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# How to Build FLVMeta with CMake

Copyright (c) 2012-2016 Marc Noirot

## WHAT YOU NEED

CMake version 2.6 or later installed on your system.

### HOW TO INSTALL:

Linux distributions:

    shell> sudo apt-get install cmake

The above works on Debian/Ubuntu based distributions. On others, the command
line needs to be modified to e.g `yum install` on Fedora or `zypper install` 
on OpenSUSE.

OpenSolaris:

    shell> pfexec pkgadd install SUNWcmake

Windows and Mac OSX:  
Download and install the latest distribution from 
[http://www.cmake.org/cmake/resources/software.html](http://www.cmake.org/cmake/resources/software.html).
On Windows, download installer exe file and run it.  
On MacOS, download the .dmg image and open it.

Other Unixes:  
Precompiled packages for other Unix flavors (HPUX, AIX) are available from 
[http://www.cmake.org/cmake/resources/software.html](http://www.cmake.org/cmake/resources/software.html).

Alternatively, you can build from source, source package is also available on 
CMake download page.


## Compiler Tools

You will need  a working compiler and make utility on your OS.  
On Windows, install Visual Studio (Express editions will work too).  
On Mac OSX, install Xcode tools.

## Build 

Ensure that compiler and cmake are in PATH.
The following description assumes that current working directory 
is the source directory. 

Generic build on Unix, using "Unix Makefiles" generator:

    shell>cmake . 
    shell>make

Note: by default, cmake builds are less verbose than automake builds. Use 
`make VERBOSE=1` if you want to see add command lines for each compiled source.

Windows, using "Visual Studio 9 2008" generator:

    shell>cmake . -G "Visual Studio 9 2008" 
    shell>devenv flvmeta.sln /build /relwithdebinfo

(alternatively, open flvmeta.sln and build using the IDE)

Windows, using "NMake Makefiles" generator:

    shell>cmake . -G "NMake Makefiles" 
    shell>nmake

Mac OSX build with Xcode:

    shell>cmake . -G Xcode
    shell>xcodebuild -configuration Relwithdebinfo

(alternatively, open flvmeta.xcodeproj and build using the IDE)

Command line build with CMake 2.8:  
After creating project with `cmake -G` as above, issue

    cmake . --build 

this works with any  CMake generator.

For Visual Studio and Xcode you might want to add an extra 
configuration parameter, to avoid building all configurations.

    cmake . --build --config Relwithdebinfo


## Building "out-of-source"

Building out-of-source provides additional benefits. For example it allows to 
build both Release and Debug configurations using the single source tree.Or 
build the same source with different version of the same compiler or with 
different compilers. Also you will prevent polluting the source tree with the
objects and binaries produced during the make. 

Here is an example on how to do it (generic Unix), assuming the source tree is
in directory named src and the current working directory is source root.

    shell>mkdir ../build # build directory is called build
    shell>cd ../build
    shell>cmake ../src

Note: if a directory was used for in-source build, out-of-source will 
not work. To reenable out-of-source build, remove `<source-root>/CMakeCache.txt`
file.


## Configuration parameters

The procedure above will build with default configuration.

Let's say you want to change the configuration parameters and use the version
of libyaml installed on your system instead of the one provided with FLVMeta.


1)You can provide parameters on the command line, like

    shell> cmake . -DFLVMETA_USE_SYSTEM_LIBYAML=1

This can be done during the initial configuration or any time later.

Note, that parameters are "sticky", that is they are remembered in the CMake 
cache (CMakeCache.txt file in the build directory)

2) Configuration using cmake-gui (Windows, OSX, or Linux with cmake-gui 
installed)

From the build directory, issue

    shell> cmake-gui .

- Check the `FLVMETA_USE_SYSTEM_LIBYAML` checkbox
- Click on "Configure" button
- Click on "Generate" button
- Close cmake-gui

Then type:

    shell> make

3)Using ccmake (Unix)
ccmake is curses-based GUI application that provides the same functionality 
as cmake-gui. It is less user-friendly compared to cmake-gui but works also 
on exotic Unixes like HPUX, AIX or Solaris.

The most important parameter from a developer's point of view is probably
`CMAKE_BUILD_TYPE` (this allows to build server with debug tracing library
and with debug compile flags).

After changing the configuration, recompile using

    shell> make


## Listing configuration parameters

    shell> cmake -L 

Gives a brief overview of important configuration parameters (dump to stdout)

    shell> cmake -LH

Does the same but also provides a short help text for each parameter.

    shell> cmake -LAH 

Dumps all config parameters (including advanced) to the standard output.

## Packaging

### Binary distribution

Packaging in form of tar.gz archives (or .zip on Windows) is also supported
To create a tar.gz package, 

1) If you're using "generic" Unix build with makefiles

    shell> make package

this will create a tar.gz file in the top level build directory.

2) On Windows, using  "NMake Makefiles" generator

    shell> nmake package

3) On Windows, using "Visual Studio"  generator

    shell> devenv flvmeta.sln /build relwithdebinfo /project package

Note On Windows, 7Zip or Winzip must be installed and 7z.exe, rsp,
or winzip.exe need to be in the PATH.

Another way to build packages is calling cpack executable directly like

    shell> cpack -G TGZ --config CPackConfig.cmake

(-G TGZ is for tar.gz generator, there is also -GZIP)

### Source distribution

`make package_source` target is provided.

## Additional Make targets: "make install" AND "make test"

install target also provided for Makefile based generators. Installation 
directory can be controlled using configure-time parameter 
`CMAKE_INSTALL_PREFIX` (default is /usr/local. It is also possible to install to
non-configured directory, using

    shell> make install DESTDIR="/some/absolute/path"

"make test" runs unit tests (uses CTest for it)

## For Programmers: writing platform checks 

If you modify FLVMeta source and want to add a new platform check,please read 
[http://www.vtk.org/Wiki/CMake_HowToDoPlatformChecks](http://www.vtk.org/Wiki/CMake_HowToDoPlatformChecks) first.

Bigger chunks of functionality, for example non-trivial macros are implemented 
in files <src-root>/cmake subdirectory.

For people with autotools background, it is important to remember CMake does 
not provide autoheader functionality. That is, when you add a check

    CHECK_FUNCTION_EXISTS(foo HAVE_FOO)

to CMakeLists.txt, then you will also need to add

    #cmakedefine HAVE_FOO 1

to config-cmake.h.in.

## Troubleshooting platform checks

If you suspect that a platform check returned wrong result, examine 
`<build-root>/CMakeFiles/CMakeError.log` and `<build-root>/CMakeFiles/CMakeOutput.log`.
These files they contain compiler command line, and exact error messages.

## Troubleshooting CMake code

While there are advanced flags for cmake like `-debug-trycompile` and `--trace`,
a simple and efficient way to debug to add

    MESSAGE("interesting variable=${some_invariable}")

to the interesting places in CMakeLists.txt

Tips:

- When using Makefile generator it is easy to examine which compiler flags are 
used to build. For example, compiler flags for flvmeta are in 
`<build-root>/src/CMakeFiles/flvmeta.dir/flags.make` and the linker command line
is in `<build-root>/src/CMakeFiles/flvmeta.dir/link.txt`

- CMake caches results of platform checks in CMakeCache.txt. It is a nice 
feature because tests do not rerun when reconfiguring (e.g when a new test was 
added).The downside of caching is that when a platform test was wrong and was 
later corrected, the cached result is still used. If you encounter this 
situation,  which should be a rare occasion, you need either to remove the 
offending entry from CMakeCache.txt (if test was for `HAVE_FOO`, remove lines 
containing `HAVE_FOO` from CMakeCache.txt) or just remove the cache file.