a long standing TODO to document the actual start-up sequence, which is implemented this way since a long time now. There was an unwritten section in the "Linking and Application Structure", which seems the apropriate place for this kind of intricate techincal details. Last week, Benny Lyons was here on visit in munich and he was pondering the idea of an experimental secondary build system, as a way to learn more about the source structure of Lumiera. This reminded me to fill some missing parts of the documentation. Possibly this is also the right moment to land the GTK-3 transition?
302 lines
19 KiB
Text
302 lines
19 KiB
Text
Linking and Application Structure
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=================================
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:Date: Autumn 2014
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:Author: Ichthyostega
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:toc:
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:toclevels: 3
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This page focusses on some quite intricate aspects of the code structure,
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the build system organisation and the interplay of application parts on
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a rather technical level.
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Arrangement of code
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-------------------
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Since ``code'' may denote several different entities, the place ``where''
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some piece of code is located differs according to the context in question.
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Visibility vs Timing: the translation unit
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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To start with, when it comes to building code in C/C++, the fundamental entity
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is _a single translation unit_. Assembler code is emitted while the compiler
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progresses through a translation unit. Each translation unit is self contained
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and represents a path of definition and understanding. Each translation unit
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starts anew at a state of complete ignorance, at the end leading to a fully
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specified, coherent operational structure.
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Within this _definition of a coded structure_, there is an inherent tension
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between the _absoluteness_ of a definition (a definition in mathematical sense
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can not be changed, once given) and the _order of spelling out_ this definition.
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When described in such an abstract way, these observations might be deemed self evident
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and trivial, but let's just consider the following complications in practice...
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- Headers are included into multiple translation units. Which means, they appear
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in several disjoint contexts, and must be written in a way independent of the
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specific context.
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- Macros, from the point of their definition onwards, change the way the compiler
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``sees'' the actual code.
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- Namespaces are ``open'' -- meaning they can be re-opened several times and
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populated with further definitions. The actual contents of any given namespace
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will be slightly different in each and every translation unit.
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- a Template is not in itself code, but a constructor function for actual code.
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It needs to be instantiated with concrete type arguments to produce code.
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And when this happens, the template instantiation picks up definitions
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_as visible at that specific point_ in the path through the translation unit.
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A template instantiation might even pick up specific definitions depending
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on the actual parameters, and the current content of the namespace these
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parameter types are defined in. So it very much matters at which point a
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specific template instantiation is first mentioned.
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- it is possible to generate globally visible (or statically visible) code
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from a template instantiation. This may even happen several times when
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compiling multiple translation units; the final linking stage will
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silently remove such duplicate instantiations stemming from templates --
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and this resolution step just assumes that these duplicate code entities
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are actually equivalent. Mind me, this is an assumption and can not be
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easily verified by the compiler. With a bit of criminal energy (think
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namespaces), it is very much possible to produce several instantiations
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of, say, a static initialiser within a template class, which are in
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fact different operations. Such a setup puts us at the mercy of the
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random way in which the linker sees these instances.
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Now the quest is to make _good use_ of these various ways of defining things.
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We want to write code which clearly conveys its meaning, without boring the
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reader with tedious details not necessary to understand the main point in
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question. And at the same time we want to write code which is easy to
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understand, easy to write and can be altered, extended and maintained.
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footnote:[Put blatantly, a ``simple clean language'' without any means of expression
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would not be of much help. All the complexities of reality would creep into the usage
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of our ``ideal'' language, and, even worse, be mixed up there with the entropy of
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doing the same things several times in a different way.]
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Since it is really hard to reconcile all these conflicting goals, we are bound
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to rely on *patterns of construction*, which are known to work out well in
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this regard.
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[yellow-background]#to be written#
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Import order, forward decls, placement of ctors, wrappers, PImpl
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Code size and Code Bloat
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~~~~~~~~~~~~~~~~~~~~~~~~
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Each piece of code incurs cost of various kinds
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- it needs to be understood by the reader. Otherwise it will die
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sooner or later and from then on haunt the code base as a zombie.
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- writing code produces bugs and defects at a largely constant rate.
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The best code, the perfect code is code you _do not write_.
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- actual implementation produces machine code, which occupies
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space, needs to be loaded into memory (think caching) and performed.
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- to the contrary, mere definitions are for free, _but_ --
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- even definitions consume compiler time (read: development cycle turnaround)
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- and since we're developing with debug builds, each and every definition
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produces debug information in each and every translation unit referring it.
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Thus, for every piece of code we must ask ourselves how much _visible_ this
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code is, need to be. And we must consider the dependencies the code incurs.
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It pays off to turn something into a detail and ``push it into the backyard''.
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This explains why we're using the frontend - backend split so frequently.
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Source and binary dependencies
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------------------------------
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To _use_ stuff while writing code, a definition or at least a declaration needs to
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be brought into scope. This is fine as long as definitions are rather cheap,
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omitting and hiding the details of implementation. The user does not need to understand
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these details, and the compiler does not need to parse them.
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The situation is somewhat different when it comes to _binary dependencies_ though.
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At execution time, all we get is pieces of data, and functions able to process specific
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data. Thus, whenever some piece of data is to be used, the corresponding functions need
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to be loaded and made available. Most of the time we're linking dynamically,
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and thus the above means that a _dynamic library_ providing those functions needs to be loaded.
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This other dynamic library becomes a dependency of our executable or library; it is recorded
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in the 'dynamic' section of the headers of our ELF binary (executable or library). Such a
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'needed' dependency is recorded there in the form of a ``SONAME'': this is an unique, symbolic
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ID denoting the library we're depending on. At runtime, it is the responsibility of the system's
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dynamic linker to translate these SONAMEs into actual libraries installed somewhere on the system,
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to load those libraries and to map the respective memory pages into our current process' address
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space, and finally to _relocate_ the references in our assembly code to point properly to the
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functions of this library we're depending on.
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Application Layer structure and dependency structure
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The Lumiera application uses a layered architecture, where upper layers may depend on the services
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of lower layers, but not vice versa. The top layer, the GUI is defined to be _strictly optional_.
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As long as all we had to deal with was code in upper layers using and invoking services in lower
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layers, there would not be much to worry. Yet to produce any tangible value, software has to
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collaborate on shared data. So the naive ``natural'' form of architecture would be to build
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everything around shared knowledge about the layout of this data. Unfortunately such an approach
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endangers the most central property of software, namely to be ``soft'', to adapt to change.
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Inevitably, data centric architectures either grow into a rigid immobile structure,
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or they breed an intangible insider culture with esoteric knowledge and obscure conventions
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and incantations. The only known solution to this problem (incidentally a solution known
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since millennia), is to rely on subsidiarity. ``Tell, don't ask''
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This gets us into a tricky situation regarding binary dependencies. Subsidiarity leads to an
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interaction pattern based on handshakes and exchanges, which leads to mutual dependency. One
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side places a contract for offering some service, the other side reshapes its internal entities
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to comply to that contract superficially. Dealing with the entities involved in such a handshake
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effectively involves the internal functions of both sides. Which is in contradiction to a
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``clean'' layer hierarchy.
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For a more tangible example, lets assume our backend has to do some work on behalf of the GUI;
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so the backend offers a contract to outline the properties of stuff it can work on. In compliance
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with this contract, the GUI hands over some data entities to the backend to work on -- but by their
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very nature, these data entities are and always remain GUI entities. When the backend invokes compliant
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operations on these entities, it effectively invokes functionality implemented in the GUI. Which
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makes the backend _binary dependent on the GUI_.
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While this problem can not be resolved in principle, there are ways to work around it, to the degree
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necessary to get hierarchically ordered binary dependencies -- which is what we need to make a lower
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layer operative, standalone, without the upper layer(s). The key is to introduce an _abstraction_,
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and then to _segregate_ along the realm of this abstraction, which needs to be chosen large enough
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in scope to cast the service and its contract entirely in terms of this abstraction, but at the same
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time it needs to be kept tight enough to prevent details of the client to leak into the abstraction.
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When this is achieved (which is the hard part), then any operations dealing with the abstraction _solely_
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can be migrated into the entity offering the service, while the client hides the extended knowledge about
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the nature of the manipulated data behind a builder function footnote:[frequently this leads to the
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``type erasure'' pattern, where specific knowledge about the nature of the fabricated entities -- thus
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a specific type -- is relinquished and dropped once fabrication is complete]. This way, the client retains
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ownership on these entities, passing just a reference to the service implementation. This move ties the binary
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dependency on the client implementation to this factory function -- as long as _this factory_ remains
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within the client, the decoupling works and eliminates binary cross dependencies.
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This solution pattern can be found at various places within the code base; in support we link with
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strict dependency checking (Link flag `--no-undefined`), so every violation of the predefined
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hierarchical dependency order of our shared modules is spotted immediately during build.
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Locating dependencies at start-up
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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We hope for Lumiera to be not only installed on desktop systems, but also used in a studio
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or production context, where you'll use a given system just for the duration of one project.
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This might even be specific hardware booted with a Live-System, or it might be a ``headless''
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render-farm node. For this reason, we impose the explicit requirement that Lumiera must be
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fully *usable without installation*. Unzip the application into some folder, launch,
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start working. There might be some problems with required media handling libraries,
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but the basic idea is to use a self-contained bundle or sub-tree, and the application
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needs to locate all the further required resources actively on start-up.
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On the other hand, we want Lumiera to be a good citizen, packaged in the usual way,
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compliant to the __F__ile__S__ystem __H__ierarchy standard. It turns out these two
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rather conflicting goals can be reconciled by leveraging some of the advanced features
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of the GNU dynamic linker: The application will figure out the whereabouts relatively,
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starting from the location of the executable, and with the help of some search paths
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and symlinks, the same mechanism can be made to work in the usual FSH compliant
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installation into `/usr/lib/lumiera` and `/usr/share/lumiera`
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This way, we end up with a rather elaborate start-up sequence, where the application
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works out it's own installation location and establishes all the further resources
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step by step
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. the first challenge are all the parts of the application built as dynamic libraries;
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effectively most of the application code resides in some shared modules. Since we
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most definitively do want a global link step in the build process, where unresolved
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symbols will be spotted, and we want a coherent application core, so we use
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dynamic linking right at start-up and thus need a way to make the linker locate
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our further modules and components relative to the executable. Fortunately, the
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GNU linker supports some extended attributes in the `.dynamic` section of ELF
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executables (known as the ``new style d-tags'')
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* any executable may define an extended search path through the `RUNPATH` tag,
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which is searched to locate dynamic libraries and modules before looking
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into the standard directories
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footnote:[the linker also supports the old-style `RPATH` tag. In the glorious
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old days of ancient Unix, it was considered good practice to compile the
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installation location hard wired into the `RPATH` of each executable and library.
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Meanwhile, in the age of multi-arch installation and virtual machines, this practice
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is frowned upon and discouraged by many distributors. For the time being, our
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build system sets both `RPATH` and the new-style, more secure `RUNPATH` to the
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same value relative to the executable. We will cease using `RPATH` at
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some point in the future]
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* and this search patch may contain _relative_ entries, using the special
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magic token `$ORIGIN` to point at the directory holding the executable
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+
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By convention, the Lumiera buildsystem bakes in the search location `$ORIGIN/modules`
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-- so this subdirectory below the location of the executable is where all the dynamic
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modules of the application will be placed by default
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. after the core application has been loaded and all direct dependencies are resolved,
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but still before entering `main()`, the class `lumiera::AppState` will be initialised,
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which in turn holds a member of type `lumiera::BasicSetup`. The latter will figure out
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the location of the executable footnote:[this is a Linux-only trick, using `/proc/self/exe`]
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and require a 'setup.ini' file in the same directory. This setup file is mandatory.
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. from there, the _search paths_ are retrieved to locate the extended resources of the
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application. All these search paths are a colon separated list; the entries may
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optionally also use the token `$ORIGIN` to refer to the location of the main executable.
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The default version of 'setup.ini' is outfitted with search paths to cover both the
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situation of a self-contained bundle, but also the situation of a FSH compliant
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installation.
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Lumiera.modulepath:: this is where the plugin loader looks for additional extensions and
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plug-ins, most notably the *GUI plugin*
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Lumiera.gui:: defines the name of this GUI plugin, which is loaded and activated from
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`main()` -- unless Lumiera starts in ``headless'' mode
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Lumiera.configpath:: all the extended application configuration will be picked up from
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these directories (_not yet implemented as of 2015_)
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Gui.iconpath:: root of the folder structure used to load icons and similar graphical
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elements for the GTK-UI. Below, several subdirectories for various icon sizes are
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recognised. Actually, most of our icons are defined as SVG and rendered using
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libCairo during the build process.
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Gui.resourcepath:: the place where the GTK-UI looks for further resources, most notably...
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Gui.stylesheet:: the name of the CSS-stylesheet for GTK-3, which defines the
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application specific look, link:{ldoc}/technical/gui/guiTheme.html[skinning and theme].
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While the first two steps, the relative locations `$ORIGIN/modules` and `$ORIGIN/setup.ini`
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are hard-wired, the further resolution steps rely on the contents of 'setup.ini' and are
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open for adjustments and reconfiguration, both for the packager or the advanced user.
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Any failure or mismatch during this start-up sequence will be considered fatal and abort
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the application execution.
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Transitive binary dependencies
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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Binary dependencies can be recursive:
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When our code depends on some library, this library might in turn depend on other libraries.
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At runtime, the dynamic linker/loader will detect all these transitive dependencies and try to load
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all the required shared libraries; thus our binary is unable to start, unless all these dependencies
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are already present on the target system. It is the job of the packager to declare all necessary dependencies
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in the software package definition, so users can install them through the package manager of the distribution.
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There is a natural tendency to define those installation requirements too wide. For one, it is better
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to be on the safe side, otherwise users won't be able to run the executable at all. And on top of that,
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there is the general tendency towards frameworks, toolkit sets and library collections -- basically
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a setup which is known to work under a wide range of conditions. Using any of these typically means
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to add a _standard set of dependencies_, which is often way more than actually required to load and
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execute our code. One way to fight this kind of ``distribution dependency bloat'' is to link `--as-needed`.
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In this mode, the linker silently drops any binary dependency not necessary for _this concrete piece
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of code_ to work. This is just awesome, and indeed we set this toggle by default in our build process.
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But there are some issues to be aware of.
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Static registration magic
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^^^^^^^^^^^^^^^^^^^^^^^^^
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[yellow-background]#to be written#
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Relative dependency location
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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Locating binary dependencies relative to the executable (as described above) gets complicated when several
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of _our own dynamically linked modules_ depend on each other transitively. For example, a plug-in might
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depend on `liblumierabackend.so`, which in turn depends on `liblumierasupport.so`. Now, when we link
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`--as-needed`, the linker will add the direct dependency, but omit the transitive dependency on the
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support library. Which means, at runtime, that we'd need to find the support library _when we are
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about to load the backend library_. With the typical, external libraries already installed to the
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system this works, since the linker has built-in ``magic'' knowledge about the standard installation
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locations of system libraries. Not so for our own loadable components -- recall, the idea was to provide
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a self-contained directory tree, which can be relocated in the file system as appropriate, without the
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need to ``install'' the package officially. The GNU dynamic linker can handle this requirement, though,
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if we supply an additional, relative search information _with the library pulling in the transitive
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dependency_. In our example, `liblumierabackend.so` needs an additional search path to locate
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`liblumierasupport.so` _relative_ to the backend lib (and not relative to the executable). For this
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reason, our build system by default supplies such a search hint with every Lumiera lib or dynamic
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module -- assuming that our own shared libraries are installed into a subdirectory `modules` below
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the location of the executable; other dynamic modules (plug-ins) may be placed in sibling directories.
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So, to summarise, the build defines the following `RPATH` and `RUNPATH` specs:
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for executables:: `$ORIGIN/modules`
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for libs and modules:: `$ORIGIN/../modules`
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