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alt="C++ Boost" src="../../c++boost.gif"></a></p>
<h1>Boost.Build v2 user manual<br class="clear">
</h1>
<hr>
<div class="alert">
This preliminary reference is intended to document everything currently
implemeneted, but is not yet ready for any practical use.
</div>
<br>
<br>
<hr>
<dl class="page-index">
<dt><a href="#sec-tutorial">Tutorial</a></dt>
<dd>
<dl class="page-index">
<dt><a href="#hello">Hello, world</a></dt>
<dt><a href="#properties">Properties</a></dt>
<dt><a href="#hierarchy">Project hierarchy</a></dt>
<dt><a href="#using_libraries">Using libraries</a></dt>
<dt><a href="#library_dependencies">Library dependencies</a></dt>
<dt><a href="#static_shared">Static and shared libraries</a></dt>
<dt><a href="#prebuilt_targets">Prebuilt targets</a></dt>
</dl>
</dd>
<dt><a href="#sec-reference">Reference documentation</a></dt>
<dd>
<dl class="page-index">
<dt><a href="#overview">Overview</a></dt>
<dt><a href="#features_properties">Features and properties</a></dt>
<dd>
<dl class="page-index">
<dt><a href="#features_defined">Defintions</a></dt>
<dt><a href="#property_validity">Property Validity</a></dt>
<dt><a href="#feature_attributes">Feature Attributes</a></dt>
<dt><a href="#feature_declaration">Feature Declaration</a></dt>
</dl>
</dd>
<dt><a href="#variants">Build Variants</a></dt>
<dt><a href="#subfeatures">Subfeatures</a></dt>
<dt><a href="#initialization">Initialization</a></dt>
<dt><a href="#command_line">Command line</a></dt>
<dt><a href="#projects">Projects</a></dt>
<dt><a href="#targets">Targets</a></dt>
<dt><a href="#build_process">Build process</a></dt>
</dl>
</dd>
</dl>
<hr>
<h2 id="installation">Installation</h2>
Assuming you're installing Boost.Build from sources, the following steps
are needed. All paths are given relatively to Boost.Build root directory,
which is the directory with the document you are reading. When using
Boost distribution, Boost.Build root is located at
<tt>$boost_root/tools/build</tt>.
<ol>
<li>Go to "jam_src" directory and build Boost.Jam. Two convenient
scripts are provided, "build.sh" (for Unix systems) and "build.bat"
(for Windows). Run the appropriate one and Boost.Jam will be built to
directory <tt>bin.{platform_name}.</tt>. The <a href=
"jam_src/index.html">Boost.Jam documentation</a> has more details in
case you need them.</li>
<li>Place the Boost.Jam binary, called "bjam" or "bjam.exe", somewhere
in your <tt>PATH</tt>.</li>
<li style="list-style: none">After that, you can go to "examples-v2"
directory and run <tt>bjam --version</tt>.</li>
<li>
Configure toolsets to use. Open <tt>new/user-config.jam</tt> file and
follow instructions there to specify what compiles/libraries you have
and where they are located. After that, you should be able to go to
<tt>examples-v2/hello</tt>, and run <tt>bjam</tt> there. A simple
application will be built. You can also play with other projects in
<tt>examples-v2</tt>.
<p>It is slighly better way is to copy <tt>new/user-config.jam</tt>
into one of the locations where it can be found (given in <a href=
"#config_files_location">this table</a>). This prevent you from
accidentally overwriting your config when updating.</p>
</li>
</ol>
<p>When starting a new project which uses Boost.Build, you need to make
sure that build system can be found. There are two ways.</p>
<ul>
<li>Set enviromnetal variable <tt>BOOST_BUILD_PATH</tt> to the absolute
path to <tt>new</tt> directory in Boost.Build installation.</li>
<li>
Create, at the top of your project, a file called
<tt>boost-build.jam</tt>, with a single line:
<pre>
boost-build /path/to/boost.build ;
</pre>
</li>
</ul>
<p>If you're trying to use Boost.Build V2 on Boost itself, please note
that when building Boost, V1 is used by default. You'd have to add
<tt>--v2</tt> command line option to all "bjam" invocations.</p>
<h2><a name="sec-tutorial">Tutorial</a></h2>
<h3 id="hello">Hello, world</h3>
The simplest project that Boost.Build can construct is stored in
examples-v2/hello directory. The targets are declared in a file called
<tt>Jamfile</tt>, which contains the following:
<pre>
exe hello : hello.cpp ;
</pre>
Even with this simple setup, you can do some interesting things. First of
all, running "bjam" would build binary "hello" from hello.cpp, in debug
version. After that, you can run
<pre>
bjam release
</pre>
which would create release version of the 'hello' binary. Note that debug
and release version would be created in different directories, so if you
want to switch from debug to release version and back, no recompilation
is needed. Let's extend the example by adding another line to Jamfile:
<pre>
exe hello2 : hello.cpp ;
</pre>
You can now rebuild both debug and release versions:
<pre>
bjam debug release
</pre>
You'll see that two versions of "hello2" binary are linked. Of course,
hello.cpp won't be recompiled. Now you decide to remove all build
products. You do that with the following command
<pre>
bjam --clean debug release
</pre>
It's also possible to create or clean only specific targets. Both
following commands are legal and create or clean only files that
belonging the the named binary:
<pre>
bjam hello2
bjam --clean hello2
</pre>
<h3 id="properties">Properties</h3>
<p>Boost.Build attempts to allow building different variants of projects,
e.g. for debugging and release, or in single and multithreaded mode. In
order to stay portable, it uses the concept of <em>features</em>, which
is abstract aspect of build configuration. <em>Property</em> is just a
(feature,value) pair. For example, there's a feature "debug-symbols",
which can have a value of "on" or "off". When users asks to build project
is a particual value, Boost.Build will automatically find the appropriate
flags to the used compiler.</p>
<p>The "release" and "debug" in bjam invocation that we've seen are just
are short form of specifying values of feature "variant". There is a lot
of builtin features, and it's possible to write something like:</p>
<pre>
bjam release inlining=off debug-symbols=on
</pre>
The first command line element specified the value of feature "variant".
The feature is very common and is therefore special &mdash; it's possible
to specify only value. Another feature, "inlining" is not special, and
you should use
<pre>
feature-name=feature-value
</pre>
syntax for it. Complete description of features can be found <a href=
"#features_properties">here</a>. The set of properties specified in the
command line constitute <em>build request</em> &mdash; the desired
properties for requested targets, or for the project in the current
directory. The actual set of properties used for building is often
different. For example, when compiling a program you need some include
paths. It's not reasonable to ask the user to specify those paths with
each bjam invocation, so must be specified in Jamfile and added to the
build request. For another example, certain application can only be
linked in multithreaded mode. To support such situations, every target is
allowed to specify <em>requirements</em> -- properties that are required
to its building. Consider this example:
<pre>
exe hello
: hello.cpp
: &lt;include&gt;/home/ghost/Work/boost &lt;threading&gt;multi
</pre>
In this case, when hello is build, the two specified properties will
always be present. This leads to a question: what if user explictly
requested single-threading. The answer is that requirement can affect
build properties only to a certain degree: the requested and actual
properties must be link-compatible. See <a href=
"#link_compatibility">link compatibility</a> below. If they are not link
compatible, the bulding of the target is skipped. Previously, we've added
"hello2" target. Seems like we have to specify the same requirements for
it, which results in duplication. But there's a better way. Each project
(i.e. each Jamfile), can specify a set of attributes, including
requirements:
<pre>
project
: requirements &lt;include&gt;/home/ghost/Work/boost &lt;threading&gt;multi
;
exe hello : hello.cpp ;
exe hello2 : hello.cpp ;
</pre>
The effect would be as if we specified this requirement for both "hello"
and "hello2".
<h3 id="hierarchy">Project hierarchy</h3>
<p>So far we only considered examples with one project (i.e. with one
Jamfile). Typically, you'd have a lot of projects organized into a tree.
At the top of the tree there's <em>project root</em>. This is a directory
which contains, besides Jamfile, a file called "project-root.jam". Each
other Jamfile has a single parent, which is the Jamfile in the nearest
parent directory. For example, in the following directory layout:</p>
<pre>
[top]
|
|-- Jamfile
|-- project-root.jam
|
|-- src
| |
| |-- Jamfile
| \-- app.cpp
|
\-- lib
|
|-- lib1
| |
| |-- Jamfile
|-- lib1.cpp
</pre>
project root is at top. Both src/Jamfile and lib/lib1/Jamfile have
[top]/Jamfile as parent project. Projects inherit all attributes (such as
requirements) from their parents. When the same attributes are specified
in the project, they are combined with inherited ones. For example, if
[top]/Jamfile has
<pre>
&lt;include&gt;/home/ghost/local
</pre>
in requirements, then all other projects will have that in their
requirements too. Of course, any project can add additional includes.
More details can be found in the section on <a href=
"#projects">projects</a>. Projects are not automatically built when their
parents are built. You should specify this explicitly. In our example,
[top]/Jamfile might contain:
<pre>
build-project src ;
</pre>
It will cause project in src to be built whenever project in [top] is
built. However, targets in lib/lib1 will be built only if required. For
example, there may be 10 targets, and two of them are used by targets in
src/Jamfile. Then, only those two targets will be built.
<h3 id="using_libraries">Using libraries</h3>
Let's continue the above example and see how src/Jamfile can use
libraries from lib/lib1. (TODO: need to make this section consistent with
"examples-v2/libraries". Assume lib/lib1/Jamfile contains:
<pre>
lib lib1 : lib1.cpp ;
</pre>
Then, to use this library in src/Jamfile, we can write:
<pre>
exe app : app.cpp ../lib/lib1/lib1 ;
</pre>
While "app.cpp" is a regular source file, "../lib/lib1/lib1" is a
reference to another target, here, library "lib1" declared in Jamfile at
"../lib/lib1". When linking the "app" binary, the needed version of the
library will be built and linked in. But what is meant by "needed"? For
example, we can request to build "app" with properties
<pre>
&lt;optimization&gt;full &lt;cxxflags&gt;-w-8080
</pre>
Which properties must be used for "lib1"? The answer is that some
properties are <em>propagated</em> &mdash; Boost.Build attemps to use
dependencies with the same value of propagated features. The
&lt;optimization&gt; feature is propagated, so both "app" and "lib1" will
be compiled with full optimization. But &lt;cxxflags&gt; feature is not
propagated: its value will be added as-is to compiler flags for "a.cpp",
but won't affect "lib1". There is still a couple of problems. First, the
library probably has some headers which must be used when compiling
"app.cpp". We could use requirements on "app" to add those includes, but
then this work will be repeated for all programs which use "lib1". A
better solution is to modify lib/lib1/Jamfilie in this way:
<pre>
project
: usage-requirements &lt;include&gt;.
;
lib lib1 : lib1.cpp ;
</pre>
Usage requirements are requirements which are applied to dependents. In
this case, &lt;include&gt; will be applied to all targets which use
"lib1" &mdash; i.e. targets which have "lib1" either in sources or in
dependency properties. You'd need to specify usage requirements only
once, and programs which use "lib1" don't have to care about include
paths any longer. Or course, the path will be interpreted relatively to
"lib/lib1" and will be adjusted according to the <tt>bjam</tt>s
invocation directory. For example, if building from project root, the
final compiler's command line will contain <tt>-Ilib/lib1</tt>. The
second problem is that we hardcode the path to library's Jamfile. Imagine
it's hardcoded in 20 different places and we change the directory layout.
The solution is to use project ids &mdash; symbolic names, not tied to
directory layout. First, we assign a project id to Jamfile in lib/lib1:
<pre>
project lib1
: usage-requirements &lt;include&gt;.
;
</pre>
Second, we use the project id to refer to the library in src/Jamfile:
<pre>
exe app : app.cpp @/lib1/lib1 ;
</pre>
The "@/lib1/lib1" syntax is used to refer to target "lib1" in project
with global id "@/lib1" (the slash is used to specify global id). This
way, users of "lib1" do not depend on its location, only on id, which is
supposedly stable. The only thing left, it to make sure that src/Jamfile
knows the project id that it uses. We add to [top]/Jamfile the following
line:
<pre>
use-project /lib1 : lib/lib1 ;
</pre>
Now, all projects can refer to "lib1" using the symbolic name. If the
library is moved somewhere, only a single line in the top-level Jamfile
should be changed.
<h3 id="library_dependencies">Library dependencies</h3>
<p>The previous example was simple. Often, there are long chains of
dependencies between libraries. The main application is a thin wrapper on
top of library with core logic, which uses library of utility functions,
which uses boost filesystem library. Looks like successfull linking of
main application requires something like:</p>
<pre>
lib utils : utils.cpp ; # Uses Boost.Filesystem
lib core : core.cpp ; # Uses 'utils'
exe app : app.cpp core utils @/boost/filesystem/fs ;
</pre>
This works, but each application should, in effect, explicitly specify
all libraries that it uses, either directly or indirectly. This is
troublesome: when the 'utils' library starts using another libraries, you
have to adjust list of sources for all applications. Jamfiles become
unstable.
<p>Usage requirements can help again. There's a builtin dependency
feature &lt;library&gt;. When found in properties for executable, it
causes a library, identified by the feature's value, to be linked into
executable. Seems like the effect is the same as when library is
specified in sources. But the feature allows us to write:</p>
<pre>
lib utils : utils.cpp : : : &lt;library&gt;@/boost/filesystem/fs ;
lib core : core.cpp : : : &lt;library&gt;utils ;
exe app : app.cpp core ;
</pre>
<p>The application uses "core", which has &lt;library&gt;utils in usage
requirements, so that property will added to build properties for "app".
As the result, "utils" will be linked to "app" &mdash; automatically.
Likewise, "@/boost/filesystem/fs" will be linked in without any
effort.</p>
<p>The &lt;library&gt; property can be used in more ways. For example, if
"@/boost/filesystem/fs" should be linked to all applications in your
project, you can add &lt;library&gt;@/boost/filesystem/fs to requirements
of the project, like this:</p>
<pre>
project
: requirements &lt;library&gt;@/boost/filesystem/fs
;
</pre>
<h3 id="static_shared">Static and shared libaries</h3>
While the previous section explained how to create and use libraries, it
omitted one important detail. Libraries can be either <em>static</em>,
which means they are included in executable files which use them, or
<em>shared</em> (a.k.a. <em>dynamic</em>), which are only referred to
from executables, and must be available at run time. Boost.Build can work
with both types. By default, all libraries are shared. This is much more
efficient in build time and space. But the need to install all libraries
to some location is not always convenient, especially for debug builds.
Also, if the installed shared library changes, all application which use
it might start to behave differently.
<p>Static libraries do not suffer from these problems, but considerably
increase the size of application. Before describing static libraries,
it's reasonable to give another, quite simple approach. If your project
is built with &lt;hardcode-dll-paths&gt;true property, then the
application will include the full paths for all shared libraries,
eliminating the above problems. Unfortunately, you no longer can move
shared library to a different location, which makes this option suitable
only for debug builds. Further, only gcc compiler supports this
option.</p>
<p>Building a library statically is easy. You'd need to change the value
of &lt;link&gt; feature from it's deafault value <tt>shared</tt>, to
<tt>static</tt>. So, to build everything as static libraries, you'd
say</p>
<pre>
bjam link=static
</pre>
on the command line. The linking mode can be fine-tuned on per-target
basis.
<ol>
<li>
Suppose your library can be only build statically. This is easily
achieved using requirements:
<pre>
lib l : l.cpp : &lt;link&gt;static ;
</pre>
</li>
<li>
What if library can be both static and shared, but when using it in
specific executable, you want it static? <a href=
"#target_reference">Target references</a> are here to help:
<pre>
exe important : main.cpp helpers/&lt;link&gt;static ;
</pre>
</li>
<li>
What if the library is defined in some other project, which you
cannot change. But still, you want static linking to that library in
all cases. You can use target references everywhere:
<pre>
exe e1 : e1.cpp @/other_project/lib1/&lt;link&gt;static ;
exe e10 : e10.cpp @/other_project/lib1/&lt;link&gt;static ;
</pre>
but that's far from being convenient. Another way is to introduce a
level of indirection: create a local target, which will refer to
static version of <tt>lib1</tt>. Here's the solution:
<pre>
alias lib1 : @/other_project/lib1/&lt;link&gt;static ;
exe e1 : e1.cpp lib1 ;
exe e10 : e10.cpp lib1 ;
</pre>
(Note, that the "alias" target type is not yet implemented, but it's
quite simple to do. I bet it's waiting for you to do it ;-))
</li>
</ol>
<h3 id="prebuilt_targets">Prebuilt targets</h3>
We've just learned how to use libraries which are created by Boost.Build.
But some libraries are not. At the same time, those libraries can have
different versions (release and debug, for example), that we should
select depending on build properties. Prebuilt targets provide a
mechanism for that. Jamfile in lib/lib2 can contain:
<pre>
lib lib2
:
: &lt;file&gt;lib2_release.a &lt;variant&gt;release
;
lib lib2
:
: &lt;file&gt;lib2_debug.a &lt;variant&gt;debug
;
</pre>
This defines two alternatives for target "lib2", and for each one names a
prebuilt file. Naturally, there are no sources. Instead, the &lt;file&gt;
feature is used to specify the file name. Which alternative is selected
depends on properties of dependents. If "app" binary should use "lib2",
we can write:
<pre>
exe app : app.cpp @/lib/lib1/lib2 ../lib/lib2/lib2 ;
</pre>
If we build release version of "app", then it will be linked with
"lib2_release.a", and debug version will use "lib2_debug.a". Another
important kind of prebuilt targets are system libraries &mdash; more
specifically, libraries which are automatically found by the compiler.
E.g. gcc uses "-l" switch for that. Such libraries should be declared
almost like regular ones:
<pre>
lib zlib : : &lt;name&gt;z ;
</pre>
We again don't specify any sources, but give a name which should be
passed to the compiler. In this example, and for gcc compiler, the "-lz"
option will be added. Paths where library should be searched can also be
specified:
<pre>
lib zlib : : &lt;name&gt;z &lt;search&gt;/opt/lib ;
</pre>
And, of course, two variants can be used:
<pre>
lib zlib : : &lt;name&gt;z &lt;variant&gt;release ;
lib zlib : : &lt;name&gt;z_d &lt;variant&gt;debug ;
</pre>
Of course, you'll probably never in your life need debug version of zlib,
but for other libraries this is quite reasonable.
<h2><a name="sec-reference">Reference</a></h2>
This section will document mostly high-level view of Boost.Build,
mentioning appropriate modules and rules. The on-line help system must be
used to obtain low-level documentation (see the <a href=
"#help_option">help option</a>).
<h3 id="overview">Overview</h3>
<p>The most fundemental entity in Boost.Build is <em>main target</em>.
This is object that user want to construct from sources and keep up to
date with regard to those sources. Typical examples of main targets are
executable files and libraries.</p>
<p>Main targets are grouped in <em>projects</em>. Their main purpose is
organization: related targets placed in one project, can then be built
together, or share some definitions.</p>
<p>Main targets and projects are described mostly in declarative fashion.
(TODO: what "declarative fashion" means to a user?)
<!-- &quot;making use&quot; is very vague -->
To make some use of them, user issues <a href="#build_request">build
request</a>, which specifies what targets user wants to build, and what
properties are desirable. Build request is not necessary explicit.
Invoking the build system without parameters will build the project in
current directory with default properties.</p>
<p>The <em>properties</em> describe various aspects of constructed
objects. For portability, they are specified in a normalized form, for
example</p>
<pre>
&lt;optimization&gt;full &lt;inlining&gt;off
</pre>
Depending on the compiler used, this will be translated into appropriate
flags.
<p>Construction of each main target begins with finding properties for
<em>this</em> main target. They are found by processing both build
request, and <em>target requirements</em>, which give properties needed
for the target to build. For example, a given main target might require
certian defines, or will not work unless compiled in multithreaded mode.
The process of finding properties for main target is described in <a
href="#property_refinement">property refinement</a>.</p>
<p>After that, dependencies (i.e. other main targets) are build
recursively. Build request for dependencies is not always equal to those
of dependent &mdash; certain properties are dropped and user can
explicitly specify desired properties for dependencies. See <a href=
"#propagated_features">propagated features</a> and <a href=
"#target_reference">target reference</a> for details.</p>
<p>When dependencies are constructed, the dependency graph for this main
target and for this property set is created, which describes which files
need to be created, on which other files they depend and what actions are
needed to construct those files. There's more that one method, and user
can define new ones, but usually, this involves <em>generators</em> and
<em>target types</em>.</p>
<p>Target type is just a way to classify targets. For example, there are
builtin types <tt>EXE</tt>, <tt>OBJ</tt> and <tt>CPP</tt>. <a href=
"#generators">Generators</a> are objects that know how to convert between
different target type. When a target of a given type must be created, all
generators for that type, which can handle needed properties, are found.
Each is passed the list of sources, and either fails, or returns a
dependency graph. If a generator cannot produce desired type from given
sources, it may try to recursively construct types that it can handle
from the types is was passed. This allows to try all possible
transformations. When all generators are tried, a dependency graph is
selected.</p>
<p>Finally, the dependency graph is passed to underlying Boost.Jam
program, which runs all actions needed to bring all main targets up-to
date. At this step, implicit dependencies are also scanned and accounted
for, as described <a href="#dependency_scanning">here</a>.</p>
<h3><a name="features_properties">Features and properties</a></h3>
<h4><a name="features_defined">Definitions</a></h4>
<p>A <em>feature</em> is a normalized (toolset-independent) aspect of a
build configuration, such as whether inlining is enabled. Feature names
may not contain the '<tt>&gt;</tt>' character.</p>
<div class="alert">
And what about dash?
</div>
<p>Each feature in a build configuration has one or more associated
<em>value</em>s. Feature values for non-free features may not contain the
'<tt>&lt;</tt>', '<tt>:</tt>', or '<tt>=</tt>' characters. Feature values
for free features may not contain the '<tt>&lt;</tt>' character.</p>
<p>A <em>property</em> is a (feature,value) pair, expressed as
&lt;feature&gt;value.</p>
<p>A <em>subfeature</em> is a feature which only exists in the presence
of its parent feature, and whose identity can be derived (in the context
of its parent) from its value. A subfeature's parent can never be another
subfeature. Thus, features and their subfeatures form a two-level
hierarchy.</p>
<p>A <em>value-string</em> for a feature <b>F</b> is a string of the form
<tt>value-subvalue1-subvalue2</tt>...<tt>-subvalueN</tt>, where
<tt>value</tt> is a legal value for <b>F</b> and
<tt>subvalue1</tt>...<tt>subvalueN</tt> are legal values of some of
<b>F</b>'s subfeatures. For example, the properties
<tt>&lt;toolset&gt;gcc &lt;toolset-version&gt;3.0.1</tt> can be expressed
more conscisely using a value-string, as
<tt>&lt;toolset&gt;gcc-3.0.1</tt>.</p>
<p>A <em>property set</em> is a set of properties (i.e. a collection
without dublicates), for instance: <tt>&lt;toolset&gt;gcc
&lt;runtime-link&gt;static</tt>.</p>
<p>A <em>property path</em> is a property set whose elements have been
joined into a single string separated by slashes. A property path
representation of the previous example would be
<tt>&lt;toolset&gt;gcc/&lt;runtime-link&gt;static</tt>.</p>
<p>A <em>build specification</em> is a property set which fully describes
the set of features used to build a target.</p>
<h4><a name="property_validity">Property Validity</a></h4>
For <a href="#free">free</a> features, all values are valid. For all
other features, the valid values are explicitly specified, and the build
system will report an error for the use of an invalid feature-value.
Subproperty validity may be restricted so that certain values are valid
only in the presence of certain other subproperties. For example, it is
possible to specify that the <code>&lt;gcc-target&gt;mingw</code>
property is only valid in the presence of
<code>&lt;gcc-version&gt;2.95.2</code>.
<h4><a name="feature_attributes">Feature Attributes</a></h4>
<p>Each feature has a collection of zero or more of the following
attributes. Feature attributes are low-level descriptions of how the
build system should interpret a feature's values when they appear in a
build request. We also refer to the attributes of properties, so that a
<i>incidental</i> property, for example, is one whose feature is has the
<i>incidental</i> attribute.</p>
<ul>
<li>
<em>incidental</em>
<p>Incidental features are assumed not to affect build products at
all. As a consequence, the build system may use the same file for
targets whose build specification differs only in incidental
features. A feature which controls a compiler's warning level is one
example of a likely incidental feature.</p>
<p>Non-incidental features are assumed to affect build products, so
the files for targets whose build specification differs in
non-incidental features are placed in different directories as
described in <a href="#target_paths">target paths</a> below.</p>
</li>
<li>
<em>propagated</em>
<p id="propagated_features">Features of this kind are propagated to
dependencies. That is, if a <a href="#main_target">main target</a> is
built using a propagated property, the build systems attempts to use
the same property when building any of its dependencies as part of
that main target. For instance, when an optimized exectuable is
requested, one usually wants it to be linked with optimized
libraries. Thus, the <tt>&lt;optimization&gt;</tt> feature is
propagated.</p>
</li>
<li>
<em><a name="free">free</a></em>
<p>Most features have a finite set of allowed values, and can only
take on a single value from that set in a given build specification.
Free features, on the other hand, can have several values at a time
and each value can be an arbitrary string. For example, it is
possible to have several preprocessor symbols defined
simultaneously:</p>
<pre>
&lt;define&gt;NDEBUG=1 &lt;define&gt;HAS_CONFIG_H=1
</pre>
<br>
</li>
<li>
<em>optional</em>
<p>An optional feature is a feature which is not required to appear
in a build specification. Every non-optional non-free feature has a
default value which is used when a value for the feature is not
otherwise specified, either in a target's requirements or in the
user's build request. [A feature's default value is given by the
first value listed in the feature's declaration. -- move this
elsewhere - dwa]</p>
</li>
<li>
<em>symmetric</em>
<p>A symmetric feature's default value is not automatically included
in <a href="#variants">build variants</a>. Normally a feature only
generates a subvariant directory when its value differs from the
value specified by the build variant, leading to an assymmetric
subvariant directory structure for certain values of the feature. A
symmetric feature, when relevant to the toolset, always generates a
corresponding subvariant directory.</p>
</li>
<li>
<em>path</em>
<p>The value of a path feature specifies a path. The path is treated
as relative to the directory of Jamfile where path feature is used
and is translated appropriately by the build system when the build is
invoked from a different directory</p>
</li>
<li>
<em>implicit</em>
<p>Values of implicit features alone identify the feature. For
example, a user is not required to write "&lt;toolset&gt;gcc", but
can simply write "gcc". Implicit feature names also don't appear in
variant paths, although the values do. Thus: bin/gcc/... as opposed
to bin/toolset-gcc/.... There should typically be only a few such
features, to avoid possible name clashes.</p>
</li>
<li>
<em>composite</em>
<p>Composite features actually correspond to groups of properties.
For example, a build variant is a composite feature. When generating
targets from a set of build properties, composite features are
recursively expanded and <em>added</em> to the build property set, so
rules can find them if neccessary. Non-composite non-free features
override components of composite features in a build property
set.</p>
</li>
<li>
<em>link-incompatible</em>
<p>See <a href="#link_compatibility">below</a>.</p>
</li>
<li>
<em>dependency</em>
<p>The value of dependency feature if a target reference. When used
for building of a main target, the value of dependency feature is
treated as additional dependency.</p>
<p>For example, dependency features allow to state that library A
depends on library B. As the result, whenever an application will
link to A, it will also link to B. Specifying B as dependency of A is
different from adding B to the sources of A.
<!-- Need to clarify this. -->
</p>
</li>
</ul>
<p>Features which are neither free nor incidental are called
<em>base</em> features.</p>
<p>TODO: document active features..</p>
<h4><a name="feature_declaration">Feature Declaration</a></h4>
The low-level feature declaration interface is the <tt>feature</tt> rule
from the <tt>feature</tt> module:
<pre>
rule feature ( name : allowed-values * : attributes * )
</pre>
A feature's allowed-values may be extended wit The build system will
provide high-level rules which define features in terms of valid and
useful combinations of attributes.
<h3><a name="variants">Build Variants</a></h3>
A build variant, or (simply variant) is a special kind of composite
feature which automatically incorporates the default values of features
that . Typically you'll want at least two separate variants: one for
debugging, and one for your release code. [ Volodya says: "Yea, we'd need
to mention that it's a composite feature and describe how they are
declared, in pacticular that default values of non-optional features are
incorporated into build variant automagically. Also, do we wan't some
variant inheritance/extension/templates. I don't remember how it works in
V1, so can't document this for V2.". Will clean up soon -DWA ]
<h4 id="link_compatibility">Link compatible and incompatible
properties</h4>
<p>When the build system tries to generate a target (such as library
dependency) matching a given build request, it may find that an exact
match isn't possible &mdash; for example, the target may impose additonal
build requirements. We need to determine whether a buildable version of
that target can actually be used.</p>
<p>The build request can originate in many ways: It may come directly
from the user's command-line, from a dependency of a main target upon a
library, or from a dependency of a target upon an executable used to
build that target, for example. For each way, there are different rules
whether we can use a given subvariant or not. However we currently only
assume linking and therefore use a simple approach described in the
following paragraph.</p>
<p>In general, there are many possible situations: a libary which is
dependency of a main target and should be linked into it, target which is
directly requested on the command line, or build executable which is used
in the build process itself. At this moment we use a simple approach.</p>
<p>Two property sets are called <em>link-compatible</em> when targets
with those property sets can be used interchangably. In turn, two
property sets are link compatible when there's no link-incompatible
feature which has different values in those property sets. Whenever
requested and actual properties are link-compatible, it's OK. Otherwise,
it's an error.</p>
<h4 id="property_refinement">Definition of property refinement</h4>
<p>When a target with certain properties is requested, and that target
requires some set of properties, it is needed to find the set of
properties to use for building. This process is called <em>property
refinement</em> and is performed by these rules</p>
<ol>
<li>If original properties and required properties are not
link-compatible, refinement fails.</li>
<li>Each property in the required set is added to the original property
set</li>
<li>If the original property set includes property with a different
value of non free feature, that property is removed.</li>
</ol>
<h4 id="conditional_properties">Conditional properties</h4>
<p>Sometime it's desirable to apply certain requirements only for
specific combination of other properties. For example, one of compilers
that you use issues a poinless warning that you want to suppress by
passing a command line option to it. You would not want to pass that
option to other compilers. Condititional properties allow to do that.
Their systax is:</p>
<pre>
property ( "," property ) * ":" property
</pre>
For example, the problem above would be solved by:
<pre>
exe hello : hello.cpp : &lt;toolset&gt;yfc:&lt;cxxflags&gt;-disable-pointless-warning ;
</pre>
<h3><a name="initialization">Initialization</a></h3>
<p>bjam's first job upon startup is to load the Jam code which implements
the build system. To do this, it searches for a file called
"boost-build.jam", first in the invocation directory, then in its parent
and so forth up to the filesystem root, and finally in the directories
specified by the environment variable BOOST_BUILD_PATH. When found, the
file is interpreted, and should specify the build system location by
calling the boost-build rule:</p>
<pre>
rule boost-build ( location ? )
</pre>
If location is a relative path, it is treated as relative to the
directory of boost-build.jam. The directory specified by location and
directories in BOOST_BUILD_PATH are then searched for a file called
bootstrap.jam which is interpreted and is expected to bootstrap the build
system. This arrangement allows the build system to work without any
command-line or environment variable settings. For example, if the build
system files were located in a directory "build-system/" at your project
root, you might place a boost-build.jam at the project root containing:
<pre>
boost-build build-system ;
</pre>
In this case, running bjam anywhere in the project tree will
automatically find the build system.
<p>The default "bootstrap.jam", after loading some standard definitions,
loads two files, which can be provided/customised by user:
"site-config.jam" and "user-config.jam".</p>
<p>Locations where those files a search are summarized below:</p>
<table id="config_files_location" align="center" summary=
"search paths for configuration files">
<caption>
search paths for configuration files
</caption>
<tr>
<td>
</td>
<td>site-config.jam</td>
<td>user-config.jam</td>
</tr>
<tr>
<td>Linux</td>
<td>/etc<br>
$HOME<br>
$BOOST_BUILD_PATH</td>
<td>$HOME<br>
$BOOST_BUILD_PATH</td>
</tr>
<tr>
<td>Windows</td>
<td>$SystemRoot<br>
$HOME<br>
$BOOST_BUILD_PATH</td>
<td>$HOME<br>
$BOOST_BUILD_PATH</td>
</tr>
</table>
Boost.Build comes with default versions of those files, which can serve
as templates for customized versions.
<h3><a name="command_line">Command line</a></h3>
<p>The command line may contain:</p>
<ul>
<li>Jam options,</li>
<li>Boost.Build <a href="#command_line_options">options</a>,</li>
<li>Command line arguments</li>
</ul>
<h4 id="command_line_arguments">Command line arguments</h4>
Command line arguments specify targets and build request using the
following rules.
<ul>
<li>An argument which does not contain slashes or the "=" symbol is
either a value of an implicit feature, or target to be built. It is
taken to be value of a feature if appropriate feature exists.
Otherwise, it is considered a <a href="#target_id">target id</a>.
Special target name "clean" has the same effect as "--clean"
option.</li>
<li>
An argument with either slashes or the "=" symbol specifies a number
of <a href="#build_request">build request</a> elements. In the
simplest form, it's just a set of properties, separated by slashes,
which become a single build request element, for example:
<pre>
borland/&lt;runtime-link&gt;static
</pre>
More complex form is used to save typing. For example, instead of
<pre>
borland/runtime-link=static borland/runtime-link=dynamic
</pre>
one can use
<pre>
borland/runtime-link=static,dynamic
</pre>
Exactly, the conversion from argument to build request elements is
performed by (1) splitting the argument at each slash, (2) converting
each split part into a set of properties and (3) taking all possible
combination of the property sets. Each split part should have the
either the form
<pre>
<em>feature-name</em>=<em>feature-value1</em>[","<em>feature-valueN</em>]*
</pre>
or, in case of implict feature
<pre>
<em>feature-value1</em>[","<em>feature-valueN</em>;]*
</pre>
and will be converted into property set
<pre>
&lt;feature-name&gt;feature-value1 .... &lt;feature-name&gt;feature-valueN
</pre>
</li>
</ul>
For example, the command line
<pre>
target1 debug gcc/runtime-link=dynamic,static
</pre>
would cause target called <tt>target1</tt> to be rebuild in debug mode,
except that for gcc, both dynamically and statically linked binaries
would be created.
<h4 id="command_line_options">Command line options</h4>
<p>All of the Boost.Build options start with the "--" prefix. They are
described in the following table.</p>
<table align="center">
<caption>
Command line options
</caption>
<thead>
<tr>
<th>Option</th>
<th>Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><tt>--version</tt></td>
<td>Prints information on Boost.Build and Boost.Jam versions.</td>
</tr>
<tr id="help_option">
<td><tt>--help</tt></td>
<td>Access to the online help system. This prints general
information on how to use the help system with additional --help*
options.</td>
</tr>
<tr>
<td><tt>--clean</tt></td>
<td>Removes everything instead of building. Unlike <tt>clean</tt>
target in make, it is possible to clean only some targets.</td>
</tr>
<tr>
<td><tt>--debug</tt></td>
<td>Enables internal checks.</td>
</tr>
<tr>
<td><tt>--dump-projects</tt></td>
<td>Cause the project structure to be output.</td>
</tr>
<tr>
<td><tt>--no-error-backtrace</tt></td>
<td>Don't print backtrace on errors. Primary usefull for
testing.</td>
</tr>
<tr>
<td><tt>--ignore-config</tt></td>
<td>Do not load <tt>site-config.jam</tt> and
<tt>user-config.jam</tt></td>
</tr>
</tbody>
</table>
<h3><a name="projects">Projects</a></h3>
<p>Boost.Build considers every software it build as organized into
projects, each of which corresponds to a single Jamfile. Projects are
organized in a hierarchical structure, so each project may have a single
parent project and a number of subprojects.</p>
<p>Each project is also associated with <em>project root</em>. That's a
root for a tree of projects, which specifies some global properties.</p>
<h4>Project root</h4>
Project root for a projects is the nearest parent directory which
contains a file called <tt>project-root.jam</tt>. That file defines
certain properties which apply to all projects under project root. It
can:
<ul>
<li>configure toolsets, via call to <tt>toolset.using</tt></li>
<li>refer to other projects, via the <tt>use-project</tt> rule</li>
<li>declare constants, via the <tt>constant</tt> and
<tt>path-constant</tt> rules.</li>
</ul>
<h4>Project attributes</h4>
<p>For each project, there are several attributes.</p>
<p><em>Project id</em> is a short way to denote a project, as opposed to
the Jamfile's pathname. It is a hierarchical path, unrelated to
filesystem, such as "boost/thread". <a href="#target_id">Target
references</a> make use of project ids to specify a target.</p>
<p><em>Source location</em> specifies the directory where sources for the
project are located.</p>
<p><em>Project requirements</em> are requirements that apply to all the
targets in the projects as well as all subprojects.</p>
<p><em>Default build</em> is the build request that should be used when
no build request is specified explicitly.</p>
<p>The default values for those attributes are given in the table below.
In order to affect them, Jamfile may call the <tt>project</tt> rule. The
rule has this syntax:</p>
<pre>
project id : &lt;attributes&gt; ;
</pre>
Here, attributes is a sequence of (attribute-name, attribute-value)
pairs. The list of attribute names along with its handling is also shown
in the table below. For example, it it possible to write:
<pre>
project tennis
: requirements &lt;threading&gt;multi
: default-build release
;
</pre>
<table>
<tr>
<th>Attribute</th>
<th>Name for the 'project' rule</th>
<th>Default value</th>
<th>Handling by the 'project' rule</th>
</tr>
<tr>
<td>Project id</td>
<td>none</td>
<td>none</td>
<td>Assigned from the first parameter of the 'project' rule. It is
assumed to denote absolute project id.</td>
</tr>
<tr>
<td>Source location</td>
<td><tt>source-location</tt></td>
<td>The location of jamfile for the project</td>
<td>Sets to the passed value</td>
</tr>
<tr>
<td>Requirements</td>
<td><tt>requirements</tt></td>
<td>The parent's requirements</td>
<td>The parent's requirements are refined with the passed requirement
and the result is used as the project requirements.</td>
</tr>
<tr>
<td>Default build</td>
<td><tt>default-build</tt></td>
<td>none</td>
<td>Sets to the passed value</td>
</tr>
<tr>
<td>Build directory</td>
<td><tt>build-dir</tt></td>
<td>If parent has a build dir set, the value of it, joined with the
relative path from parent to the current project. Otherwise,
empty</td>
<td>Sets to the passed value, interpreted as relative to the
project's location.</td>
</tr>
</table>
<h4>Project relationship</h4>
<p>There are three kinds of project relationships.</p>
<p>First is parent-child. This relationship is established implicitly:
parent directories of a project are searched, and the first found Jamfile
is assumed to define the parent project. The parent-child relationship
affects only attribute values for the child project.</p>
<p>Second is build relationship. Some project may request to recursively
build other projects. Those project need not be child projects. The
<tt>build-project</tt> rule is used for that:</p>
<pre>
build-project src ;
</pre>
<p>The third kind is the 'use' relationship. In means that one project
uses targets from another. It is possible to just refer to target in
other projects using target id. However, if target id uses project id, it
is required that the project id is known. The <tt>use-project</tt> rule
is employed to guarantee that.</p>
<pre>
use-project ( id : location )
</pre>
It loads the project at the specified location, which makes its project
id available in the project which invokes the rule. It is required that
the <tt>id</tt> parameter passed to the <tt>use-project</tt> rule be
equal to the id that the loaded project declared. At this moment, the
<tt>id</tt> paremeter should be absolute project id.
<h3><a name="targets">Targets</a></h3>
<p>There are two user-visible kinds of targets in Boost.Build. First are
"abstract" &mdash; they correspond to things declared by user, for
example, projects and executable files. The primary thing about abstract
target is that it's possible to request them to be build with a
particular values of some properties. Each combination of properties may
possible yield different set of real file, so abstract target do not have
a direct correspondence with files.</p>
<p>File targets, on the contary, are associated with concrete files.
Dependency graphs for abstract targets with specific properties are
constructed from file targets. User has no was to create file targets,
however it can specify rules that detect file type for sources, and also
rules for transforming between file targets of different types. That
information is used in constructing dependency graph, as desribed in the
<a href="#generators">next section</a>. <b>Note:</b>File targets are not
the same as targets in Jam sense; the latter are created from file
targets at the latest possible moment. <b>Note:</b>"File target" is a
proposed name for what we call virtual targets. It it more understandable
by users, but has one problem: virtual targets can potentially be
"phony", and not correspond to any file.</p>
<h4>Main targets and main target alternatives</h4>
<p id="main_target"><em>Main target</em> is a named entity which can be
build, for example a named executable file. To declare a main target,
user invokes some of the <a href="#main_target_rules">main target
rules</a>, passing it things like list of sources and requirements.</p>
<p>It is possible to have different list of sources for different
toolsets, therefore it is possible to invoke main target rules several
times for a single main target. For example:</p>
<pre>
exe a : a_gcc.cpp : &lt;toolset&gt; ;
exe a : a.cpp ;
</pre>
Each call to the 'exe' rule defines a new <em>main target
alternative</em> for the main target <tt>a.exe</tt>. In this case, the
first alternative will be used for the <tt>gcc</tt> toolset, while the
second alternative will be used in other cases. TODO: document the exact
selection method under "Build process" below.
<h4 id="target_id">Target identifiers and references</h4>
<p><em>Target identifier</em> is used to denote a target. It is described
by the following grammar:</p>
<pre>
target-id -&gt; project-reference local-target-name
project-reference -&gt; [jamfile-location] [ "@" [project-id] ]
jamfile-location -&gt; pathname
project-id -&gt; pathname
local-target-name -&gt; identifier
</pre>
For example, valid target ids might be:
<pre>
a
lib/b
@/boost/thread
/home/ghost/build/lr_library@parser/lalr1
</pre>
To map the target id into target, the project where that target is
contained is first found:
<ol>
<li>If <tt>project-reference</tt> is empty, then the current project is
used &mdash; i.e. the project there the target id occurs.</li>
<li>If the project id is absolute, the project with that id is
used.</li>
<li>If the project id is relative, it is treated relatively to
project-id of the project at <tt>jamfile-location</tt>. If that project
does not declare project id, it is an error.</li>
</ol>
After that, the target given by <tt>local-target-name</tt> in the found
project is used.
<p id="target_reference"><em>Target reference</em> is used to specify a
source target, and may additionally specify desired properties for that
target. It has this syntax:</p>
<pre>
target-reference -&gt; target-id [ "/" requested-properties ]
requested-properties -&gt; property-path
</pre>
For example,
<pre>
exe compiler : compiler.cpp libs/cmdline/&lt;optimization&gt;space ;
</pre>
would cause the version of <tt>cmdline</tt> library, optimized for space,
to be linked in even if the <tt>compiler</tt> executable is build with
optimization for speed.
<h5>Ambiguity resolution</h5>
<p>Target reference may have the same form as a pathname, for example
<tt>lib/a</tt>. In order to determine if this is target reference or
pathname, it is checked if there's a jamfile in the specified path. If
there is one, it is loaded and if the specified target is declared by
that project it is used. Otherwise, we just treat the target reference as
a file name.</p>
<h4>File targets</h4>
As described above, file targets corresponds to files that Boost.Build
manages. User's may be concerned about file targets in three ways: when
declaring file target types, when declaring transformations between
types, and when determining where file target will be placed. File
targets can also be connected with actions, that determine how the target
is created. Both file targets and actions are implemented in the
<tt>virtual-target</tt> module.
<h5>Types</h5>
A file target can be given a file, which determines what transformations
can be applied to the file. The <tt>type.register</tt> rule declares new
types. File type can also be assigned a scanner, which is used to find
implicit dependencies. See <a href="#dependency_scanning">dependency
scanning</a> below.
<h4>Target paths</h4>
<p>To distinguish targets build with different properties, they are put
in different directories. Rules for determining target paths are given
below:</p>
<ol>
<li>All targets are placed under directory corresponding to the project
where they are defined.</li>
<li>Each non free, non incidental property cause an additional element
to be added to the target path. That element has the form
<tt>&lt;feature-name&gt;-&lt;feature-value&gt;</tt> for ordinary
features and <tt>&lt;feature-value&gt;</tt> for implicit ones. [Note
about composite features].</li>
<li>If the set of free, non incidental properties is different from the
set of free, non incidental properties for the project in which the
main target that uses the target is defined, a part of the form
<tt>main_target-&lt;name&gt;</tt> is added to the target path.
<b>Note:</b>It would be nice to completely track free features also,
but this appears to be complex and not extremely needed.</li>
</ol>
<p>For example, we might have these paths:</p>
<pre>
debug/optimization-off
debug/main-target-a
</pre>
<h3 id="build_request">Build request</h3>
<h3><a name="build_process">Build process</a></h3>
<p>Given a list of targets ids and a build request, building goes this
way. First, for each id we obtain the abstract targets corresponding to
it. This also loads all necessary projects. If no target id is given,
project in the current directory is used. Build request is expanded, and
for each resulting property set, the <tt>generate</tt> method of all
targets is called, which yields a list of virtual targets. After that all
virtual targets are actualized, and target "all" is set to depend on all
created actual targets. Lastly, depending on whether <tt>--clean</tt>
option was given, either target "all" or target "clean" is updated.
Generation of virtual target from abstract one is performed as
follows:</p>
<ul>
<li>For project targets, all of main targets are generated with the
same properties. Then all projects referred via "build-project" are
generated as well. If it's not possible to refine requested properties
with project requirements, the project is skipped.</li>
<li>
For main target, steps are:
<ol>
<li>All main target alternatives which requirements are satisfied
by the build request are enumerated.</li>
<li>If there are several such alternatives, the one which longer
requirements list is selected.</li>
</ol>
</li>
<li>
For each selected alternative
<ol>
<li>Each target reference in the source list are recursively
constructed.</li>
<li>Properties are refined with alternative's requirements, and
active features in the resulting set are executed.</li>
<li>Conditional properties are evaluated.</li>
<li>The dependency graph for the target is constructed in a way
which depends on the kind of main target, typically using
generators.</li>
</ol>
</li>
</ul>
<h3 id="generators">Generators</h3>
<p>To construct a main target with given properties from sources, it is
required to create a dependency graph for that main target, which will
also include actions to be run. The algorithm for creating the dependency
graph is described here.</p>
<p>The fundamental concept is <em>generator</em>. If encapsulates the
notion of build tool and is capable to converting a set of input targets
into a set of output targets, with some properties. Generator matches a
build tool as closely as possible: it works only when the tool can work
with requested properties (for example, msvc compiler can't work when
requested toolset is gcc), and should produce exactly the same targets as
the tool (for example, if Borland's linker produces additional files with
debug information, generator should also).</p>
<p>Given a set of generators, the fundamental operation is to construct a
target of a given type, with given properties, from a set of targets.
That operation is performed by rule <tt>generators.construct</tt> and the
used algorithm is described below.</p>
<h4>Selecting and ranking viable generators</h4>
<p>Each generator, in addition to target types that it can produce, have
attribute that affects its applicability in particular sitiation. Those
attributes are:</p>
<ol>
<li>Required properties, which are properties absolutely necessary for
the generator to work. For example, generator encapsulating the gcc
compiler would have &lt;toolset&gt;gcc as required property.</li>
<li>Optional properties, which increase the generators suitability for
a particual build.</li>
</ol>
Generator's required and optional properties may not include either free
or incidental properties. (Allowing this would greatly complicate caching
targets).
<p>When trying to construct a target, the first step is to select all
possible generators for the requested target type, which required
properties are a subset of requested properties. Generators which were
already selected up the call stack are excluded. In addition, if any
composing generators were selected up the call stack, all other composing
generators are ignored (TODO: define composing generators). The found
generators assigned a rank, which is the number of optional properties
present in requested properties. Finally, generators with highest rank
are selected for futher processing.</p>
<h4>Running generators</h4>
<p>When generators are selected, each is run to produce a list of created
targets. This list might include targets which are not of requested
types, because generators create the same targets as some tool, and
tool's behaviour is fixed. (Note: should specify that in some cases we
actually want extra targets). If generator fails, it returns an empty
list. Generator is free to call 'construct' again, to convert sources to
the types it can handle. It also can pass modified properties to
'constuct'. However, a generator is not allowed to modify any propagated
properties, otherwise when actually consuming properties we might
discover that the set of propagated properties is different from what was
used for building sources.</p>
<p>For all targets which are not of requested types, we try to convert
them to requested type, using a second call to <tt>construct</tt>. This
is done in order to support transformation sequences where single source
file expands to several later. See <a href=
"http://groups.yahoo.com/group/jamboost/message/1667">this message</a>
for details.</p>
<h4>Selecting dependency graph</h4>
After all generators are run, it is necessary to decide which of
successfull invocation will be taken as final result. At the moment, this
is not done. Instead, it is checked whether all successfull generator
invocation returned the same target list. Error is issued otherwise.
<h4>Property adjustment</h4>
<p>Because target location is determined by the build system, it is
sometimes necessary to adjust properties, in order to not break actions.
For example, if there's an action which generates a header, say
"a_parser.h", and a source file "a.cpp" which includes that file, we must
make everything work as if a_parser.h is generated in the same directory
where it would be generated without any subvariants.</p>
<p>Correct property adjustment can be done only after all targets are
created, so the approach taken is:</p>
<ol>
<li>When dependency graph is constructed, each action can be assigned a
rule for property adjustment.</li>
<li>When virtual target is actualized, that rule is run and return the
final set of properties. At this stage it can use information of all
created virtual targets.</li>
</ol>
<p>In case of quoted includes, no adjustment can give 100% correct
results. If target dirs are not changed by build system, quoted includes
are searched in "." and then in include path, while angle includes are
searched only in include path. When target dirs are changed, we'd want to
make quoted includes to be search in "." then in additional dirs and then
in the include path and make angle includes be searched in include path,
probably with additional paths added at some position. Unless, include
path already has "." as the first element, this is not possible. So,
either generated headers should not be included with quotes, or first
element of include path should be ".", which essentially erases the
difference between quoted and angle includes. <b>Note:</b> there only way
to get "." as include path into compiler command line is via verbatim
compiler option. In all other case, Boost.Build will convert "." into
directory where it occurs.</p>
<h4>Transformations cache</h4>
Under certain conditions, an attempt is made to cache results of
transformation search. First, the sources are replaced with targets with
special name and the found target list is stored. Later, when properties,
requested type, and source type are the same, the store target list is
retrieved and cloned, with appropriate change in names.
<h4 id="dependency_scanning">Dependency scanning</h4>
<p>Dependency scanning is the process of finding implicit dependencies
due to "include" statements and similar things. It has to take into
account two things:</p>
<ul>
<li>Whether includes in a particular file need to be taken into account
depends on actions that use that file. For example, if the action is
"copy file", then includes should be ignored. Another example is when a
file is compiled with two different include paths on different
toolsets.</li>
<li>It is possible to include generated header. In which case, it may
not yet exist at the time when we scan dependencies.</li>
</ul>
<p>Dependency scanning is implemented by objects called scanners. See
documentation for the "scanner" module to detail.</p>
<p>Regarding the first problem, we really have no choice. We can't treat
the same actual target differently depending on from where it is used.
Therefore, when handling of includes differers depending on actions, we
have to duplicate targets and assign different properties to it.</p>
<p>For the reason, when actualizing a virtual target we optionally pass
the needed scanner to the "virtual-target.actualize" method. When no
scanner is passed, a new actual target is created, with it's dependencies
and updating actions set accordingly. When a particular scanner is
specified, a new actual target is created. That target will depend on
target created without scanner. In effect, this will allow to use
different scanners for the same file.</p>
<h5>Generated headers</h5>
Let me explain what I find the right semantic, first without any
subvariants. We have a target "a.cpp" which includes "a_parser.h", we
have to search through all include directories, checking:
<ol>
<li>If there's such file there, or</li>
<li>If there's a target of the same name, bound to that dir via
LOCATE_TARGET.</li>
</ol>
Jam allows to do 1 via SEARCH variable, but that's not enough. Why can't
we do simpler: first check if there's target of the same name? I.e.
including of "a_parser.h" will already pick generated "a_parser.h",
regardless of search paths? Hmm... just because there's no reason to
assume that. For example, one can have an action which generated some
"dummy" header, for system which don't have the native one. Naturally, we
don't want to depend on that generated headers. To implement proposed
semantic we'd need a new builtin. We can do this in Jam code, but really,
this belongs to core. Using GLOB and jam code would just duplicate
existing binding functionality and be inefficient. New builtin will
accept a name of new target and a list of directories. It will perform
the search as explained above and return either the name of exising
target that it found, or create a new target with that name that it was
passed. So, we'd write something like
<blockquote>
<pre>
INCLUDES $(&lt;) : [ SEARCH_FOR_TARGET $(&gt;) : $(SEARCH_PATH) ] ;
</pre>
</blockquote>
What shall we do when using subvariants. For user, subvariants must be
more or less transparent. If without subvariant a header was generated to
a certain directory, everything must work. Suppose that file a.cpp
belongs to a dependency graph of main target a. Include paths are
<blockquote>
<pre>
"/usr/include" "/home/t" "."
</pre>
</blockquote>
We start by finding all places where headers that are part of a's
dependency graph are generated. We insert those places to the include
paths, immediately after ".". For example, we might end with:
<blockquote>
<pre>
"/usr/include" "/home/t" "." "build"
</pre>
</blockquote>
As a result:
<ol>
<li>File "a.cpp" will be correctly compiled. Note that it's already
necessary to adjust paths to ensure this. We'll have to add target
paths for all generated headers, because determining the exact set of
additional include path for each source -- i.e the set of headers that
it uses --- will be hard.</li>
<li>With the proposed SEARCH_FOR_TARGET rule, dependency on generated
header will work magically --- it would find the "a_parser.h" target
bound via LOCATE_TARGET to "build" and we'll call INCLUDE on that found
target, instread of creating a completely unrelated one.</li>
</ol>
<hr>
<p class="revision">Last modified: Oct 10, 2002</p>
<p>&copy; Copyright Vladimir Prus 2002. Permission to copy, use, modify,
sell and distribute this document is granted provided this copyright
notice appears in all copies. This document is provided ``as is'' without
express or implied warranty, and with no claim as to its suitability for
any purpose.</p>
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