determine if clang-format finds .clang-format file (in a shell or cmake script) - cmake

what i want to achieve
I want to pack a .clang-format file with my software, which only gets used if the user doesn't provide their own.
My idea so far is to use clang-format -style=file which will find the users .clang-format if it is "located in one of the parent directories of the source file". (Which might be the case because it is in their home directory, or because they are using my package as a git submodule, or because they manually placed it after downloading my software).
If no .clang-format file is found, then the one shipped with my software should be used - e.g. by symlinking to mypackage/auxiliary_files/.clang-format in the top level. I want to do this somewhat automatized from cmake directly or by calling a shell script from cmake (or other).
workflow in short
clang-format finds .clang-format: do nothing (as shell script exit 0; as cmake script set(I-FOUND-CLANG-FORMAT 1) or something similar)
clang-format doesn't find .clang-format: call ln -s auxiliary_files/.clang-format
what I don't want to do
I don't want to write a loop which replicates the search behaviour of clang-format (going one directory up to look for .clang-format until either it's found or the top most directory is reached) to have built-in 100% compatibility.
options i've seen but didn't figure out how to use for my goal
clang-format does not appear to return a non-zero status code if no style file has been provided although style=file is set, even if -fallback-style=none is set. I also don't see in the printout if the fallback option or the regular option is used.

Related

CMake search path configuration

we working on a C++/CMake project, that needs to run in both Windows and Linux. On Windows, we have to work with a number Visual Studio versions, both in 32- and 64 bit. In order to alleviate dependency issues in our team, we have manually compiled a number of dependencies for each configuration(vs2013_x64, vs2013_x86, vs2012_x64, vs2013_x86...) and installed them (using make install or similar commands) to a common folder for each configuration. Now we have a folder called "vs2013_x64" for example, that contains similar folders as /usr would on linux: CMake, include, lib, share, ...
Now my question is: How do I have to set up CMake, so that it treats this vs2013_x64 folder just like it does /usr on Linux?
I found a number of variables that seem related, for example
CMAKE_FIND_ROOT_PATH and CMAKE_SYSROOT. However, setting them to my vs2013_x64 folder for example does not work: FindXXX.cmake files in the vs2013_x64/CMake folder are not found, and even when I manually set the CMAKE_MODULE_PATH to that CMake folder, the Find* scripts are unable to find the include they are looking for, because the vs2013_x64/include folder does not appear to be searched.
A solution that did work was to set the CMAKE_PREFIX_PATH. This is nice and almost what I need, but lets say that on Linux, I would not want it to look at /usr at all under any circumstances. This would not be possible using the PREFIX_PATH solution if I understand it correctly.
From what I understood from the documentation,
CMAKE_FIND_ROOT_PATH is more configurable and has a number of additional variables such as CMAKE_FIND_ROOT_PATH_MODE_PROGRAM, CMAKE_FIND_ROOT_PATH_MODE_LIBRARY and CMAKE_FIND_ROOT_PATH_MODE_INCLUDE. This makes me believe that FIND_ROOT_PATH is what I actually SHOULD be doing - yet I am unable to make it work
Does what I am trying to do make sense? Can anyone clarify when and how to use what? Ideally, I would like a solution that allows me to set the search path to my vs2013_x64 folder on Windows, that defaults to /usr on Linux, but can optionally also be set to another directory containing lib/include/cmake folders. In addition, it would be nice if searching ONLY occurred in the configured path and nowhere else (to avoid mistakenly picking a library that was installed system-wide).
Thanks!

Why won't OSA_LIBRARY_PATH not work as documented for JXA?

According to Apple's Developer Docs the Library global allows one to import compiled scripts so they can be used as a library in one's current script. This works just fine if you were to do something like the below code with myLibName.scpt located at ~/Library/Script Libraries:
myLib = Library('myLibName');
myLib.myLibMethod() // Works just fine
But, the docs also claim that one can export an environment variable — OSA_LIBRARY_PATH containing a string of : delimited paths — and Library() would then defer to that list of paths before proceeding to it's default path: ~/Library/Script Libraries. Ya know, like the bash environment variable Path. Here's the relevant piece of documentation below; it describes the path hierarchy:
The basic requirement for a script to be a script
library is its location: it must be a script document in a “Script
Libraries” folder in one of the following folders. When searching for
a library, the locations are searched in the order listed, and the
first matching script is used:
If the script that references the library is a bundle, the script’s
bundle Resources directory. This means that scripts may be packaged
and distributed with the libraries they use.
If the application running the script is a bundle, the application’s bundle Resources
directory. This means that script applications (“applets” and
“droplets”) may be packaged and distributed with the libraries they
use. It also enables applications that run scripts to provide
libraries for use by those scripts.
Any folders specified in the environment variable OSA_LIBRARY_PATH. This allows using a library
without installing it in one of the usual locations. The value of this
variable is a colon-separated list of paths, such as /opt/local/Script
Libraries:/usr/local/Script Libraries. Unlike the other library
locations, paths specified in OSA_LIBRARY_PATH are used exactly as-is,
without appending “Script Libraries”. Supported in OS X v10.11 and
later.
The Library folder in the user’s home directory, ~/Library.
This is the location to install libraries for use by a single user,
and is the recommended location during library development.
The
computer Library folder, /Library. Libraries located here are
available to all users of the computer.
The network Library folder,
/Network/Library. Libraries located here are available to multiple
computers on a network.
The system Library folder, /System/Library.
These are libraries provided by OS X.
Any installed application
bundle, in the application’s bundle Library directory. This allows
distributing libraries that are associated with an application, or
creating applications that exist solely to distribute libraries.
Supported in OS X v10.11 and later.
The problem is that it doesn't work. I've tried exporting the OSA_LIBRARY_PATH variable — globally via my .zshrc file — and then running a sample script just like the one above via both the Script Editor and the osascript executable. Nothing works; I get a "file not found" error. I found this thread-where-the-participants-give-up-hope online; it doesn't explain much. Any thoughts?
On a somewhat related note, the Scripting Additions suite provides two other methods — loadScript and storeScript — that seem like they might be useful here. Unfortunately, when you try to use them, osascript gives you the finger. Though, I did manage to return what looked like a hexadecimal buffer from a compiled script using loadScript. Anyway, any insight you guys can shed on this would be much appreciated. Thanks.
The OSA_LIBRARY_PATH environment variable is ignored by restricted executables when running with System Integrity Protection enabled.
To workaround this limitation you can either turn off SIP, or you can use an unrestricted executable.
For instance, to make osascript unrestricted, you should first make a copy, and then re-sign it with an ad-hoc signature:
cp /usr/bin/osascript ./osascript
codesign -f -s - ./osascript
Once you have the unrestricted osascript, you can run it with the OSA_LIBRARY_PATH environment variable set like this:
OSA_LIBRARY_PATH="/path/to/libs" ./osascript path/to/script.scpt
As a lousy alternative, you can put a symlink at one of the "Script Libraries" folders that osascript would look at and point it to the folder you want. Note that the symlink must be a replacement for the entire folder, it can't just exist inside of it.
rm -rf ~/Library/Script\ Libraries
ln -s "/Your/Custom/Path/Goes/Here/" ~/Library/Script\ Libraries
Tested on 10.13.2

How to modify files in post-build script depending on a menuconfig flag?

I need to find a way to modify/edit a given file after Buildroot compilation and right before the creation of the rootfs depending on a menuconfig flag selection. I could find in the Buildroot documentation that it is possible to do that by using post-build scripts.
My problem is that I would do the script action only if I selected something in menuconfig, for example:
(x) Enable my_login_system;
If I select my_login_system, then I need to change the nsswitch.conf file according:
passwd: my_login files
If I don't select in menuconfig the "my_login_system", then the nsswitch.conf should be:
passwd: files my_login
So, my main question is how to know if the "my_login_system" was selected or not in the post-build script.
When a post-build scripts is executed, it can access the BR2_CONFIG environment variable, which holds the path to the Buildroot .config file. Your script can parse that file and act accordingly.
Thus you could have a condition like:
if grep -q ^BR2_MY_LOGIN_SYSTEM=y ${BR2_CONFIG}
then
# do some tweaks
else
# do other tweaks
fi
Alternatively, you could use the BR2_ROOTFS_POST_SCRIPT_ARGS configuration variable to pass arbitrary command line parameters (as opposed to environment variables) to the post-build scripts.
Both possibilities are documented in the Buildroot manual, at section Customizing the generated target filesystem.

How can I bundle a command line utility in os x application on Mac App Store (using sandbox entitlement)

I have a c++ command line application that I have already compiled into an executable and have added it into my Xcode project. I have also added the "Copy Files" section to the Build Phases tab of the project properties and added my executable with the "Executables" destination. When I build my application I see it in the test.app/Contents/MacOS folder when I View package contents on the test.app that is built.
I also have App Sandbox enabled on the Capabilities tab of the project (so that I can distribute my application through the mac app store.
How can I expose this command line executable that is bundled with my application to the user so that they can run it from the command line (terminal)? I have not been able to find anything on search engines or on StackOverflow about how to get this file (or a symlink to this file) into the users PATH. I tried using an NSTask to create a symlink, but that only works if I disable the App Sandbox (which makes sense). Has anyone done this before? How did you get it to work? Or can these executables only be executed by code within your application?
I don't see a good way to do this. First, a clarification: the PATH is a list of directories that contain executables, not a list of executables; there's no way to add a single executable to the PATH. Instead, what you'd need to do is either put your executable into one of the directories in the user's PATH, or add the directory your executable is in into the PATH.
On OS X, the default PATH is /usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin. The first 4 directories shouldn't be modified from the system default, so only /usr/local/bin is a possibility. But creating it (it doesn't exist by default) would require admin (actually root) rights, which isn't allowed by App Store policies. So that's out.
That leaves modifying the user's PATH. The "right" way to do that system-wide is by placing a file in /etc/paths.d, which requires admin (/root) rights, so that's out too. Technically modifying the /etc/paths file would work, but that has the same permissions problem plus it's the wrong way to do customization.
The next possibility is to modify (/create) the user's shell initialization script(s). This'll work, but doing it at all right is going to be messy, because there are several shells the user might use, each with several different possible initialization scripts that the user might or might not have created...
Let's take a very simple case: a user who only ever uses bash, and who doesn't already have any initialization scripts. When a "login" instance of bash starts, it looks for ~/.bash_profile, ~/.bash_login, and ~/.profile (in that order), and runs the first one it finds. But your app doesn't know which shell he uses, so you'd better create ~/.profile so zsh and ksh will use it as well. So, your app creates ~/.profile, and puts this in it:
PATH="$PATH:/Applications/MyApp.app/Contents/Helpers"
Great, right? Yup, great, until the user runs something else that wants to set their PATH, it creates ~/.bash_profile, and this overrides your setup. After that, your executable will be in the PATH of zsh and ksh, but not bash. Whee.
And then one day the user decides to use tcsh instead, and it (and csh) have a completely different but equally messy pile of possible init files...

How to install a FindXXX.cmake to a correct location?

I am developing a library which uses CMake to control it. It would be good to provide a "FindXXX.cmake" which locates the library and header files. This file would enable the users to use the command "find_package(XXX)" to find my library.
However, I don't know how to install my lib's "FindXXX.cmake" to an correct location. I failed to find a CMake's build-in mechanism to install a "FindXXX.cmake". In addition, CMake's variable "CMAKE_MODULE_PATH" is a list of directories, so I cannot install according to that vairable because I cannot decide which specific directory to use.
If the copy of CMake is installed to a standard location(i.e. use no prefix etc) then this can be done by placing the file in /usr/share/cmake/Modules/ directory.
If you are going to supply a bundle probably you can add some commands to check if the cmake is available. if yes you can check for cmake --system-information|grep _INCLUDED_SYSTEM_INFO_FILE value from that to get modules directory.
Otherwise there's no way you can do that.
A workaround can be done i.e. if there is a binary in your bundle then you can add a command line option for placing this file.