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Repository Details

Project manager and builder automation tool for modern C++ projects

Zork++ Logo

The Zork++ project

A modern C++ project manager and build system for modern C++


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📝 Table of Contents

🧐 About

Zork++ was born out of the need to build C++ projects with the modules feature, introduced in the C++20 standard.

The existing build systems have limitations and difficulties using the C++20 modules consistently. So we started designing a tool that takes some C++ files, generates the necessary compiler commands and invokes the compiler to produce the desired executable/library!

🏁 Getting Started

Installation

The easiest way to start with Zork++ is to download the latest release available for your current operating system. The packages are built for the x86_64 architecture.

Windows

We provide an automated installer that installs the Zork++ binary on your system and automatically adds the installation directory to the PATH environment variable.

Simply download the windows-installer.zip artifact from the release page, extract it and run the contained zork-installer.exe.

Debian based Distributions

We provide a .deb package for Debian based distributions. After downloading it from the release page, install it by running the command

$ sudo apt install ./zork++.deb

Arch Linux

The following packages are available in the AUR.

  • zork++: Built from the sources of the latest release
  • zork++-git: Built from the sources of the latest commit on the main branch
  • zork++-bin: Installs a precompiled binary (fastest)

Using an AUR-helper such as yay:

$ yay -S zork++-bin

Or manually:

$ git clone https://aur.archlinux.org/zork++-bin.git && cd zork++-bin
$ makepkg -si

Generic Linux package

We provide a generic tar.gz archive containing the executable and a LICENSE. You can generally put the executable anywhere you like. Be sure that the installation directory is found in the PATH environment variable, else it cannot be directly called from the command line without its installation path. We recommend installing it in /usr/bin.

macOS and another platforms

We currently don't provide installers or precompiled binaries for other operating systems.

You can build Zork++ manually if your platform is a supported Rust target. You can check out the list of available targets here.

To build Zork++ from scratch, download one of the Source code artifacts from the release page and extract it. Then change into the zork++ directory inside the extracted source code and run

$ cargo build --frozen --release

You can find the compiled binary inside the target/release directory.

Prerequisites

In order to work with Zork++, you will need a C++ a compiler on your system. Currently, we are supporting the major three compilers in the ecosystem:

  • LLVM's Clang
  • GNU's GCC
  • Microsoft's MSVC (only supported on Windows)

Generating a new C++ project

You can use Zork++ with an already existing project, or create a new project from the command line.

  • Choose an empty folder to kick off with a fresh start.
  • Assuming that you have zork++ in PATH, type:

$ zork++ new github_example --compiler clang

After a moment, a new project should be created in your desired directory. And after that, move inside the folder, and type:

$ zork++ run

An output similar to the one below should appear in your terminal

[2023-02-08T20:03:25Z INFO Zork++] Launching a new Zork++ program
[2023-02-08T20:03:25Z INFO Zork++] [SUCCESS] - The process ended successfully, taking a total time in complete of: 349 ms

Hello from an autogenerated Zork project!
The program is running with: Clang

RESULT '+': 10
RESULT '-': 6
RESULT '*': 16
RESULT '/': 1

What happened here?

  • We are calling the zork++ executable previously installed on the system
  • The command new instructs zork++ to autogenerate a new C++ modules project with the name github_example. The project contains a predetermined structure as shown below
  • The parameter --compiler clang configures the project to use the Clang compiler
  • With the run command, we are building the project based on the configuration that is written in the zork_clang.toml configuration file. After building the project, Zork++ will automatically run the generated binary

Zork++ autogenerated example

An autogenerated project using the Zork++ command line

An overview of the autogenerated project structure

  • dependencies ⇒ An empty folder. We recommend you to put your third-party or external libraries, headers, etc. in this folder.
  • ifc ⇒ stands for interfaces. Here we put the module interface units of the project.
  • src ⇒ where the module implementation files live.
  • tests ⇒ where the unit tests and the integration tests of your new project are.
  • main.cpp ⇒ The entry point for your C++ program.
  • zork_clang.toml ⇒ Finally! We arrived at the most important part that you will need to understand when working with Zork++. See The zork.toml config file section to have a better understanding on how to write the configuration file and your project.

Note that this structure is just a guideline. You may prefer to organize your files in a completely different way. We are just providing a predefined layout, so you can quickly start working on your project.

Let's explore the out directory a little

Here is where your compiler will place all the artifacts from the compilation and linkage process, including:

  • The built executable / library
  • Intermediate artifacts, such as object files and precompiled modules
  • Some special folders, which are used internally by Zork++, such as the cache and some intrinsics. Don't worry about them, they aren't relevant for the moment.

Zork++ can build your project with different compilers at the same time. To avoid collisions between the different build processes there is a separate directory for every compiler.

Let's go through the folders:

  • modules ⇒ where the compiler places all the precompiled module interfaces, the object files for the cpp source files and so on.
  • zork/cache ⇒ here we dump the cache files that store useful data to speed up the build process, to track some internally relevant data, or for storing the generated commands for the user to inspect (if you want to).
  • zork/intrinsics ⇒ this is a special one. Sometimes Zork++ needs additional things to work properly. This is the place where those things live. See Windows special requirements for more info.
  • github_example.exe ⇒ this is the binary, that is generated by the build process.

🔧 The zork.toml config file

The zork.toml configuration file is the core of the project. It is the most important part for working with Zork++. This is where you define the setup of your project, instructing Zork++ to behave as you expect. We are going to take the zork.toml from the Getting started example.

Here is the configuration file, that was generated above:

#This file it's autogenerated as an example of a Zork config file
[project]
name = "github-example"
authors = [ "Zero Day Code" ]  # Replace this for the real authors

[compiler]
cpp_compiler = "clang"
cpp_standard = "20"
std_lib = "libc++"  # This concrete property will only be applied to Clang

[build]
output_dir = "./out"

[executable]
executable_name = "github-example"
sources = [
    "./github-example/*.cpp"
]

[tests]
tests_executable_name = "zork_proj_tests"
sources = [
    "./github-example/*.cpp"
]

[modules]
base_ifcs_dir = "./github-example/ifc"
interfaces = [ 
    { file = 'math.cppm' }    
]
base_impls_dir = "./github-example/src"
implementations = [
    { file = 'math.cpp' },
    { file = 'math2.cpp', dependencies = ['math'] }
]
sys_modules = ['iostream']

This is toml table syntax. You may choose whatever toml available syntax you prefer though.

For a full reference of every property available under a specific section, please see the zork.toml reference guide.

Let's briefly discuss every section, to get a general perspective of what we are building

  • [project] ⇒ Here you specify the metadata for the project. This could be potentially more relevant in the future, to allow users to auto-publish projects on some websites.

  • [compiler] ⇒ The configuration for the C++ compiler. From the desired compiler that you want to use, the desired language level of the C++ ISO standard, to the std library vendor that you want to link against. For now, the std_lib is only considered when using Clang on a Unix system. It is used to specify whether to use the libc++ or libstdc++ Standard library implementation.

  • [build] ⇒ Specifics about how and where the generated files are dumped or treated. Here you specify where you want to create that directory.

  • [executable] ⇒ Whenever Zork++ sees this attribute, it knows that he must produce an executable. You must specify the name of the generated binary and the sources that will be taken into consideration to produce that executable.

  • [modules] ⇒ The core section to instruct the compiler to work with C++20 modules. The most important attributes are the base path to the interfaces and implementation files (usually you don't want to spread your files elsewhere). Zork++ only looks for your interfaces and implementation files in the respective directories.

  • [tests] ⇒ The tests section allows you to run the tests written for your application in a convenient way. You only have to provide the sources, and you are ready to go! Zork++ will take care of the rest.

For now, tests run independent of the executables or library generations. So if you want to check the health of your applications and run your tests, just invoke the test command.

$ zork++ -v test

You must manually provide a test framework for now. There are plans to include support for one or more of the major ones with Zork++ directly, like boost::ut or Catch2. But for now, you must manually download the source files and pass them (if applies) to Zork++.

The optional base_path property allows you to specify a path where Zork++ looks for your source files, so you don't have to specify the full path for every source.

Additional notes on the [modules] attribute

Whenever you declare a module interface or a module implementation in the configuration file, you must take in consideration that sometimes modules (both interfaces or implementations) depend on other modules. Dependencies of one or more modules are declared as shown below:

interfaces = [ 
    { file = 'math.cppm' }    
]
implementations = [
    { file = 'math.cpp' }, # Direct mapping with the interface `math`
    { file = 'math2.cpp', dependencies = ['math'] } 
    # math2 isn't the same as math, so we need to specify the `math` dependency.
]

The module interface units can take any number of module dependencies as they wish, but there's no direct mapping on the no dependency declaration, because it's an interface unit.

On the implementations, if the relation has no declared dependencies, (meaning that only the file name of the module implementation is declared here), Zork++ will assume that the unique module interface that the module implementation depends on has the same name of the file property declared for the module implementation.

A module implementation unit always depends on at least one interface unit: the module interface that public declared the module. That's why Zork++ assumes that if the implementation unit does not explicitly declare an interface unit, an interface unit exists with the same name in the interfaces' directory (without file extension).

If the user does not use the same file name for both the interface and the declaration and no direct dependency is declared, a compiler error will be thrown because Zork++ does not care about wrongly specified dependencies.

Module partitions

One thing that we haven't discussed are module partitions. As described by the standard, there are two kinds of partitions, known as module interface partitions and module implementation partitions (or internal partitions). Both of them serve the same purpose: Allowing for better organization and modularization of the source code when projects start to grow larger or when you simply need a particular source code layout.

Zork++ supports module partitions for every supported compiler, but they still have some peculiarities. Let's review them with an example:

[modules]
interfaces = [ 
    { file = 'interface_partition.cppm', partition = { module = 'partitions' } },
    { file = 'internal_partition.cpp', partition = { module = 'partitions', partition_name = 'internal_partition', is_internal_partition = true } },
    { file = 'partitions.cppm' }
]

A closer look on how to work with module partitions within Zork++

We included partitions inside the interfaces key because, most of the time, other module interfaces will require some partition, and having a separate key for them will break the way of letting you decide in which order the translation units must be processed.

So, whenever you see an "interface" that has a partition property, you must know that we are "downcasting" a module interface to some kind of partition.

Some peculiarities by compiler at the time of writing:

  • GCC ⇒ NONE! GCC comes with a powerful module cache, so no further treatment is required. You can write module partitions without any worry to declare them in Zork++.
  • Clang ⇒ This requires you to fully specify partitions, indicating the module property, which is the property that tells Zork++ which is its related primary module interface, and the partition name. If partition name isn't present, we will assume the name of the partition file.
  • MSVC ⇒ Basically, we take advantage of the fantastic MSVC implicit module lookup. This means that you aren't obligated to explicitly declare module names or module partition names... But, there's a specific case: internal module partitions. So, whenever you have an internal module partition, you must declare your translation unit as partition, and then provide at least module and is_internal_partition in order to make it work

Note that in future releases, things about module partitions may change drastically (or not!). For example, we are expecting Clang to implement a good way of making implicit declarations but having the opportunity to specify a concrete output directory, among other things in other compilers too.

The sys_modules property

Clang and GCC require precompiling the classical system headers, before they are importable as modules. For example, whenever you use import <iostream> instead of using #include directives. Every time you want to use import<sys_module> in your project, you can instruct Zork to precompile the corresponding system header in order to make it available as module.

📑 The zork.toml reference guide

Here is an overview of all the attributes available in the zork.toml configuration file. The format is described as Rust types (simplified). Members marked as Option<T> are optional attributes, all other members are mandatory.

/// The complete hierarchy of keys
ZorkConfigFile {
    project: ProjectAttribute,
    compiler: CompilerAttribute,
    build: Option<BuildAttribute>,
    executable: Option<ExecutableAttribute>,
    modules: Option<ModulesAttribute>,
    tests: Option<TestsAttribute>,
}

/// The [project] key 
ProjectAttribute {
    name: &'a str
    authors: Option<Vec<str>>,
    compilation_db : bool
}

/// The [compiler] key 
CompilerAttribute {
    cpp_compiler: CppCompiler, // clang, msvc or gcc
    driver_name: Option<str>, // The invokable name for the compiler's binary
    cpp_standard: LanguageLevel, // but as a string, for ex: '20'
    std_lib: Option<str>, // libc++ or stdlibc++
    extra_args: Option<Vec<str>>
}

/// The [build] key 
BuildAttribute {
    output_dir: Option<str>,
}

/// The [executable] key
ExecutableAttribute {
    executable_name: Option<str>,
    sources_base_path: Option<str>,
    sources: Option<Vec<str>>,
    extra_args: Option<Vec<str>>,
}

/// [`ModulesAttribute`] -  The core section to instruct the compiler to work with C++20 modules. The most important are the base path to the interfaces and implementation files
/// * `base_ifcs_dir`- Base directory. So you don't have to specify the full path of the interface files
/// * `interfaces` - A list to define the module interface translation units for the project
/// * `base_impls_dir` - Base directory. So you don't have to specify the full path of the implementation files
/// * `implementations` - A list to define the module interface translation units for the project
/// * `sys_modules` - An array field explicitly declare which system headers must be precompiled
/// * `extra_args` - Extra arguments that will be added to the generated command lines
ModulesAttribute {
    base_ifcs_dir: Option<str>,
    interfaces: Option<Vec<ModuleInterface>>,
    base_impls_dir: Option<str>,
    implementations: Option<Vec<ModuleImplementation>>,
    sys_modules: Option<Vec<str>>,
    extra_args: Option<Vec<str>>,
}

/// The [tests] key
TestsAttribute {
    test_executable_name: Option<str>,
    sources_base_path: Option<str>,
    sources: Option<Vec<str>>,
    extra_args: Option<Vec<str>>,
} 

A closer look on the ModulesAttribute key

/// [`ModuleInterface`] -  A module interface structure for dealing
/// with the parse work of prebuilt module interface units
///
/// * `file`- The path of a primary module interface 
/// (relative to base_ifcs_path if applies)
///
/// * `module_name` - An optional field for make an explicit
/// declaration of the C++ module on this module interface 
/// with the `export module 'module_name' statement.
/// If this attribute isn't present, Zork++ will assume that the
/// C++ module declared within this file is equals 
/// to the filename
///
/// * `partition` - Whenever this attribute is present, 
/// we are telling Zork++ that the actual translation unit
/// is a partition, either an interface partition 
/// or an implementation partition unit
///
/// * `dependencies` - An optional array field for declare the module interfaces
/// in which this file is dependent on
ModuleInterface {
    file: str,
    module_name: Option<str>,
    partition: Option<ModulePartition>,
    dependencies: Option<Vec<str>>,
}

/// [`ModulePartition`] - Type for dealing with the parse work
/// of module partitions, either interfaces or implementations
///
/// * `module`- The interface module unit that this partitions belongs to
///
/// * `partition_name` - An optional field for explicitly declare the name of a module interface
/// partition, or a module implementation partition.
/// Currently this requirement is only needed if your partitions 
/// file names aren't declared as the modules convention,
/// that is `module_name-partition_name.extension`
///
/// * `is_internal_partition` - Optional field for declare that 
/// the module is actually a module for hold implementation
/// details, known as module implementation partitions.
/// This option only takes effect with MSVC
ModulePartition {
    module: str,
    partition_name: Option<&str>,
    is_internal_partition: Option<bool>,
}

/// [`ModuleImplementation`] -  Type for dealing with the parse work
/// of module implementation translation units
///
/// * `file`- The path of a primary module interface (relative to base_ifcs_path)
/// * `dependencies` - An optional array field for declare the module interfaces
/// in which this file is dependent on
ModuleImplementation<'a> {
    file: str,
    dependencies: Option<Vec<str>>,
}

Some specific configuration values

Some attributes are categorical, meaning only some predefined values are valid. For example:

  • The supported CPP standards (compiler.cpp_standard) ⇒ '20', '23', '1a', '2a', '1x', '2x' or 'latest'
  • The supported compilers (compiler.cpp_compiler):
    • clang ⇒ (alias = "CLANG", alias = "Clang", alias = "clang")
    • msvc ⇒ (alias = "MSVC", alias = "Msvc", alias = "msvc")
    • gcc ⇒ (alias = "MSVC", alias = "Msvc", alias = "msvc")
  • The supported standard libraries to link against (compiler.std_lib, only applies to Clang) ⇒ stdlibc++ or libc++

📑 The Zork++ command line interface

Zork++ comes with a minimalistic yet powerful command line interface. Our direct intention was to mimic the standard way of working with Rust's Cargo CLI, as it is a world-class tool well known and valued. To summarize, we are offering the following commands and arguments:

  • build ⇒ just compiles the project
  • run ⇒ compiles the project and then runs the generated binary
  • test ⇒ compiles the project and then runs the test suite as described in the configuration file automatically
  • new ⇒ generates a new C++20 onwards template project with a minimal configuration and a minimal setup. This command includes some arguments to make it more flexible, like:
    • --name <NAME> ⇒ the name of the autogenerated project
    • --git ⇒ initializes a new git empty repository
    • --compiler <COMPILER> ⇒ indicates which of the compilers available within Zork++ should be used to set up the template

Arguments (they should be place before the main subcommands described above)

  • --match-files => Accepts an string value that will be used to perform a filter to the detected Zork++ configuration files present in the project. Acts like the classical contains method, by checking that the value that you passed in is a substring of some of the detected config files.
  • -v ⇒ Outputs more information to stdout. The classical verbose command line flag. You have until -vv, which is the maximum verbosity allowed, that will unlock the trace level logs.
  • -c,--clear-cache` ⇒ Clears the files in the cache, so, in the next iteration, cached items must be processed again. This is useful after a lot of program iterations, when the cache starts to slow down the build process.

📑 Compilation Database

Zork++ is able to generate a compilation database file, commonly known as compile_commands.json. This file is typically used by static code analyzers, IDE's and other tools to provide information about the status, the quality, problems, errors, suggestions and all kind of crazy things that the linting tools are able to do.

To enable this feature, you will need to put a flag property, under the #[project] table, named compilation_db.

#[project]
compilation_db = true

The file will be automatically generated the first time that Zork++ sees this property on the configuration file, and will be regularly updated when changes are detected in the generated command lines, or when files are added/dropped from your project.

📑 C++23 import std; feature

The C++23 standard is supposed to come with a nice feature to finally support modules in a real way, that is through the import std; statement. This means that the whole standard library will be available as a single nice and neat component.

But this is not available in every compiler using C++20, and at the time of writing, they have only partial or no support at all for C++23, but some of them have their own kind of workarounds.

In Zork++, you have this feature enabled for any OS supported and even using C++20 if:

  • You're working with Clang because the modulemap feature of Clang. So, in your project, you're able to:

    • import std; // preferred way, in line with the C++23 feature
    • import <system_header_name>; // individually import some specific system header as a module. Needs an explicit precompilation process.
  • You're working with MSVC, you are able to use import std.core, as a compiler specific feature. But this will allow you to use import statements instead of #include directives.

🎈 Developers Guide

Contributing to Zork++ is, technically, an easy task. You just have to open an issue and document some bug that you discovered or some feature that you would like to have.

If you want to solve the bug or contribute with a new feature by yourself, after creating the issue, just fork the repository, link a new branch to your fork from the base branch, and when you're happy with the proposal, open a PR for us to review!

☑️ Running the tests

We distinguish two kinds of tests in Zork:

Unit tests

  • These directly test different parts of the internal work of Zork++, trying to make a reliable system to work with.

Integration tests

  • Integration tests in Zork are focused on building different kind of C++ projects under different operating systems.

All tests are running in different workflows that you can check out here.

Alternatively, you can always download the source code and run them in a local environment. You will need to have Rust installed and change into the zork++ directory. Then you just need to run $ cargo test --all.

📑 TODO ZONE

The things that we desire to implement or upgrade in Zork++

  • Support the Intel's C++ compiler (not a priority, but it would be nice)
  • Dump the commands generated in a text file different from the cache by a command line order
  • Have full support for module (interface or implementation) partitions
  • Take an eye on how the compilers are implementing the C++23 import std; feature, and then include it in Zork++ by default
  • Enable an option in the config file where the user can activate the parsing of the project for every iteration by reading the data save in the cache and checking the last time that a file included in the config file has been modified, so we will only be generating commands for the modified files
  • Include and offer test frameworks directly in the project. That means integrating third party test frameworks directly in Zork++

⛏️ Built Using

  • Rust - The full code is written on Rust
  • TOML - We are using toml for the program configuration files

TODO - Motivations for the style, etc

✍️ Authors

  • @pyzyryab - Idea and core work
  • @gbm25 - Parsers and testing attribute integration
  • @TheHiddenOnSystem - Actions for auto-publishing the releases of the project
  • @FoIP - Nice code changes and upgrades, especially in the Rust rewrite

See also the list of contributors who participated in this project.

🎉 Acknowledgements