Manage 3rd party libraries installation C++ - python

I am wondering how to intelligently manage the building and installation for some of our 3rd party C++ dependencies on Linux(Ubuntu). The way I currently have it set up is a git-lfs with all the necessary compressed 3rd party sources. I then use a shell script I wrote to install all the necessary system dependencies and then unzip and build the desired library. This shell script also takes care setting up all the paths so that our source code can easily link to the 3rd party libraries.
Example commands for our script are ./install opencv or ./install everything
However, over the months the script has gotten quite large and breaks sometimes when certain libraries are already installed or other minor issues. Thus I would like to replace it with something a bit more intelligent and useful. I have currently been looking into writing some kind of python script, but just changing the language from shell to python is not that big of an advantage. So I am looking if there are any specific python libraries that can help me with managing these libraries.
I have looked into things like chef and other automated builds stuff, but that is overkill for the small project I am working on.
I was wondering what other people used for this 3rd party management stuff, as sadly C++ does not have anything like pip.

I use jhbuild for this kind of thing (if I understand what you are doing correctly). It came out of the GNOME project (they use it to build the whole desktop from source), but it's easy to customize for any set of projects. The jhbuild packaged in recent Ubuntus works fine.
You write a little XML to describe each project: where to download the sources, what patches to apply, what configure flags to use, what projects it depends on, and so on; then when you enter jhbuild build mything it works out what to build and in what order and gets on with it. It's reasonably smart about changes, so if you edit a source file in one of the projects that makes up your stack, it'll only rebuild the affected parts.
For example, I have this for fftw3, the excellent fast Fourier transform library:
<autotools id="fftw3"
autogen-sh="configure"
autogenargs="--disable-static --enable-shared --disable-threads"
>
<branch
repo="fftw"
module="fftw-3.3.4.tar.gz"
/>
<dependencies>
<dep package="libiconv"/>
</dependencies>
</autotools>
With probably obvious meanings. That's building from a release tarball, but it can build from git as well. It's happy with cmake projects. jhbuild is written in Python, so it's simple to customize. Thanks to GNOME, many common libraries are included.
I actually use it to build Windows binaries. You can set it up to build everything with a cross-compiler, then put it inside Docker. It makes it a one-liner for anyone to be able to build a large and complex application on (almost) any platform. You can use it to do automated nightly builds as well, of course.
There are probably better things around, but it has worked well for me.

Related

How do I make a macOS app out of my Python program?

I've made this question because I had to go through the whole process of creating my own application using Apple's somewhat lacking documentation, and without the use of py2app. I wanted to create the whole application structure so I know exactly what was inside, as well as create an installer for it. The latter of these is still a mystery, so any additional answers with information on making a custom installer would be appreciated. As far as the actual "bundle" structure goes, however, I think I've managed to get the basics down. See the answer below.
Edit: A tutorial has been linked at the end of this answer on using PyInstaller; I don't know how much it helps as I haven't used it yet, but I have yet to figure out how to make a standalone Python application without the use of a tool like this and it may just be what you're looking for if you wish to distribute your application without relying on users knowing how to navigate their Python installations.
A generic application is really just a directory with a .app extension. So, in order to build your application, just make the folder without the extension first. You can rename it later when you're finished putting it all together. Inside this main folder will be a Contents folder, which will hold everything your application needs. Finally, inside Contents, you will place a few things:
Info.plist
MacOS
Resources
Frameworks
Here you can find some information on how to write your Info.plist file. Basically, this is where you detail information about your application.
Inside the MacOS you want to place your main executable. I'm not sure that it matters how you write it; at first, I just had a shell script that called python3 ./../Resources/MyApp.py. I didn't think this was very neat though, so eventually I called the GUI from a Python script which became my executable (I used Tkinter to build my application's GUI, and I wrote several modules which I will get to later). So now, my executable was a Python script with a shebang pointing to the Python framework in my application's Frameworks folder, and this script just created an instance of my custom Tk() subclass and ran the mainloop. Both methods worked, though, so unless someone points out a reason to choose one method over the other, feel free to pick. The one thing that I believe is necessary, is that you name your executable the SAME as your application (before adding the .app). That, I believe, is the only way that MacOS knows to use that file as your application's executable. Here is a source that describes the bundle structure in more detail; it's not a necessary read unless you really want to get into it.
In order to make your executable run smoothly, you want to make sure you know where your Python installation is. If you're like me, the first thing you tried doing on your new Mac was open up Terminal and type in python3. If this is the case, this prompted you to install the Xcode Command Line tools, which include an installation of Python 3.8.2 (most recent on Xcode 12). Then, this Python installation would be located at /usr/bin/python3, although it's actually using the Python framework located at
/Applications/Xcode.app/Developer/Library/Frameworks/Python3.framework/Versions/3.8/bin/python3
I believe, but am NOT CERTAIN, that you could simply make a copy of this framework and add it to your Frameworks folder in order to make the app portable. Make a copy of the Python3.framework folder, and add it to your app's Frameworks folder. A quick side note to be wary of; Xcode comes packaged with a lot of useful tools. In my current progress, the tool I am most hurting for is the Fortran compiler (that I believe comes as a part of GCC), which comes with Xcode. I need this to build SciPy with pip install scipy. I'm sure this is not the only package that would require tools that Xcode provides, but SciPy is a pretty popular package and I am currently facing this limitation. I think by copying the Python framework you still lose some of the symlinks that point to Xcode tools, so any additional input on this would be great.
In any case, locate the Python framework that you use to develop your programs, and copy it into the Frameworks folder.
Finally, the Resources folder. Here, place any modules that you wrote for your Python app. You also want to put your application's icon file here. Just make sure you indicate the name of the icon file, with extension, in the Info.plist file. Also, make sure that your executable knows how to access any modules you place in here. You can achieve this with
import os
os.chdir('./../Resources')
import MyModules
Finally, make sure that any dependencies your application requires are located in the Python framework site-packages. These will be located in Frameworks/Python3.framework/Versions/3.X.Y/lib/python3.x.y/site-packages/. If you call this specific installation of Python from the command line, you can use path/to/application/python3 -m pip install package and it should place the packages in the correct folder.
P.S. As far as building the installer for this application, there are a few more steps needed before your application is readily downloaded. For instance, I believe you need to use the codesign tool in order to approve your application for MacOS Gatekeeper. This requires having a developer license and manipulating certificates, which I'm not familiar with. You can still distribute the app, but anyone who downloads it will have to bypass the security features manually and it will seem a bit sketchy. If you're ready to build the installer (.pkg) file, take a look at the docs for productbuild; I used it and it works, but I don't yet know how to create custom steps and descriptions in the installer.
Additional resources:
A somewhat more detailed guide to the anatomy of a macOS app
A guide I found, but didn't use, on using codesign to get your app past Gatekeeper
A RealPython tutorial I found on using PyInstaller to build Python-based applications for all platforms

Install a CMake macro script from within a python package install script (using setup.py)

So I have a Python package – it’s all set up on PyPI, and on GitHub, no problem. This is something I’m relatively familiar with.
What is unknown to me is: the notion of installing a CMake script as part of the python package install process. The python package in question is a development tool – you use it to preprocess some of your C/C++/Obj-C/Obj-C++ source files and generate some predefined macros in a header – and it works well when it’s wrapped in a CMake macro (for example like so) and executed as part of a proper chain of dependencies.
For one, I am not sure how to approach this, as there seem to be significant differences between the setuptools sandbox stance and distutils’ willing systems-level installer integration – and then even if I did know how to go about setting things up correctly in setup.py, I can’t find a good precedent on where a CMake script pertaining to a Python package might live.
All thoughts and insights on the matter are welcome.
It took me a while to understand your question. If I understand correctly, what you are trying to do is provide the IodSymbolize.cmake in the standard installation location of cmake so that other users/projects who rely on your software(symbolizer) can use it in their build process. I think you are thinking in a good direction, trying to provide services for end users of your package. Good question!
Here is my understanding of how things work in the cmake world.
Say I am an end user who wants to use "symbolizer" executable. What I would do is
find_package(symbolizer). This would try to figure out the location of the executable and it would set certain variables which can be used in the build process.
You need to provide Findsymbolizer.cmake file.
Please take a look at : http://www.cmake.org/Wiki/CMake:How_To_Find_Libraries
Also look at the Find*.cmake files provided in /usr//share/cmake/Modules directory if you are Unix/Linux platform.
Once the Findsymbolizer.cmake file is working properly, send it to the cmake mailing list for review. Once accepted it can be packaged in the next release of cmake. Then your module is usable with cmake. Hope I answered your question. Please update if you need more info.

Tools for continuous integration with Python

My project is based on only Python code.We are using multiple tool for pylint,profiler for improving the code quality.So each developer need to run individually run this Tool.I am planning to integrate all tools into single script or tool. We generally integrate new tool in hudson build tool in c++ But I am not sure is it possible in Python as I recently move to Python.So I have very basic question.
I have searched into Python and found many build tool But I could not figure out any one which can use be for integrate to plug-in.
Do we have any tool which can do our purpose and not require to have build functionality.
Somebody suggest me to write shell script rather than look for any tool.
As of now, we are not using any build tool in Python.
You'd better follow #WoLpH comment on how to configure hudson. And I strongly advice you to switch to Jenkins, as it has a more active developer community than hudson.
About using a build tool in python, it depends on the complexity of the project you want to deploy:
if it is a project that has only simple python dependencies, you'd better use virtualenv ;
if you need to checkout some private repositories, or make more complex arrangements on your repositories (or if you don't want to mess your shell's environment), then zc.buildout is for you ;
if what you want is something closer to Makefile, but that you can use in a more extensible and pythonic way, then you'd better have a look at scons
In either way, you'll need to make a setup.py, and add support for unit testing. For unit testing in python, you'd better have a look at nose.py.
Once you chose your weapons and configured your environment, jenkins (or hudson if you want to keep the old one) is pretty easy to configure.

Installing a Python program on Linux

I wrote a Python program. I would like to add to it an installation script that will set up everything necessary - like desktop icon, entry in the menu, home directory file, etc.
I'm working on Linux (ubuntu). When a Python program is installed, what needs to happen in general? I know that it probably depends on the nature of the program.
Can you give me some general ideas? Or, point me in the right direction? I have no idea how to look for this on Google.
Thanks
If it's a Python program you're trying to package, you should consider using its 'standard' distribution framework distutils. I can't replicate the entire document here but I'd recommend that you read it. Once you're done with that, check out the Hitchhikers guide to packaging which contains details on distribute - the extensions to distutils that allow you to package and distribute more effectively.
You could create an rpm easily using checkinstall. Search for checkinstall in google and download it. It will allow you to create an rpm and set the options.
For Ubuntu if you want it to be easily distributable to other Ubuntu users it'll have to be packaged properly, which is no simple task. You might want to consult their Packaging Guide for more information.
Otherwise, generally speaking there are a few standard packaging options for Python. Setuptools is popular, but becoming reviled lately. Read James Bennett's blog post "On Packaging" for a decent in-depth look into the ups and downs of the Python packaging world.
How a program is launched and placed in the menu is determined by a .desktop file (you can read the specification or just look at some examples from /usr/share/applications). Properly installing a program (placing all files in the right directories and so on) requires either making a package like a deb or rpm, or you could use something like distutils or setuptools.
It may also help to just look at some (open source) examples of Python programs for Linux.

easy, straightforward way to package a python program for debian?

i'm having trouble navigating the maze of distribution tools for python and debian; cdbs, debhelper, python-support, python-central, blah blah blah ..
my application is a fairly straightforward one - a single python package (directory containing modules and a __init__.py), a script for running the program (script.py) and some icons (.png) and menu items (.desktop files).
from these files, how can i construct a simple, clean .deb file from scratch without using the nonsensical tools listed above?
i'm mainly targeting ubuntu, but would like it if the package worked on straight debian
python-stdeb should work for you. It's on Debian testing/unstable and Ubuntu (Lucid onwards). apt-get install python-stdeb
It is less a shortcut method than a tool that tries to generate as much of the source package as possible. It can actualy build a package that both works properly and is almost standards compliant. If you want your package to meet the quality standards for inclusion in Debian, Ubuntu, etc you will need to fill out files like debian/copyright, etc.
As much as people claim cdbs is really easy, I'd like to point out that the rules file Nick mentioned could easily have been done with debhelper7. Not to forget, dh7 can be customized far more easily than cdbs can.
#!/usr/bin/make -f
%:
dh $#
Note: You should check whether your package meets the Debian Policy, Debian Python Policy, etc before you submit to Debian. You will actually need to read documents for that - no shortcut.
First, the answer is that there is no straightforward way to make a dpkg, and the documentation is parceled out in a million tiny morsels from as many places. However, the ubuntu Python Packaging Guide is pretty useful.
For simple packages (ones easy to describe to setuptools), the steps are pretty simple once you have a debian control structure set up:
Run setup.py --sdist --prune and also make sure to set dist-dir to something reasonable
Invoke dpkg-buildpackage with the proper options for your package (probably -b at least)
You will need a debian/rules file for buildpackage to function from, but luckily the work is done for you if you use cdbs, you'll want something very similar to:
#!/usr/bin/make -f
DEB_PYTHON_SYSTEM := pysupport
include /usr/share/cdbs/1/rules/debhelper.mk
include /usr/share/cdbs/1/class/python-distutils.mk
If you're not using distutils, you might want to take a look at the DebianPython/Policy page on the wiki (under "CDBS + the hard way"). There is a pycentral option for DEB_PYTHON_SYSTEM as well, which you can google if you want to find some more information about.

Categories