Choosing between Scons and Waf in Large Projects - python

We are thinking about converting a really large project from using GNU Make to some more modern build tool. My current suggestion is to use SCons or Waf.
Currently:
Build times are around 15 minutes.
Around 100 developers.
About 10 percent of code is C/C++/Fortran rest is Ada (using gnatmake).
Potential hopes/gains on improvements are
Shared Compiler Cache to cut down build times and requires disk space
Easier maintenance
Does SCons scale well for this task? I've seen comments on it not scaling aswell as Waf. Those are however a couple of years old. Have scons gained in performanced the last years? If not, what is the reason for its bad performance compared to Waf.

I have been developing a tool chain for our company that is built around waf. It targets Fedora, Ubuntu, Arch, Windows, Mac OSX and will be rolled out to our embedded devices doing cross-compilation on various hosts.
We have found the way that waf allows contained extensibility through the tools, features and other methods has made it incredibly easy to customise and extend for our projects.
Personally, I think it is brilliant and find it nicely abstracts the interfaces to different tools that are integrated.
Unfortunately, I have no in-depth experience with Scons but lots with GNU Make/Autotools. Our decision to go with waf after evaluating build tools was that we needed something that worked well everywhere which made our build tool being backed by python and that it was fast. I based my decision on these results and went from there.

In the past, SCons wasnt as performant, but lots of improvements have been added since then.
I like both options and had to make the same decision about 6 months ago. I went with SCons since it appears to have a larger user and support base.
Here is a helpful link that compares SCons to other build tools.

I personally prefer Waf because it's more flexible and doesn't have the variant directory issue.
Waf
Pros:
Separate variant directory; you don't clutter your source folder with object files (SCons also has this, but it's not on by default and takes a few tries to get working)
Very flexible
Automatic dependency sorting
Works on lots of Python versions(CPython 2, CPython 3, Jython, and PyPy)
You distribute it with your application, so users just need Python
Cons:
A pain to extend
Horribly underdocumented(although the examples help)
Doesn't differentiate between GCC and Clang well(not sure if SCons has that problem too)
SCons
Pros:
Much simpler than Waf
Easier to extend than Waf(see here)
Somewhat better documented
Cons:
Scalability issues (Note that SCons isn't actually quite that bad, buy it still gets a tad slower as size increases)
Ugly (this is 100% personal opinion)
Bottom line
It depends on what you're looking for. In general, Waf seems very good at managing large projects(and not just because of speed), but, if you need to extend it, look elsewhere. On the other hand, SCons is much easier to use.
If you decide to go with Waf, just post your problems to the mailing list.

Related

Compile Python Code In Objective-C [duplicate]

So it's a new millennium; Apple has waved their hand; it's now legal to include a Python interpreter in an iPhone (App Store) app.
How does one go about doing this? All the existing discussion (unsurprisingly) refers to jailbreaking. (Older question: Can I write native iPhone apps using Python)
My goal here isn't to write a PyObjC app, but to write a regular ObjC app that runs Python as an embedded library. The Python code will then call back to native Cocoa code. It's the "control logic is Python code" pattern.
Is there a guide to getting Python built in XCode, so that my iPhone app can link it? Preferably a stripped-down Python, since I won't need 90% of the standard library.
I can probably figure out the threading and Python-extension API; I've done that on MacOS. But only using command-line compilers, not XCode.
It doesn't really matter how you build Python -- you don't need to build it in Xcode, for example -- but what does matter is the product of that build.
Namely, you are going to need to build something like libPython.a that can be statically linked into your application. Once you have a .a, that can be added to the Xcode project for your application(s) and, from there, it'll be linked and signed just like the rest of your app.
IIRC (it has been a while since I've built python by hand) the out-of-the-box python will build a libPython.a (and a bunch of other libraries), if you configure it correctly.
Of course, your second issue is going to be cross-compiling python for ARM from your 86 box. Python is an autoconf based project and autoconf is a pain in the butt for cross-compilation.
As you correctly state, making it small will be critical.
Not surprising, either, is that you aren't the first person to want to do this, but not for iOS. Python has been squeezed into devices much less capable than those that run iOS. I found a thread with a bunch of links when googling about; it might be useful.
Also, you might want to join the pyobjc-dev list. While you aren't targeting a PyObjC based application (which, btw, is a good idea -- PyObjC has a long way to go before it'll be iOS friendly), the PyObjC community has been discussing this and Ronald, of anyone, is probably the most knowledgeable person in this particular area. Note that PyObjC will have to solve the embedded Python on iOS problem prior to porting PyObjC. Their prerequisite is your requirement, as it were.
I've put a very rough script up on github that fetches and builds python2.6.5 for iPhone and simulator.
http://github.com/cobbal/python-for-iphone
Work in progress
Somewhat depressing update nearly 2 years later: (copied from README on github)
This project never really got python running on the iPhone to my
satisfaction, and I can't recommend using it for any serious project
at this stage.
Most notably missing is pyobjc support (which turns out to be much
harder to port to iPhone since it relies on more platform-specific
code)
Also missing is the ability to statically compile modules, (all are
currently built as dylibs which works for development, but to my
knowledge wouldn't be allowed in the App Store)
At this point this project is mostly meant to be a starting point for
anyone smarter than me who wants to and can tackle the above issues.
I really wish it were practical to write apps entirely in Python, but
at this point it seems impossible.
I also started such a project. It comes with its own simplified compile script so there is no need to mess around with autoconf to get your cross compiled static library. It is able to build a completely dependency-free static library of Python with some common modules. It should be easily extensible.
https://github.com/albertz/python-embedded/

Working OpenSceneGraph bindings for Python?

I'm building a rendering engine in Python for fun. I need to load 3D scenes. Any standard modern format like DAE, 3DS, or MAX would work: I can convert my files easily between standard formats.
OpenSceneGraph seems to be the most comprehensive and well-maintained solution. It would be ideal to be able to use it in Python without much hassle. Are there working Python bindings for OSG that are easy to install, work on Mac OS X (I'm on 10.8), and are compatible with the latest versions of OSG?
I searched around and came across osgswig (http://code.google.com/p/osgswig/) and PyOSG (http://sourceforge.net/projects/pyosg/), but they don't seem to be actively maintained. I don't see any recent activity related to these packages, and it seems that people had trouble running osgswig on OSX. Ideally, I'd like to find something that "just works", without major compilation hassles. I'd like to just install a package and be able to import a module that will let me load COLLADA or 3DS files.
I also came across pycollada (https://github.com/pycollada/pycollada). It seems active, but fairly early-stage. Ideally, I'd like a reasonably comprehensive package that supports specular maps, normal maps, and other reasonably advanced features. Animation would be nice as well.
In summary, I need to load 3D scenes in Python. Bindings for OSG would probably be ideal, because OSG is so comprehensive. But I need something that works on OSX. I would also prefer something that can be installed reasonably easily. Does something like this exist?
Thanks!
Take a look at Open Asset Import Library (short name: Assimp). It is a portable Open Source library to import various well-known 3D model formats in a uniform manner. http://www.assimp.org/
You should loot at panda3D (http://www.panda3d.org/), it's a game engine with extensive python bindings. It has the features you want : http://www.panda3d.org/manual/index.php/Features
I used it for a few years and it was a solid tool.
I made my own fork of a mirror of a clone of the osgswig project for a similar purpose. I have it working with OpenSceneGraph version 3.2.1 on Windows and Mac; and it's likely I will eventually polish it for linux too. I'm already delivering one product to customers based on my version of osgswig, and I'm considering making others. Find my fork here:
https://github.com/cmbruns/osgswig
If others show enough interest, I might be coaxed into creating binary installers for my version of the osgswig module, to make installation easier.
If you just want the easiest OpenSceneGraph bindings for OSG 3.2.1, you can stop reading this answer here. Read on for more of my thoughts for the future.
Though I am maintaining a fork of osgswig (as stated above), I sort of hate SWIG, and I would prefer to use bindings based on Boost.Python, rather than on SWIG. For large, complex C++ APIs, like OpenSceneGraph, Boost.Python can be much more elegant than SWIG, both for the API consumer, and for the binding maintainer (me, and me). I found one project using Boost.Python to wrap OSG, at https://code.google.com/p/osgboostpython/, but the developer is lovingly wrapping each part of the interface by hand, and has thus only completed a tiny fraction of the large OpenSceneGraph API.
Taking that Boost.Python based project as inspiration, I created yet another OpenSceneGraph Python binding project, at https://github.com/JaneliaSciComp/osgpyplusplus. Eventually, I want to use this osgpyplusplus project for all my python osg needs. And I would appreciate help in making it ready. Right now, osgpyplusplus suffers from the following weaknesses, compared to osgswig:
osgpyplusplus is not yet used in any working product
The build environment is tricky to set up, requiring both Boost.Python and Pyplusplus
I haven't paid much attention to osgpyplusplus recently, so it might rust away if I continue to ignore it.
Though osgpyplusplus probably wraps most of the OpenSceneGraph API, there are probably some important missing pieces that won't be identified until someone tries to develop a significant project with it.
It would be a lot of work for me to create a binary module installer for osgpyplusplus at this point, so please don't ask me to.

deploying python applications

Is it possible to deploy python applications such that you don't release the source code and you don't have to be sure the customer has python installed?
I'm thinking maybe there is some installation process that can run a python app from just the .pyc files and a shared library containing the interpreter or something like that?
Basically I'm keen to get the development benefits of a language like Python - high productivity etc. but can't quite see how you could deploy it professionally to a customer where you don't know how there machine is set up and you definitely can't deliver the source.
How do professional software houses developing in python do it (or maybe the answer is that they don't) ?
You protect your source code legally, not technologically. Distributing py files really isn't a big deal. The only technological solution here is not to ship your program (which is really becoming more popular these days, as software is provided over the internet rather than fully installed locally more often.)
If you don't want the user to have to have Python installed but want to run Python programs, you'll have to bundle Python. Your resistance to doing so seems quite odd to me. Java programs have to either bundle or anticipate the JVM's presence. C programs have to either bundle or anticipate libc's presence (usually the latter), etc. There's nothing hacky about using what you need.
Professional Python desktop software bundles Python, either through something like py2exe/cx_Freeze/some in-house thing that does the same thing or through embedding Python (in which case Python comes along as a library rather than an executable). The former approach is usually a lot more powerful and robust.
Yes, it is possible to make installation packages. Look for py2exe, cx_freeze and others.
No, it is not possible to keep the source code completely safe. There are always ways to decompile.
Original source code can trivially be obtained from .pyc files if someone wants to do it. Code obfuscation would make it more difficult to do something with the code.
I am surprised no one mentioned this before now, but Cython seems like a viable solution to this problem. It will take your Python code and transpile it into CPython compatible C code. You also get a small speed boost (~25% last I checked) since it will be compiled to native machine code instead of just Python byte code. You still need to be sure the user has Python installed (either by making it a pre-requisite pushed off onto the user to deal with, or bundling it as part of the installer process). Also, you do need to have at least one small part of your application in pure Python: the hook into the main function.
So you would need something basic like this:
import cython_compiled_module
if __name__ == '__main__':
cython_compiled_module.main()
But this effectively leaks no implementation details. I think using Cython should meet the criteria in the question, but it also introduces the added complexity of compiling in C, which loses some of Python's easy cross-platform nature. Whether that is worth it or not is up to you.
As others stated, even the resulting compiled C code could be decompiled with a little effort, but it is likely much more close to the type of obfuscation you were initially hoping for.
Well, it depends what you want to do. If by "not releasing the source code" you mean "the customer should not be able to access the source code in any way", well, you're fighting a losing battle. Even programs written in C can be reverse engineered, after all. If you're afraid someone will steal from you, make them sign a contract and sue them if there's trouble.
But if you mean "the customer should not care about python files, and not be able to casually access them", you can use a solution like cx_Freeze to turn your Python application into an executable.
Build a web application in python. Then the world can use it via a browser with zero install.

Porting Python to an embedded system

I am working with an ARM Cortex M3 on which I need to port Python (without operating system). What would be my best approach? I just need the core Python and basic I/O.
Golly, that's kind of a tall order. There are so many services of a kernel that Python depends upon, and that you'd have to provide yourself. I'd think you'd be far better off looking for a lightweight OS -- maybe Minix 3? -- to put on your embedded processor.
Failing that, I'd be horribly tempted to think about hand-translating to C and building the essentials on that.
You should definitely look at eLua:
http://www.eluaproject.net
"Embedded power, driven by Lua
Quickly prototype and develop embedded software applications with the power of Lua and run them on a wide range of microcontroller architectures"
There are a few projects that have attempted to port Python to the situation you mention, take a look at python-on-a-chip, PyMite or tinypy. These are aimed at lower power microcontrollers without an OS and tend to focus on slightly older versions of the Python language and reduced library support.
One possible approach is to build your own stack machine in software to interpret and execute Python byte code directly. Certainly not a porting job and quite labor-intensive to implement, but a self-contained Python byte code stack processor built for your embedded system gets you around needing an operating system.
Another approach is writing your own low level executive (one step below a general purpose OS) that contains the bare minimum in services that a core Python interpreter port requires. I am not certain if this is more or less labor intensive than building a stack processor.
I am not recommending either of these approaches - personally, I like Charlie Martin's Minix 3 approach best since it is a balanced requirements compromise. On the other hand, what I suggest might be interesting if your project absolutely requires Python without an operating system and if the project has an excellent time and money budget.
Update 5 Mar 2012: Given a strict adherence to your Python/No OS requirements, another possibility of a path to a solution may lie in using an OS-less Java VM (e.g., jnode, currently in beta) and use Jython to create Java byte code from Python. Certainly not an ideal off-the-shelf solution, and it does seem to meet an OS-less Python requirement.
Compile it to c :)
http://shed-skin.blogspot.com/
fyi I just ported CPython 2.7x to non-POSIX OS. That was easy.
You need write pyconfig.h in right way, remove most of unused modules. Disable unused features.
Then fix compile, link errors. Then it just works after fixing some simple problems on run.
If You have no some POSIX header, write one by yourself. Implement all POSIX functions, that needed, such as file i/o.
Took 2-3 weeks in my case. Although I have heavily customized Python core. Unfortunately cannot opensource it :(.
After that I think Python can be ported easily to any platform, that has enough RAM.

Is Python the right hammer for this nail? (build script) [closed]

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Currently I'm using a Windows batch file to build my software. It does things like running MSBuild, copying files, creating a ZIP file, running some tests, including the subversion revision number, etc.
But the problem is, batch files are evil. So I would like to change to something better. I was planning to recreate my build script in Python. Is that a smart choice? What about all those build systems, like Ant, SCons, Maven, Rake, etc. Would using any of those be a better choice?
Note: I'm not planning to replace my Visual Studio solution/project files. I only want to script everything else that's required to create a release of my software.
Edit: I have good reasons to move away from batch, that's not what my question is about. I would like to know (for example) what SCons gives me, over a normal Python script.
For a tool that is scripted with Python, I happen to think Paver is a more easily-managed and more flexible build automator than SCons. Unlike SCons, Paver is designed for the plethora of not-compiling-programs tasks that go along with managing and distributing a software project.
Batch files aren't evil - they've actually come quite a long way from the brain-dead days of command.com. The command language can be pretty expressive nowadays, it just requires a bit of effort on your part to learn it.
Unless there's an actual problem with your build script that you can't fix (and, if that's the case, that's the question you should be asking rather than some wishy-washy "What's the best replacement?" :-), my approach would be to stick with what you've got.
A vague feeling of evilness would not be reason for me to waste effort 'fixing' something that isn't broken. And it would be wasted effort unless there's a clear advantage to changing ("less evil" is not something I'd consider a clear advantage).
As you're mentioning Python and SCons, I'd say go for SCons. It is Python after all. And yes, any of the above would be a better choice than hand-rolled build scripts.
I've seen python scripts used for building releases elsewhere so it can't be bad. Actually, I've personally used perl scripts to automate release building. I guess any scripting language could easily automate that procedure. If it's gonna be easy to do (and probably better than batch scripts), why not try it?
I would suggest using NAnt for your build script instead of python.
My reasons for this are:
It has the tasks defined already, all you need to do is write the XML and point it to the right places. If you are working with people who do not know python, XML may be a little less scary than learning a new language.
NAnt is designed to work in the windows .Net environment, so it can already do MSBuild and NUnit tasks.
If you are already writing in C#, if you need to extend NAnt to do new tasks you are not adding another language to the mix of your project.
You can hook into Cruise Control .Net (for continuous builds). Which I think is the main reason why you would use NAnt.
Why should you use python? If your build script isn't broke don't fix it. If your having issues updating it to deal with new aditions to the project then you may want to look at rewriting it. I wouldn't use Python though tools like NANT or MSBuild do the job. I don't see the point in using a general purpis programming language to do something that tools have already been written to do unless you have a lot of obscure requirements existing tools can't deal with. Second what happens if you get hit by a bus or win the lotto? If you are determined to script everything I'd use powershell or some other Microsoft specific technology since your already wedded to Microsoft. If you leave will there be enough Python programmers to maintain the build scripts?
I would strongly suggest to take a look at waf. It's kind of what you want: "a Python-based framework for configuring, compiling and installing applications"
Personally I would use scripting as a last resort given that
With a bit of work you can get MSBuild to do all those things for you by extending it with additional components
There are third party equivalents to MSBuild like NANT that can do the same thing
There are entire tools like FinalBuilder that also do the same thing, and are easier to configure and extend
However, if I had to go the scripting route I would use Powershell for a couple of reasons:
Complete access to file system
You can easily access .NET objects
You can easily access COM objects
You can create custom makefiles for Microsoft nmake tool which you already have installed. Using a tool like that (SCons, Maven, etc. fall into the same category) gives you much more than regular scripts.
The main benefit is that dependencies between files are tracked and also the timestamps of changes. For example, you can make your .zip file depend on some other files, so .zip only gets repacked if some of those files have changed in the meantime. Just like with source code and its compiled form.
Python is very portable. SCons is field tested and reliable. Given what you know (from what you explained), why even ask the question?
If your maintaining something, its not just about getting it to build, its also about explaining to the user why it can NOT build, which saves you a ton of very frustrating questions while helping users to help themselves.
I can not think of a modern, production operating system that lacks Python, unless you get into the embedded / research arena.
So, I'm answering to say, you answered your own question :)
It depends on what technology your software uses. If you're building C++ programs, I'd probably say go for scons without question (unless you have weird requirements scons can't meet). On the other hand, consider the instructions for building C#: CSharpBuilder.
I would like to know (for example) what SCons gives me, over a normal Python script.
Think of scons as being more of a library than a program. It provides you with code that will prevent a lot of tedium that you will have to deal with without it. In my opinion, vanilla Python isn't the best option for any kind of shell scripting stuff (not that it can't do it).
But the problem is, batch files are evil.
Lastly, batch files are evil if they're used for a project they're not suited to handle. For the one or two file project, batch files do just fine.
It does things like running MSBuild, copying files, creating a ZIP file, running some tests, including the subversion revision number, etc.
MSBuild and PowerShell can easily do all of this with reasonably clean succinct code. You're then sticking to purely M$ products which managers tend to like. Otherwise I would suggest you could look into Rake if not only for its large community. It has a nice syntax and iron ruby support (irake).
To be honest all but the last task you have mentioned are easily done in MSBuild alone. I would suggest learning the tools you have before going elsewhere.
Check out http://msbuildtasks.tigris.org/ for some good add ons to MSBuild

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