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2<head>
3	<title>How To Create a Project Using the Makefile Engine</title>
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5<body>
6<h1>How To Create a Project Using the Makefile Engine</h1>
7
8<p>Haiku helps developers with the build process of their projects by providing the so
9called makefile-engine. It's made of two files, that reside in
10<tt>/boot/system/develop/etc</tt> directory and are named 'Makefile' and 'makefile-engine'.<br />
11Together, these two files provide you with a simple ready-to-be used build
12engine for your projects.</p>
13
14<p>This How-To describes the makefile-engine v2.6 and the
15Makefile template v2.6. Regardless of mentioning the 'makefiles' in this
16How-To, the same technique can be used for creating Jamfile-driven
17projects. Corresponding Jamfile and Jamfile-engine template files are provided
18with Haiku. We made both, the Makefile and Jamfile engines completely
19target-compatible for the user's convenience.</p>
20
21<h2>Contents</h2>
22<p>
23<ul>
24	<li><a href="#getting_started">Getting Started</a></li>
25	<li><a href="#config">Configuring a Project</a></li>
26	<li><a href="#localization">Using Localization</a></li>
27	<li><a href="#targets">Target Reference</a></li>
28</ul>
29</p>
30
31<div id="getting_started"><h2>Getting Started</h2></div>
32
33<p>To start a project, just copy Makefile from <tt>/boot/system/develop/etc</tt> directory, into
34your project directory. Write a few files that you want to add to your project. Add
35either relative or full paths to them into the SRCS variable definition in the
36Makefile and run <tt>make</tt>. Example files for a "Hello World" project:</p>
37
38<p><em>hello.cpp</em>:</p>
39
40<pre><code>#include &lt;stdio.h&gt;
41
42int main(void)
43{
44    printf("Hello world!\n");
45    return 0;
46}
47</code></pre>
48
49<p><em>Makefile</em>:</p>
50
51<pre><code>NAME = hello
52TYPE = APP
53SRCS = hello.cpp
54
55## Include the Makefile-Engine
56DEVEL_DIRECTORY := \
57	$(shell findpaths -r "makefile_engine" B_FIND_PATH_DEVELOP_DIRECTORY)
58include $(DEVEL_DIRECTORY)/etc/makefile-engine
59</code></pre>
60
61<p>After creating both these files in same directory, just go there in Terminal,
62using the '<tt>cd</tt>' command and run '<tt>make</tt>'. This will create a new directory,
63named in the format: 'objects.x86-cc2-release' (the name depends on current compiler,
64that may be either "cc2" or "cc4", and defining DEBUG will force using
65"debug" instead of "release"), which will contain .o files (one
66for each source file), .d files with dependencies, generated automatically by
67the engine and a binary file, named 'hello' for the example case above.</p>
68
69<div id="config"><h2>Configuring a Project</h2></div>
70
71<p>In Makefile, there are many variables to configure builder helpers for your
72needs. Let's take a look at them:</p>
73
74<ul>
75<li><strong>NAME</strong> specifies the name of the project and the output binary filename</li>
76<li><strong>TYPE</strong> specifies the type of binary, can be one of the following:
77<ul>
78<li><strong>APP</strong> - Application</li>
79<li><strong>SHARED</strong> - Shared library or add-on</li>
80<li><strong>STATIC</strong> - Static library archive</li>
81<li><strong>DRIVER</strong> - Kernel driver</li>
82</ul></li>
83<li><strong>APP_MIME_SIG</strong> specifies the application's mime signature for
84localization features. Note that it should correspond to MIME type
85provided to the BApplication's constructor and the application MIME type
86defined in resource file. In case this parameter is not set, the
87default value '<tt>x-vnd.Haiku-$(NAME)</tt>' will be used.</li>
88<li><strong>SRCS</strong> specifies the source files to use. You may specify both, full
89paths and paths relative to the location of the Makefile. All objects,
90regardless of the location of their sources will be created in the
91common object directory. Please note, that this means, that the Makefile
92won't work correctly, if two source files with the same name
93(e.g. <tt>source.c</tt> and <tt>source.cpp</tt>) are included from different
94directories. Also note, that spaces in folder names do not work well
95with the engine.</li>
96<li><strong>RDEFS</strong> specifies the resource definition files to be used. You may
97specify both, relative and full paths to the files.</li>
98<li><strong>RSRCS</strong> specifies the binary file compiled from <em>RDEF</em>, or created
99separately by resource editors. Both <em>RDEFS</em> and <em>RSRCS</em> can be
100defined in the same Makefile.</li>
101<li><strong>LIBS</strong> specifies additional libraries, that the binary file should be
102linked against. There are two acceptable forms of library specifications:
103<ul>
104<li>if your library follows the naming pattern of <tt>libXXX.so</tt> or <tt>libXXX.a</tt>,
105you can simply specify XXX, e.g. for the library <tt>libbe.so</tt>, that would be:
106<tt>be</tt></li>
107<li>for version-independent linking of standard C++ libraries, please
108add <tt>$(STDCPPLIBS</tt> instead of raw "<tt>stdc++[.r4] [supc++]</tt>" library names</li>
109<li>for localization support add the following libraries: <tt>locale</tt> <tt>localestub</tt></li>
110<li>if your library doesn't follow the standard library naming
111scheme, you need to specify the path to the library and its name, e.g.
112for the library: <tt>my_lib.a</tt>, the entry would be either: <tt>my_lib.a</tt> or
113<tt>path/my_lib.a</tt></li>
114</ul></li>
115<li><strong>LIBPATHS</strong> specifies additional paths to directories following the
116standard <tt>libXXX.so</tt> or <tt>libXXX.a</tt> naming scheme. You can specify both,
117full paths or paths relative to the Makefile. The paths included may
118not be recursive, so include all the paths where libraries can be found.
119Directories where source files are found are automatically included.</li>
120<li><strong>SYSTEM_INCLUDE_PATHS</strong> specifies additional paths to look for system
121headers. These use the form: <tt>#include &lt;header&gt;</tt>. Source file
122directories are <em>NOT</em> automatically included here.</li>
123<li><strong>LOCAL_INCLUDE_PATHS</strong> specifies additional paths to look for local
124headers. There use the form: <tt>#include "header"</tt>. Source file
125directories are automatically included.</li>
126<li><strong>OPTIMIZE</strong> specifies the level of optimization desired, can be one of
127following: <em>NONE</em>, <em>SOME</em>, <em>FULL</em>.</li>
128<li><strong>LOCALES</strong> specifies language codes, that are going to be supported
129by application. The default "en" one must be provided too. For more
130information about localization, see the corresponding section of this
131how-to.</li>
132<li><strong>DEFINES</strong> specifies any preprocessor symbols to be defined. The symbols
133will not have their values set automatically, you have to provide
134these values (if any). For example, setting <em>DEFINES</em> to "<tt>DEBUG=1</tt>" will
135cause the compiler option "<tt>-DDEBUG=1</tt>" to be used. However, setting
136<em>DEFINES</em> to "<tt>DEBUG</tt>" would pass "<tt>-DDEBUG</tt>" option.</li>
137<li><strong>WARNINGS</strong> specifies the level of warnings reported by compiler. If this
138option is unspecified, the default warnings will be used. It can be
139set to one of the following:
140<ul>
141<li>NONE - supress all warnings</li>
142<li>ALL - enable all warnings</li>
143</ul></li>
144<li><strong>SYMBOLS</strong> specifies, whether image symbols should be created, so the
145stack crawls in the debugger are meaningful. Setting it to <em>TRUE</em>
146enables the creation of symbols.</li>
147<li><strong>DEBUGGER</strong> specifies debugging settings. If set to <em>TRUE</em>, it allows
148the application to be run from a source-level debugger. Please note,
149that this will disable all optimization.</li>
150<li><strong>COMPILER_FLAGS</strong> specifies additional compiler flags for all files.</li>
151<li><strong>LINKER_FLAGS</strong> specifies additional linker flags.</li>
152<li><strong>APP_VERSION</strong> specifies the version of the particular item (e.g. -app
1533 4 0 d 0 -short 340 -long "340 "<code>echo -n -e '\302\251'</code>).
154"1999 GNU GPL"). This may also be specified in a resource.</li>
155<li><strong>DRIVER_PATH</strong> works only for <em>TYPE</em> == <em>DRIVER</em>. It specifies desired
156location of driver in the /dev hierarchy. It's user by the
157driverinstall rule. E.g. <em>DRIVER_PATH</em> = video/usb will instruct
158the driverinstall rule to place a symlink to your driver's binary into
159<tt>~/config/non-packaged/add-ons/kernel/drivers/dev/video/usb</tt>, so that your driver will
160appear in <tt>/dev/video/usb</tt> when loaded. Default is "misc".</li>
161<li><strong>INSTALL_DIR</strong> specifies the installation directory of application.</li>
162</ul>
163
164<p>Please also note, that if you're building your own Makefile, that will use this
165engine, last lines must contain:</p>
166
167<pre><code>DEVEL_DIRECTORY := \
168	$(shell findpaths -r "makefile_engine" B_FIND_PATH_DEVELOP_DIRECTORY)
169include $(DEVEL_DIRECTORY)/etc/makefile-engine
170</code></pre>
171
172<div id="localization"><h2>Using Localization</h2></div>
173
174<p>Localization in Haiku programs is achieved simply, as following example shows.</p>
175
176<p><em>localized_hello.cpp</em>:</p>
177
178<pre><code>#include &lt;stdio.h&gt;
179#include &lt;Catalog.h&gt;
180
181#undef B_TRANSLATION_CONTEXT
182#define B_TRANSLATION_CONTEXT "hello"
183
184int main(void)
185{
186    printf(B_TRANSLATE("Hello, world!\n"));
187    return 0;
188}
189</code></pre>
190
191<p>This file uses header file <tt>Catalog.h</tt>, that belongs to locale library. So to
192actually be able to use localization in your programs, you have to adjust few
193settings in your Makefile.</p>
194
195<ol>
196<li><p>Adjust a value to your project's <strong>APP_MIME_SIG</strong> variable.
197Application's mime signature should also be set in the following
198format: <tt>x.vnd-&lt;author&gt;-&lt;project_name&gt;</tt></p></li>
199<li><p>Add following two libraries into your <strong>LIBS</strong> variable: <tt>locale</tt>
200<tt>localestub</tt></p></li>
201<li><p>Add every language, that you want to support, into <strong>LOCALES</strong> variable,
202e.g. '<tt>LOCALES = en de fr</tt>' for English, German and French locale
203support.</p></li>
204<li><p>Add the resource definition script (also specified in the <em>RDEF</em>
205variable) containing the following entries to project:</p>
206
207<pre>resource app_signature "application/x-vnd.&lt;author&gt;-&lt;project_name&gt;";
208resource app_name_catalog_entry "&lt;author&gt;-&lt;project_name&gt;:System name:Terminal";</pre></li>
209<li><p>Run '<tt>make</tt>' to build the binary file.</p></li>
210<li><p>Run '<tt>make catkeys</tt>' to get the <tt>locales/en.catkeys</tt> file.</p></li>
211<li><p>Copy this file to <tt>locales/&lt;language_code&gt;.catkeys</tt> and translate it,
212as needed.</p></li>
213<li><p>When you've prepared all needed .catkeys files, run '<tt>make catalogs</tt>' to create
214catalog files from them.</p></li>
215<li><p>Run either '<tt>make catalogsinstall</tt>' or '<tt>make bindcatalogs</tt>' to make the catalogs
216available for the application. For more information about differences
217between these two commands, please see the next section.</p></li>
218</ol>
219
220<p>Here is an example Makefile for the <tt>localized_hello.cpp</tt> above:</p>
221
222<p><em>Makefile</em>:</p>
223
224<pre><code>NAME = hello
225TYPE = APP
226APP_MIME_SIG = x-vnd.example-hello
227SRCS = localized_hello.cpp
228LIBS = locale localestub
229LOCALES = en de fr
230
231## Include the Makefile-Engine
232DEVEL_DIRECTORY := \
233	$(shell findpaths -r "makefile_engine" B_FIND_PATH_DEVELOP_DIRECTORY)
234include $(DEVEL_DIRECTORY)/etc/makefile-engine
235</code></pre>
236
237<div id="targets"><h2>Target Reference</h2></div>
238
239<p>This is supposed to be the list of all non-file related targets.</p>
240
241<ul>
242<li><strong>default</strong> is the same as running <tt>make</tt> without arguments, it builds theoutput
243file</li>
244<li><strong>catkeys</strong> creates the <tt>locales/en.catkeys</tt> file, containing all strings from
245the sources, ready to be localized.</li>
246<li><strong>catalogs</strong> compiles all .catkeys files into corresponding .catalog files</li>
247<li><strong>clean</strong> cleans the project directory of building leftovers, removes
248everything in the objects folder.</li>
249<li><strong>rmapp</strong> removes only the executable application file from the objects folder</li>
250<li><strong>driverinstall</strong> installs the driver in the system.</li>
251<li><strong>install</strong> installs the program into the directory specified by the <em>INSTALL_DIR</em>
252variable.</li>
253<li><strong>catalogsinstall</strong> installs localization resource catalogs into
254<tt>/boot/home/config/non-packaged/data/locale/catalogs/&lt;APP_MIME_SIG&gt;</tt>
255for testing purposes. Note that for the distribution of a release version, catalogs should be stored in
256<tt>/boot/system/non-packaged/data/locale/catalogs/&lt;APP_MIME_SIG&gt;</tt> instead of
257home. Even better, create a proper HPKG and don't install in any non-packaged folder at all.</li>
258<li><strong>bindcatalogs</strong> binds localization resource catalogs into the executable
259file's resources (it's an alternative way of storing localization
260catalogs that doesn't require to distribute separate catalog files).</li>
261</ul>
262
263<table border="0" width="100%">
264<tr>
265<td align="left">This How-To was originally created on November 28, 2011 by Peter
266Pol����ik</td>
267<td align="right">Copyright &copy; 2017 Haiku Inc.</td>
268</tr>
269</table>
270</body>
271</html>
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