Re: compile scons submodule
Jan Walter <[email protected]> Mon, 20 Feb 2023 12:02:38 +0100
| Newsgroups | gmane.comp.programming.tools.scons.user |
|---|---|
| Message-ID | <CAKXUb-CJMsxEGAkY3fjyAU1yoWc=oe0NWkCyOsFkgSpi6MP6eQ@mail.gmail.com> |
Hi Mats, I agree. With C/C++ there are just too many build systems around. That's why I kind of liked it when Rust and cargo came around, but who knows how their (build) system will look like after 30-40 years. The point is the amount of libraries written in C/C++ are huge and build system come and go in popular usage. Some are there to stay, some of them disappear ... > You have a better situation than most, so feel lucky :-) ... but if you are unlucky, you will have to deal with most of them at some point or another. But I do feel lucky ;-) Cheers, Jan On 2/16/23, Mats Wichmann <[email protected]> wrote: > Not providing any help in this post, just some comments: > > Nearly all of us have to live with the challenge of "external > components', i.e. ones that are not technically part of the project > itself. Comes up often in SCons channels. The "easiest" answer, I > guess, has been if the external bits are part of "the SDK" - Visual > Studio style, or a Linux distribution where the libraries and associated > development bits are packaged and installed, or one of the many efforts > people have made to bundle things together for their own setup to make > things a little easier for their developers. Otherwise, we have to make > it work "by hand". You have a better situation than most, so feel lucky > :-) - your external bit is written to use the same build system. Often > it's project-scons, lib1-cmake, lib2-meson, ... etc