gib: a simpler build system
I have been generally dissatisfied with available build systems (a familiar
notion, I am sure). For
divine
, the case was especially stark: we used to
have a pretty long and complicated toplevel makefile
whose main job was to
figure out how to run cmake
. Which then generated some more makefiles, or
perhaps a build.ninja
. It's all slow, buggy, and doesn't know when files are
added or removed (which we hacked around with globs and fake dependencies on
version control metadata, but it's awful).
The decision to use
cmake
was seemingly easy, back in the day:
- everyone used it (and hence it was familiar),
llvm
also used it,- for various reasons, we ship and build a copy of
llvm
.
cmake
even before we imported llvm
in 2016. It wasn't
great, but it wasn't terrible either. The thousands upon thousands of lines of
cmake
scripts that we pulled in from llvm
did very little to improve that,
though. We still have bugs 6 years later that we never figured out, like
cmake
not generating build dependencies correctly… sometimes, build would
fail the first time around. Re-running ninja
(perhaps a few times) would fix
the problem.
requirements
What do I want a build system to do? Well, build things, obviously, but I also
have some additional preferences. When it comes to build recipes, writing and
maintaining them is annoying and I want to spend as little time on that as
possible. Hence the first set of requirements:
- compact, hand-written build recipes with simple semantics,
- automatic/dynamic dependencies (what century is this?),
- automatic file lists (everybody seems to be failing at this pretty hard),
- targets depend on the command lines used to build them,
- use separate source and build trees (seriously),
- quickly figure out what needs to be done,
- run jobs in parallel (and keep them coming quickly),
- tell you what's going on,
- make it easy to find and read error messages.
- run (at least in principle) on anything POSIX, without fussing about,
- be small and simple enough to bundle the whole thing with your project.
perl
). Fortunately, C is pretty okay for what gib
does. It took a bit
less than 2500 lines.
implementation choices
Implicitly, we consider a dependency graph to exist: the leaf nodes are
source files (and other inputs), while non-leaf nodes are targets, and are
built and rebuilt only when needed (e.g. their inputs changed). The build
system may, but does not have to, construct this graph explicitly (
gib
does).
Obviously, build systems face some implementation choices: the paper
build systems à la carte is a decent summary. The two fundamental choices
they describe are:
- the scheduler, which can be one of:
- topological (
make
,ninja
– the entire dependency graph is known upfront; in both cases, this is convenient fiction, since both systems support a specific type of dynamic dependencies), - restarting, which supports dynamic dependencies (those that are only discovered after their build is attempted) by aborting the task and restarting it after the discovered dependency was built,
- suspending, which suspend the task that found a missing dependency until that dependency can be completed;
- topological (
- the rebuilder, with these options given in the paper:
- dirty bit: goals are either up-to-date or out-of-date (dirty), and those out of date are rebuilt,
- verifying traces: compute a hash of each node in the dependency graph (hopefully cheaply, without rebuilding the node) – if the current node hash does not match the one obtained when the node was rebuilt, the node is out of date,
- constructive traces and deep constructive traces: same, but also store the result (useful in distributed build caches, not interesting for us).
gib
does not neatly fit into any of the given categories: the
scheduler is a compromise between topological and suspending, while the
rebuilder is somewhere between dirty bit and verifying traces. In both
cases, the latter of the two is better, but also more expensive. So we take
the former, which is fast, and add enough of the latter to obtain the better
properties when we need them.
The interesting properties contingent on the above choices are:
- support for dynamic dependencies:
- can build recipes (commands) declare dependencies as they run? (this is
how
ninja
andmake
understand the concept), - is it okay if such dependencies are themselves targets, and hence may not exist while the recipe runs (this is how the paper defines the concept),
- can build recipes (commands) declare dependencies as they run? (this is
how
- being minimal, as in, does it never rebuild targets that did not need to be rebuilt?
- support for early cutoff: if a recipe realizes that it did not need to do anything, can it communicate this to the build system in a way that saves work?
- being self-tracking: are the build recipes (what the user gives the build system as its input) part of the dependency graph, in a useful fashion (i.e. not ‘user touched makefile! panic and rebuild everything from scratch’)?
gib
checks all those boxes, even while maintaining
speed comparable to ninja
. Absent implementation bugs, it is also correct,
in the sense that it will not fail to rebuild outdated targets. There are also
a few additional properties that I didn't see mentioned either in the paper,
or elsewhere. Onwards!
unique features
First, a disclaimer: some, or even all, of the below can be done in other
build systems, at least in principle. For instance,
make
with generated
makefiles and recursion can basically do anything you can think of, though
it's not going to be very efficient, or very pretty. In general, anything that
relies on recursive calls to the build system will suffer from fragmentation
of the dependency graph, and can easily lead to incorrectness. This is the
gist of the fairly famous paper recursive make considered harmful.
So what interesting features
gib
offers? The big one is that it can continue
to build the dependency graph even as the build is already underway. The trick
is really the same as the above: generate gib
rule files as your targets and
include them into the build graph. But gib
can do this without recursion and
without restarts. So let's dive into what a gib
rule file looks like.
First of all, it is written using a non-embedded domain-specific language,
like
make
or ninja
. The language is regular – about the simplest possible
– and rule files are processed in a single top-down pass. The file is
structured into stanzas, and normally each stanza creates a single node in the
dependency graph, by using commands such as out
(naming the target), dep
(for listing static dependencies) or cmd
(for telling gib
what command to
run to produce the output).
Nodes, once created, cannot be changed: about the only thing you can do with
them is use them as dependencies of other nodes. This will be important
shortly: the important thing is that a statement somewhere later in the file
cannot sneak up on an existing node and remove (or even worse, add) a
dependency. Or change the command that it runs. And while
gib
of course has
variables, they cannot be used to circumvent this immutability: the first time
a variable is used in a substitution, it is frozen and it is an error if a
later statement tries to change it.
Therefore, as soon as a node is created, it can be safely built (though we
usually don't immediately know whether we want to build it). So consider the
bog-standard ‘include’ statement (spelled
sub
in gib
). Unlike with most
other build systems, the argument to sub
is a node of the dependency
graph, not (just) a path. Often, it will be a leaf (i.e. a source file), but
it doesn't have to be. And when it's not, magic happens: if we can mention the
node, that means it must exist in the graph, and hence we know how to build
it. So at this point, gib
suspends the rule interpreter, tosses the node
onto the job queue and runs queued jobs until the node is ‘clean’ (built or
rebuilt as needed). Then it opens the generated rule file, resumes the rule
interpreter, and continues to build the dependency graph.
Remember when I have mentioned ‘automatic file lists’ about half a blog ago?
This is how that feature works, too:
gib
contains a simple gib.findsrc
utility that will walk your source tree and generate gib
rules that list all
your source files. It also emits a dynamic dependency on each directory that
it traverses. If you create (or delete) a source file, the timestamp on its
containing directory is going to change, and the affected file list will be
rebuilt. Neat!
Wait a minute, what do you mean dependencies on directories? Right,
gib
doesn't really care whether something is a file or a directory. If it has
mtime
, it's fair game.
Finally, in addition to
sub
, there are 2 very simple macro-like constructs:
- simple macros, created with
def
and used withuse
, that execute statements from the macro as if they were at theuse
site, - a
for
loop that iterates over a list and repeats the statements for each item in the list, binding that item to a local variable.
sub
, these are just shortcuts and don't bring any interesting
features. Except that they offer enough abstraction to make writing most of
your build rules by hand quite feasible. In turn, that means you can skip
writing a build rule generator. Generated code is no fun (especially since you
will inevitably need to debug it). Especially considering that for divine
,
the cmake
-generated build.ninja
is 42 megabytes. The hand-written gib
rules fit within 30 kilobytes. The bulk of that difference is down to the
humble for
loop. In fact, the gib
rules are only about 1000 lines,
compared to 10000 lines of cmake
scripts that were used to generate those
42M of build.ninja
. Neat! Obviously, that number will grow for gib
as the
build system encounters new machines and new users. But I am optimistic that
it will not grow too much.
build configuration
Finally, what about build configuration – the part of the build that is
usually done directly by
cmake
(or perhaps meson
nowadays): finding
compilers and other tools, libraries, dependencies, figuring out include and
library paths, and so on.
I'd say that vast majority of this stuff is basically obsolete. Way back when,
autoconf
made a huge deal out of testing your system to figure out where to
find everything. Since crummy proprietary platforms were common, this
everything included a ton of bog standard POSIX or ISO C functionality. Which
is all great, but is your program really going to work on a system that
doesn't have string.h
? Sure, thanks to autoconf
, you can write an #ifdef
that you are never going to be able to test. A few years later, someone
finally comes and tries to build your software on some crippled half-unix.
Your #ifdef
is going to see its first use! Too bad its contents is broken or
hopelessly out of date. So much for all that portability.
Anyway, along came
cmake
and tossed out the decades of crufty checks that
nobody cares about, but it kept the same mindset. The sprawling macros shipped
with cmake
will try very hard to work on everything, up to and including
your toaster, so instead your own code can fail spectacularly. Because obviously,
you (the author) never actually tried building your software on that brand
of a toaster. Or, if you did, that was 2 years ago, and things bit-rotted
since then (honestly, who puts 20 different toaster brands in a build farm?).
I guess the entire moral of this story is that software will only build and
work on the platforms that the developers actively test. Everything else is
going to require some porting effort. Of course, the amount of work will
depend on how well the author did their homework, but the act of yak-shaving
itself is going to be there, 9 times out of 10. Small yaks are better than big
yaks, but they are still yaks. Eww.
So perhaps you could argue that the role of
cmake
is to minimize the amount
of yak that you will have to shave in order to get that piece of software
running. In which case, it sucks. Often the only thing you actually need is to
pass a flag or two to cc
. So in a normal world, you would tack those flags
onto CFLAGS
or whatever and go on about your life. Not so with cmake
. Of
course you remember that the variable is called CMAKE_C_COMPILER_FLAGS
(because why not) and toss in your -I/opt/libmagic/include
in there and
everything should be fine, yes? Except no, because cmake
will insist that
libmagic
cannot be found. Does it want a pkg-config
file? Perhaps you need
to set PKG_CONFIG_PATH
. Or is -DMagic_DIR=/opt/libmagic
? Nobody knows.
I mean sure, it's documented, but the yak has grown considerably.
I don't mean to beat a dead yak here, but also consider this: a typical
cmake
project has dozens upon dozens of user-configurable variables. You can
look at them with ccmake
! This is such a big problem that ccmake
will, by
default, hide most of those variables, because they are ‘advanced’. Of course,
the odds are barely better than 1:1 that you need to tweak one of the advanced
vars.
A case in point:
divine
has 12 pages of normal variables, and 10 more
pages of the ‘advanced’ stuff. With gib
, we are currently at less than 1
page of those. You look at the top of gib/main
, and if you need to change
something (where to find the compiler, flags to give to the compiler, stuff
like that), just put that var into gib/local
with your new value and that's
it. Conveniently, you also won't have to redo those tweaks 2 weeks later, just
because you wiped your build directory. Of course, if you edit gib/main
that's fine too, but version control might get a little upset down the line.
Of course, sometimes there is a legitimate need to probe for something
automatically. Fortunately, this is very easy with
gib
: write a program that
does the probing (sh
or perl
usually work great) and writes the required
gib rules (probably just variable assignments) into a file. Then sub
that
file. If the script changes, gib
will of course rebuild the rules, and
anything that depends on them. If you want to go all fancy, your script can
even emit dynamic dependencies on the files it probed, so if those files
change, it will re-run the check. Basically the same story as with file lists.
conclusion
All that said,
cmake
has one crucial advantage: many people know it, and
also know where the yaks live. So you save time hunting down the right yak.
Confronted with gib
, chances are you will have no idea where to start, so
there's definitely some extra effort in there. But even if user comfort ends
up being a tossup, the improvement in my life was well worth it.
Since this post is a bit light on detail, I will perhaps write a more in-depth
followup in a few weeks. Or perhaps just some old-fashioned documentation. You
didn't expect the thing to be documented, did you?