[M3devel] FW: buildlocal vs. buildglobal vs. buildship explanation

Jay jayk123 at hotmail.com
Sat Jan 19 01:56:57 CET 2008


one more try darnit....     


From: jayk123 at hotmail.comTo: jayk123 at hotmail.comSubject: buildlocal vs.Date: Sat, 19 Jan 2008 00:55:31 +0000


  "Ship" means "Install"       Let's say your install is at       c:\cm3             and your source is at          c:\dev2\cm3                 (I would use dev, but Unix took it.)                             Depending on the state of things, you probably two of many things:                                      c:\cm3\pkg\libm3\nt386\libm3.lib         c:\cm3\pkg\libm3\nt386\libm3.dll         c:\dev2\cm3\m3-libs\libm3\nt386\libm3.lib         c:\dev2\cm3\m3-libs\libm3\nt386\libm3.dll               You will have much more in \dev2\cm3\m3-libs\libm3\nt386.                     When you build stuff, you can use the installed dependencies or the just built dependencies.                           buildlocal uses the just built dependencies.                                    buildglobal uses the installed dependencies                        buildship build and ships (installs) each directory         It does it one pass:           buildship pkg1 pkg1           =>   build pkg1                ship pkg1                   build pkg2                      ship pkg2                        and NOT                 build pkg1                build pkg2                ship pkg1                ship pkg2                     You may only ship/install outputs that are builtglobal.      Outputs are presumed to only be valid if "amidst" dependencies that      match the declarations and such they were built against -- i.e. the headers, in C.                  If you are starting with a minimal install, with just m3core and libm3, then you must      buildship and you must do it in dependncy order.            It only matters for certain types of changes, and then it can really matter.                  You might change the format of some compiler-produced runtime-consumed data.                  You might have a bunch of .sos/.dlls. They can only work with each other        if they match in certain ways. Again, ways which don't change that often,        but sometimes do -- like changing public types.             - Jay   
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