I think a syntax example on the homepage would be a good idea. Also comparison charts for things like cmake, ninja, meson, and bazel. If you have a dependency finding strategy, highlight the pros and cons of that. Basically the only reason states for why I should use this is lua, and that’s not inherently compelling to me for build tooling.
A teammate evaluated this and the experience was night and day compared to cmake + vcpkg. However, there wasn’t a lot of motivation to cutover our existing large project over because of the unknown unknowns. I think projects like these looking to dethrone the status quo definitely need some case studies or examples of larger projects using it to increase confidence because I’d much rather use xmake over cmake if it can get the job done
I use it for personal projects and I find it substantially easier to mess around with compiling shaders to SPIRV, processing assets, etc... But some of my gripes are, although it _is_ lua, there is some magic fuckery going on. When you specify targets, things for that target need to be close to the definition, and it feels very odd in a lua language to not have `target("name", function (ctx) ... end)`.
Anyways, not going to die on that hill and I'll keep using it because it's simple and works well for my needs. One thing I do like is that I am not having to constantly keep a skeleton CMake project around to copy paste and setup.
Just yesterday someone was telling me xmake does a lot of what bazel can do (hermetic, deterministic, optionally remote builds) while being easier to use.
I took a look at the docs later and couldn’t find a direct comparison. But there does seem to be a remote build system. And there were a few mentions of sandboxing.
Can anyone provide a head to head comparison?
Does xmake strictly enforce declared dependencies? Do actions run in their own sandboxes?
Can you define a target whose dependency tree is multi language, multi toolchain, multi target platform and which is built across multiple remote execution servers?
Your phrasing could confuse readers: MSBuild happened to historically have XMake as a codename but is entirely unrelated to the build system known as XMake.
A few weeks ago I decided to test C++ modules, but I had a hard time to figure out how to make them accepted by CMake. After a few days of struggle with `set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")` (it was so hard to find the right UUID that worked with my version) and errors on `import std;`, I decided to give XMake a chance.
It took just a couple of minutes to have a working example that fully supported C++ modules and `import std`:
the command file generator is usually last to blame for a slow compile, making it output a cmake/ninja/make project would not speed up a poorly structured compilation tree at all
I think a syntax example on the homepage would be a good idea. Also comparison charts for things like cmake, ninja, meson, and bazel. If you have a dependency finding strategy, highlight the pros and cons of that. Basically the only reason states for why I should use this is lua, and that’s not inherently compelling to me for build tooling.
A teammate evaluated this and the experience was night and day compared to cmake + vcpkg. However, there wasn’t a lot of motivation to cutover our existing large project over because of the unknown unknowns. I think projects like these looking to dethrone the status quo definitely need some case studies or examples of larger projects using it to increase confidence because I’d much rather use xmake over cmake if it can get the job done
I use it for personal projects and I find it substantially easier to mess around with compiling shaders to SPIRV, processing assets, etc... But some of my gripes are, although it _is_ lua, there is some magic fuckery going on. When you specify targets, things for that target need to be close to the definition, and it feels very odd in a lua language to not have `target("name", function (ctx) ... end)`.
Anyways, not going to die on that hill and I'll keep using it because it's simple and works well for my needs. One thing I do like is that I am not having to constantly keep a skeleton CMake project around to copy paste and setup.
> not have `target("name", function (ctx) ... end)`.
It supports this syntax.
https://xmake.io/guide/project-configuration/syntax-descript...
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Just yesterday someone was telling me xmake does a lot of what bazel can do (hermetic, deterministic, optionally remote builds) while being easier to use.
I took a look at the docs later and couldn’t find a direct comparison. But there does seem to be a remote build system. And there were a few mentions of sandboxing.
Can anyone provide a head to head comparison?
Does xmake strictly enforce declared dependencies? Do actions run in their own sandboxes?
Can you define a target whose dependency tree is multi language, multi toolchain, multi target platform and which is built across multiple remote execution servers?
I am deeply distressed that this doesn't require Xlib.
Can anyone explain xmake in terms of Build Systems a la Carte?
At my work we use MSBuild and vcpkg. What would a transition from that to XMake be like?
Then you are already using XMake (albeit a different one than OP), it's the original codename for MSBuild, still present in the code: https://github.com/dotnet/msbuild/blob/main/src/MSBuild/XMak... :)
Your phrasing could confuse readers: MSBuild happened to historically have XMake as a codename but is entirely unrelated to the build system known as XMake.
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As far as I am aware, there no integrations available with Visual Studio, and not sure about C++20 modules and import std support.
A few weeks ago I decided to test C++ modules, but I had a hard time to figure out how to make them accepted by CMake. After a few days of struggle with `set(CMAKE_EXPERIMENTAL_CXX_IMPORT_STD "d0edc3af-4c50-42ea-a356-e2862fe7a444")` (it was so hard to find the right UUID that worked with my version) and errors on `import std;`, I decided to give XMake a chance.
It took just a couple of minutes to have a working example that fully supported C++ modules and `import std`:
It can generate a Visual Studio project, then use the xmake CLI to integrate and compile the project, and supports debugging and IntelliSense.
https://xmake.io/guide/extensions/builtin-plugins.html#gener...
C++ Modules examples:
https://xmake.io/examples/cpp/cxx-modules.html
https://github.com/xmake-io/xmake/tree/dev/tests/projects/c%...
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> not sure about C++20 modules and import std support
XMake supports both.
My work uses this and it's slooooooow. Would not recommend.
the command file generator is usually last to blame for a slow compile, making it output a cmake/ninja/make project would not speed up a poorly structured compilation tree at all
I don't believe xmake is a command file generator, is it?
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is that so? my experience's quite good
I apologise for this:
What's wrong with premake which is also Lua based?
when I meant:
What advantage does this have over premake which is also Lua based?
For one, the last official stable release of premake is from 2010.
What’s wrong with xmake which is also Lua based?
https://news.ycombinator.com/item?id=46511599 similar reasoning
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