, only one file > gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Why? Other than the -fversion=... stuff, what is really blocking this? I personally find unity builds to not be worth it, but I don't see anything blocking separate compilation for D if dependencies are set up properly. --Ben There are 2 big problems with C-style separate compilation: 1) Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. Not sure about other people, but I do not care about whole program optimization during an edit-compile-run cycle. I just want it to compile as fast as possible, and if I change one or two files I don't want to have to recompile an entire codebase.
Re: Reggae v0.0.5 super alpha: A build system in D
On 2015-04-03 19:03, Atila Neves wrote: I wanted to work on this a little more before announcing it, but it seems I'm going to be busy working on trying to get unit-threaded into std.experimental so here it is: http://code.dlang.org/packages/reggae One thing I noticed immediately (unless I'm mistaken), compiling a D project without dependencies is too complicated. It should just be: $ cd my_d_project $ reggae -- /Jacob Carlborg
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:07:09 UTC, Jacob Carlborg wrote: On 2015-04-03 20:06, Atila Neves wrote: Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build.
Re: Reggae v0.0.5 super alpha: A build system in D
On 2015-04-03 20:06, Atila Neves wrote: Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. -- /Jacob Carlborg
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/3/15 10:10 AM, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Agreed. D build style should be one invocation per package. -- Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/3/15 11:06 AM, Atila Neves wrote: It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. Whoa. The difference is much larger (= day and night) on at least a couple of projects at work. All I know is I've seen a definite improvement in my edit-compile-unittest cycle by compiling modules separately. How would the decoupling happen? Is the user supposed to partition the binary into suitable static libraries? Or is the system supposed to be smart enough to figure that out? Smarts would be nice, but in first approximation one package = one compilation unit is a great policy. Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 18:06:42 UTC, Atila Neves wrote: All I know is I've seen a definite improvement in my edit-compile-unittest cycle by compiling modules separately. How would the decoupling happen? Is the user supposed to partition the binary into suitable static libraries? Or is the system supposed to be smart enough to figure that out? Ideally both. Build system should be smart enough to group into static libraries automatically if user doesn't care (Andrei suggestion of one package per library makes sense) but option of explicit definition of compilation units is still necessary of course.
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:08:58 UTC, weaselcat wrote: I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build. I don't care if incremental build is 10x faster if full build still stays at ~1 second. However I do care (and consider unacceptable) if support for incremental builds makes full build 10 seconds long.
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/3/15 12:07 PM, Jacob Carlborg wrote: On 2015-04-03 20:06, Atila Neves wrote: Interesting. It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. Truth be told that's 5.3 seconds for an entire build so the comparison is only partially relevant. -- Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:54:09 UTC, Dicebot wrote: On Friday, 3 April 2015 at 19:08:58 UTC, weaselcat wrote: I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build. I don't care if incremental build is 10x faster if full build still stays at ~1 second. However I do care (and consider unacceptable) if support for incremental builds makes full build 10 seconds long. I'm of the opposite opinion. I don't care if full builds take 1h as long as incremental builds are as fast as possible. Why would I keep doing full builds? That's like git cloning multiple times. What for? What's clear is that I need to try Andrei's per-package idea, at least as an option, if not the default. Having a large D codebase to test it on would be nice as well, but I don't know of anything bigger than Phobos. Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On 2015-04-03 19:54, Dicebot wrote: 2) Ironically, it is just very slow. Those who come from C world got used to using separate compilation to speed up rebuilds but it doesn't work that way in D. It may look better if you change only 1 or 2 module but as amount of modified modules grows, incremental rebuild quickly becomes _slower_ than full program build with all files processed in one go. It can sometimes result in order of magnitude slowdown (personal experience). BTW, are all the issues with incremental rebuilds solved? I.e. templates not outputted to all object files and other problems I can't remember right now. -- /Jacob Carlborg
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:45:38 UTC, Andrei Alexandrescu wrote: On 4/3/15 10:10 AM, Dicebot wrote: On Friday, 3 April 2015 at 17:03:35 UTC, Atila Neves wrote: . Separate compilation. One file changes, only one file gets rebuilt This immediately has caught my eye as huge "no" in the description. We must ban C style separate compilation, there is simply no way to move forward otherwise. At the very least not endorse it in any way. Agreed. D build style should be one invocation per package. -- Andrei Just to clarify, reggae has: 1. Low-level building blocks that can be used for pretty much anything 2. High-level convenience rules There's nothing about #1 that forces per-module compilation. It doesn't force anything, it's just data definition. The current implementations of #2, namely dExe and the dub integration spit out build systems that compiler per module but that can be easily changed or even configured. Even now it's perfectly possible to define a build system for a D project with per package compilation, it'll just take more typing. Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 19:49:04 UTC, Andrei Alexandrescu wrote: On 4/3/15 11:06 AM, Atila Neves wrote: It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. Whoa. The difference is much larger (= day and night) on at least a couple of projects at work. Even when only one file has changed? Atila
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/4/15 1:30 AM, Atila Neves wrote: On Friday, 3 April 2015 at 19:49:04 UTC, Andrei Alexandrescu wrote: On 4/3/15 11:06 AM, Atila Neves wrote: It's true that it's not always faster to compile each module separately, I already knew that. It seems to me, however, that when that's actually the case, the practical difference is negligible. Even if 10x slower, the linker will take longer anyway. Because it'll all still be under a second. That's been my experience anyway. i.e. It's either faster or it doesn't make much of a difference. Whoa. The difference is much larger (= day and night) on at least a couple of projects at work. Even when only one file has changed? Yes; due to interdependencies, it's rare that only one file gets compiled. -- Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On Friday, 3 April 2015 at 17:55:00 UTC, Dicebot wrote: Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. Development builds are usually not whole-program optimized. And proper optimizers work with IR and see no problem in separate compilation, it's all transparent. Separate compilation is nice for RAM too - good in virtualized environment like a CI service. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. Depends on code style.
Re: Reggae v0.0.5 super alpha: A build system in D
On Saturday, 4 April 2015 at 07:44:12 UTC, Atila Neves wrote: I'm of the opposite opinion. I don't care if full builds take 1h as long as incremental builds are as fast as possible. Why would I keep doing full builds? That's like git cloning multiple times. What for? Full build is important when you do it only once, e.g. if you want to try new version of a program and it's not precompiled, you'll need to compile it from source and never recompile.
Re: Reggae v0.0.5 super alpha: A build system in D
On Saturday, 4 April 2015 at 16:58:23 UTC, Kagamin wrote: On Friday, 3 April 2015 at 17:55:00 UTC, Dicebot wrote: Complicates whole-program optimization possibilities. Old school object files are simply not good enough to preserve information necessary to produce optimized builds and we are not in position to create own metadata + linker combo to circumvent that. Development builds are usually not whole-program optimized. And proper optimizers work with IR and see no problem in separate compilation, it's all transparent. Separate compilation is nice for RAM too - good in virtualized environment like a CI service. We need solutions that can be reasonably implemented with existing resources, not perfect solutions. Storing IR in object files and using custom linker is "correct" approach for WPO but it is currently unaffordable. Add compilation time problems and there seems to be no compelling reasons to go that route for now. This also applies to attribute inference which has become a really important development direction to handle growing attribute hell. Depends on code style. I am not aware of any solutions based on coding style. Can you elaborate?
Re: Reggae v0.0.5 super alpha: A build system in D
On Saturday, 4 April 2015 at 07:44:12 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 19:54:09 UTC, Dicebot wrote: On Friday, 3 April 2015 at 19:08:58 UTC, weaselcat wrote: I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build. I don't care if incremental build is 10x faster if full build still stays at ~1 second. However I do care (and consider unacceptable) if support for incremental builds makes full build 10 seconds long. I'm of the opposite opinion. I don't care if full builds take 1h as long as incremental builds are as fast as possible. Why would I keep doing full builds? That's like git cloning multiple times. What for? What's clear is that I need to try Andrei's per-package idea, at least as an option, if not the default. Having a large D codebase to test it on would be nice as well, but I don't know of anything bigger than Phobos. At work I often switch between dozen of different projects a day with small chunk of changes for each. That means that incremental builds are never of any value. Even if you consistently work with the same project it is incredibly rare to have a changeset contained in a single module. And if there are at least 5 changed modules (including inter-dependencies) it becomes long enough already. As for test codebase - I know that Martin has been testing his GC improvements on Higgs (https://github.com/higgsjs/Higgs), could be a suitable test subject for you too.
Re: Reggae v0.0.5 super alpha: A build system in D
On Saturday, 4 April 2015 at 19:56:28 UTC, Dicebot wrote: On Saturday, 4 April 2015 at 07:44:12 UTC, Atila Neves wrote: On Friday, 3 April 2015 at 19:54:09 UTC, Dicebot wrote: On Friday, 3 April 2015 at 19:08:58 UTC, weaselcat wrote: I just tried compiling one of my project. It has a makefile that does separate compilation and a shell script I use for unit testing which compiles everything in one go. The makefile takes 5.3 seconds, does not including linking since it builds a library. The shell script takes 1.3 seconds which include compiling unit tests and linking as well. change one file and see which one is faster with an incremental build. I don't care if incremental build is 10x faster if full build still stays at ~1 second. However I do care (and consider unacceptable) if support for incremental builds makes full build 10 seconds long. I'm of the opposite opinion. I don't care if full builds take 1h as long as incremental builds are as fast as possible. Why would I keep doing full builds? That's like git cloning multiple times. What for? What's clear is that I need to try Andrei's per-package idea, at least as an option, if not the default. Having a large D codebase to test it on would be nice as well, but I don't know of anything bigger than Phobos. At work I often switch between dozen of different projects a day with small chunk of changes for each. That means that incremental builds are never of any value. Even if you consistently work with the same project it is incredibly rare to have a changeset contained in a single module. And if there are at least 5 changed modules (including inter-dependencies) it becomes long enough already. As for test codebase - I know that Martin has been testing his GC improvements on Higgs (https://github.com/higgsjs/Higgs), could be a suitable test subject for you too. It seems our workflows are very different. Half of the time I make changes to a file that only contains unit tests. That's always self contained, and doing anything else except for recompiling that one file and relinking is going to be slower. It seems to me that different projects might benefit from different compilation strategies. It might just be a case of unit tests alongside production code vs in separate files. As mentioned before, my experience with per-module compilation was usually faster, but I'm going to change the default to be per package. Another cool thing about using reggae to build itself was building the unit test and production binaries at the same time. I couldn't really do that with dub alone.
Re: Reggae v0.0.5 super alpha: A build system in D
On Saturday, 4 April 2015 at 19:59:46 UTC, Dicebot wrote: We need solutions that can be reasonably implemented with existing resources, not perfect solutions. Storing IR in object files and using custom linker is "correct" approach for WPO but it is currently unaffordable. Works for me with llvm toolchain. Add compilation time problems and there seems to be no compelling reasons to go that route for now. A compelling reason is memory consumption and exhaustion. I am not aware of any solutions based on coding style. Not sure what you mean, reliance on attribute hell is a coding style. You can look at any language, which has no such problem.
Re: Reggae v0.0.5 super alpha: A build system in D
On Sunday, 5 April 2015 at 12:17:09 UTC, Kagamin wrote: On Saturday, 4 April 2015 at 19:59:46 UTC, Dicebot wrote: We need solutions that can be reasonably implemented with existing resources, not perfect solutions. Storing IR in object files and using custom linker is "correct" approach for WPO but it is currently unaffordable. Works for me with llvm toolchain. Unless LDC does some D specific WPO magic I am not aware of this is not what your original statement was about. I am not aware of any solutions based on coding style. Not sure what you mean, reliance on attribute hell is a coding style. You can look at any language, which has no such problem. Erm. Either it is coding style issue or a language issue. Pick one. Only coding style for D I am aware of that deals with attribute hell is "ignore most attributes" which is hardly solution. Please give any specific example to back your point.
Re: Reggae v0.0.5 super alpha: A build system in D
On Sunday, 5 April 2015 at 12:22:15 UTC, Dicebot wrote: Unless LDC does some D specific WPO magic I am not aware of this is not what your original statement was about. llvm does normal WPO in a sense that compiled code is not opaque. Erm. Either it is coding style issue or a language issue. Pick one. Only coding style for D I am aware of that deals with attribute hell is "ignore most attributes" which is hardly solution. The problem can't be solved for coding styles, which rely on attribute hell, I only said the problem depends on coding style.
Re: Reggae v0.0.5 super alpha: A build system in D
On 4/4/15 12:56 PM, Dicebot wrote: Even if you consistently work with the same project it is incredibly rare to have a changeset contained in a single module. And if there are at least 5 changed modules (including inter-dependencies) it becomes long enough already. That's my experience as well. -- Andrei
Re: Reggae v0.0.5 super alpha: A build system in D
On Sunday, 5 April 2015 at 00:22:35 UTC, Atila Neves wrote: It seems to me that different projects might benefit from different compilation strategies. It might just be a case of unit tests alongside production code vs in separate files. As mentioned before, my experience with per-module compilation was usually faster, but I'm going to change the default to be per package. I want to also share my experience in that regard. When I was writing a vibe.d based application, I used dub as a build system, which sends everything in one go. My application was just a couple of files, so I was, practically, just building vibe every time. I was developing the application on a desktop with 4 Gb RAM and everything was fine (albeit I was missing the "progress bar" of files in progress provided by ninja/make). But then it was time to deploy the app, and I bought a 1 GB RAM virtual node from Linode. After executing dub it told me "Out of memory" and exited. And there was nothing I could do. So I took the only option I saw - I switched to CMake (modified for working with D) to provide me a separate compilation build (ninja-based) and swore to never again. I understand the reasoning behind both separate and "throw in everything" compilation strategies. And I also understand the pros of a middle-ground solution (like, per-package one), which is probably the way D will go. But this area seems kind of gray to me (like, in my case the "per-package" solution wouldn't work either, if I understand it correctly). So, personally, I will probably stick to separate compilation, until I see that: - The pros of "batch" compilation are clear and, desirably, obvious. At the moment it seems to me (seems to me), that faster compilation and attribute inference just don't have a significant impact. - There's a way to fine tune between "separate" and "throw in everything" compilation if necessary. Thanks!
Re: Reggae v0.0.5 super alpha: A build system in D
On Sunday, 5 April 2015 at 12:50:52 UTC, Kagamin wrote: On Sunday, 5 April 2015 at 12:22:15 UTC, Dicebot wrote: Unless LDC does some D specific WPO magic I am not aware of this is not what your original statement was about. llvm does normal WPO in a sense that compiled code is not opaque. And I have never been speaking about "normal WPO", only about one specific to D semantics. Erm. Either it is coding style issue or a language issue. Pick one. Only coding style for D I am aware of that deals with attribute hell is "ignore most attributes" which is hardly solution. The problem can't be solved for coding styles, which rely on attribute hell, I only said the problem depends on coding style. This sentence probably means something but I were not able to figure it out even after re-reading it several times. "coding style which relies on attribute hell", what kind of weird beast that is?
Re: Reggae v0.0.5 super alpha: A build system in D
On Monday, 6 April 2015 at 11:29:20 UTC, Sergei Nosov wrote: On Sunday, 5 April 2015 at 00:22:35 UTC, Atila Neves wrote: It seems to me that different projects might benefit from different compilation strategies. It might just be a case of unit tests alongside production code vs in separate files. As mentioned before, my experience with per-module compilation was usually faster, but I'm going to change the default to be per package. I want to also share my experience in that regard. ... See, the problem with this approach is that you can trivially get out of 1GB of memory with DMD even when compiling single module, all you need is to do enough compile-time magic. Separate compilation here delays the issue but does not actually solve it. If any effort is to be put into supporting this scenario (on-server compilation), it is better to be put in reducing actual memory hog of compiler, not supporting another workaround. Also you can still achieve the similar profile by splitting your project in small enough static libraries, so it is not completely out of question.
Re: Reggae v0.0.5 super alpha: A build system in D
On Tuesday, 7 April 2015 at 08:28:08 UTC, Dicebot wrote: And I have never been speaking about "normal WPO", only about one specific to D semantics. AFAIK, hypothetical D-specific optimizations were never implemented (like elision of pure calls and optimization of immutable data). But they work on signature level, so they shouldn't be affected by separate compilation in any way. This sentence probably means something but I were not able to figure it out even after re-reading it several times. "coding style which relies on attribute hell", what kind of weird beast that is? I suppose your coding style can be an example, you wouldn't be interested in attribute hell otherwise.
Re: Reggae v0.0.5 super alpha: A build system in D
On Tuesday, 7 April 2015 at 08:25:02 UTC, Dicebot wrote: See, the problem with this approach is that you can trivially get out of 1GB of memory with DMD even when compiling single module, all you need is to do enough compile-time magic. Separate compilation here delays the issue but does not actually solve it. Yeah, absolutely agree. But at the moment separate compilation is the most "forgiving" one. Like, if it doesn't work - anything else won't work either. And given that personally I don't recognize the (possibly) increased compilation time as an issue, it's the solution that works for me. If any effort is to be put into supporting this scenario (on-server compilation), it is better to be put in reducing actual memory hog of compiler, not supporting another workaround. Agreed, too. The whole "forget about frees" approach sounds a little too controversial to me. Especially, after I have faced the dark side of it. So, I'm all for improving in that regard. But it seems like it's not recognized as a (high-priority) issue at the moment. So, we (the users) have to live with that. Also you can still achieve the similar profile by splitting your project in small enough static libraries, so it is not completely out of question. As I described, my project was just a couple of files. Building vibe.d was the actual problem. I don't think it is feasible to expect that a user of a library will start splitting it into "small enough libraries", when faced with this problem. A more structured approach is needed.