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Craft is an open source meta build system and package manager.
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Craft is an open source meta build system and package manager. It manages dependencies and builds libraries and applications from source, on ''Windows'', ''Mac'', ''Linux'' and ''FreeBSD''.
  
It manages dependencies and builds libraries and applications from source, on Windows, Mac, Linux and FreeBSD.
+
== Setting up Craft ==
  
 +
[https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/Windows Start crafting on Windows]
  
== Start crafting ==
+
[https://community.kde.org/Craft/Linux Start crafting on Linux]
 
 
[https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/Windows Start crafting on Windows]
 
  
[https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/Mac Start crafting on Mac]
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[https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/Mac#Installation_using_Craft Start crafting on Mac]
  
 
[https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/FreeBSD Start crafting  on FreeBSD]
 
[https://community.kde.org/Guidelines_and_HOWTOs/Build_from_source/FreeBSD Start crafting  on FreeBSD]
  
 
== Common Craft commands ==
 
== Common Craft commands ==
Installing a package and its dependencies
+
 
 +
====== Searching for a package ======
 +
craft --search packagename
 +
 
 +
====== Installing a package (and dependencies) ======
 
  craft packagename
 
  craft packagename
Updating an installed package: Once you have ''packagename'' built, type:
+
 
 +
====== Uninstalling a package ======
 +
craft --unmerge packagename
 +
 
 +
====== Updating a package ======
 
  craft -i packagename
 
  craft -i packagename
Updating Craft itself:
+
 
  craft craft
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====== Switching to the source directory of a package ======
Updating the blueprints:
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cs packagename
  craft --fetch craft-blueprints-kde
+
 
 +
====== Switching to the build directory of a package ======
 +
cb packagename
 +
 
 +
====== Compiling a package ======
 +
if you just modified the source code and want to test-compile:
 +
craft --compile packagename
 +
 
 +
====== Creating an installer ======
 +
<code>.dmg</code> bundle, <code>.exe</code> setup, ... for a specific package:
 +
craft --package packagename
 +
The option <code>Packager/PackageType</code> in <tt>CraftSettings.ini</tt> controls which type of installer is created
 +
 
 +
==== Developing with Craft ====
 +
 
 +
====== Installing a library ======
 +
When developing on a specific application, you may want to develop on its library as well.
 +
  craft -i --no-cache <somelib>
 +
<code>--no-cache</code> also disables the cache for all missing/outdated dependencies.
 +
====== Testing new changes ======
 +
For the applications to run with changes to the source of the package:
 +
  craft --compile --install --qmerge <somelib>
 +
 
 +
===== Examples =====
 +
 
 +
====== Updating Craft itself ======
 +
  craft -i craft
 +
 
 +
====== Updating the blueprints ======
 +
craft -i craft-blueprints-kde
 +
 
 +
== Adding new blueprints ==
 +
 
 +
Blueprints are stored in separate repositories. At the moment there are these repositories:
 +
* [email protected]:packaging/craft-blueprints-kde.git (enabled by default)
 +
<br/>
 +
To navigate to this repository on your local file system:
 +
cs craft-blueprints-kde
 +
 
 +
Open a file browser in that folder and start adding new recipes by copying from existing ones.
 +
 
 +
Note that the name of the package folder needs to match the blueprint name. An example would be <code>kdegraphics-mobipocket\kdegraphics-mobipocket.py</code>
  
 
== Advanced tips ==
 
== Advanced tips ==
  
To build a non default version, append a line to [https://phabricator.kde.org/source/craft/browse/master/kdesettings.ini;3e3b3817deb9f17d2779d2275382d453104ed9e6$99 kderoot/etc/kdesettings.ini] of form:
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=== Hardcode versions of packages ===
 +
Packages are by-default installed from the cache. To build a non default version (or to build from master)
 +
<pre> craft --set version=some_version packagename</pre>
 +
 
 +
Here, replace <code>some_version</code> with the branch name of the source git repository of the package (like <code>master</code>) or version number (for eg: 0.57.0, 0.58.0).
 +
Alternatively ,edit <tt>$CraftRoot/etc/BlueprintSettings.ini</tt> and add:
 +
 
 +
<pre> [category/packagename]
 +
version = branch
 +
</pre>
  
category/packagename = branch
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====== Examples ======
  
For example, to install master branch of kdevelop, the line to be appended should look like:
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For example, to install master branch of khtml, the line to be appended should look like:
extragear/kdevelop = master
 
  
To find the category of the package you want to install, run this:
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[frameworks/khtml]
craft --search packagename
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version = master
 +
 
 +
To change the version of all packages of a category, like <code>libs/qt5</code> add
 +
 
 +
  [libs/qt5]
 +
  version = 5.9.3
 +
 
 +
==Using Craft with Qt Creator==
 +
 
 +
===Windows===
 +
To compile from within Qt Creator, I need to set up a kit.
 +
This is an example for mingw64.
 +
* Add a cmake if none is set: C:\CraftRoot\dev-utils\cmake\bin\cmake.exe
 +
* Add a debugger: C:\CraftRoot\mingw64\bin\gdb.exe
 +
* Add a C++ compiler and a C compiler. Both: C:\CraftRoot\mingw64\bin\gcc.exe
 +
** Ensure that the ABI is correctly set
 +
* Add a Qt: C:\CraftRoot\bin\qmake.exe
 +
* Add a kit with all of the above
 +
* Edit the Environment:
 +
** '''PATH=$(PATH);C:\CraftRoot\bin;C:\CraftRoot\dev-utils\bin\; C:\CraftRoot\mingw64\bin'''
 +
* Use the kit on a project
 +
 
 +
* Setup cmake configuration (all case):
 +
** Extend CMAKE_PREFIX_PATH, add the Craft prefix path (ie: CMAKE_PREFIX_PATH:STRING=%{Qt:QT_INSTALL_PREFIX};C:\CraftRoot)
 +
 
 +
===MacOS===
 +
To be able to use Craft libs in your cmake project from QtCreator follow these steps:
 +
* If the QtVersion used by Craft is not already registered in QtC, then create a new QtVersion by pointing it to the qmake used by Craft
 +
* Create a new kit by duplicating an existing one or creating a new one from scratch
 +
* Setup properties of the kit (for from scratch kit):
 +
** Set cmake binary to the one used by Craft
 +
** Set debugger binary to the one used by Craft
 +
** Set C++ and C compiler to the one used by Craft
 +
** Select the correct QtVersion
 +
** Ensure abi is correct
 +
* Setup cmake configuration (all case):
 +
** Extend CMAKE_PREFIX_PATH, add the Craft prefix path (ie: CMAKE_PREFIX_PATH:STRING=%{Qt:QT_INSTALL_PREFIX};/Volumes/Projects/Developers/Craft)
 +
* Edit the Environment:
 +
** '''PATH=$(PATH):~/CraftRoot/bin:~/CraftRoot/dev-utils/bin/'''
 +
** '''QT_PLUGIN_PATH=~/CraftRoot/bin/plugins'''
 +
* Apply, and now use this Kit for your cmake project
 +
 
 +
== Debugging a standalone app with symbols ==
 +
Craft by default uses RelWithDebInfo build type. As such, each library and executable is compiled with the release symbols stripped from the main file and saved separately in a corresponding .pdb file on Windows and .dSYM package on Mac.
  
The second line of the output will be of form: <tt>category/packagename</tt>
+
Those symbols will not be included in a final redistributable package generated by craft (--package option). However, if PackageDebugSymbols is enabled in CraftSettings.ini, a separate archive will be created will all the debug symbols combined.
  
=== Using the Qt SDK===
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If an issue you're trying to debug is specific to a packaged app only, you can use Qt Creator's Debug -> Start and Debug External Application option to run the packaged app and automatically attach to it:
This will skip all Qt packages and use the official Qt builds instead.
 
It will work fine for most CMake based recipes but definitely cause problems with QMake based projects.
 
You will of course also miss all patches we usually apply to Qt.
 
This is only recommended when you know what you are doing and you won't get support for in our channel.
 
  
To activate the SDK mode adapt the [QtSDK] section in your etc/kdesettings.ini to something like:
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* In "Local Executable" provide a path to executable file inside the .app container, e.g. /Volumes/External/CraftRoot/build/extragear/kmymoney/archive/Applications/KDE/kmymoney.app/Contents/MacOS/kmymoney
    [QtSDK]
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* In "Debug information" provide a path to a folder containing the debug symbols package (kmymoney.app.dSYM) generated by craft, e.g. /Volumes/External/CraftRoot/build/extragear/kmymoney/image-RelWithDebInfo-master/Applications/KDE
    ## Whether to use prebuild Qt binaries.
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* check "Break at main" if it's your initial setup to make sure everything works as expected
    Enabled = True
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* Optionally add the Source Paths Mapping (Preferences -> Debugger) if your local source code location doesn't match the one used to generate the package debugged, resulting in the main() break showing a disassembled code.
    ## The path to the Qt sdk.
 
    Path = C:\Qt
 
    ## The version of Qt.
 
    Version = 5.9
 
    ## The compiler version, if you are not sure what to use, have a look into the derectory set in QtSDK/Path.
 
    ## The compiler must be of the same type as General/KDECOMPILER.
 
    ## If you are using mingw please make sure you have installed the mingw using the Qt installer.
 
    Compiler = msvc2017_64
 
  
 
== Troubleshooting ==
 
== Troubleshooting ==
Line 76: Line 163:
 
== Getting in Touch ==
 
== Getting in Touch ==
  
* IRC: [irc://irc.freenode.net/kde-windows #kde-windows] on freenode
+
* IRC: [irc://irc.freenode.net/kde-windows #kde-craft] on freenode (join via web chat: http://webchat.freenode.net/?channels=kde-craft)
  
 
* [https://bugs.kde.org/enter_bug.cgi?product=Craft Report bugs]
 
* [https://bugs.kde.org/enter_bug.cgi?product=Craft Report bugs]
  
 
* Mailing list:  [mailto:[email protected] [email protected]] ([https://mail.kde.org/mailman/listinfo/kde-windows  subscribe], [http://lists.kde.org/?l=kde-windows&r=1&w=2 archives])
 
* Mailing list:  [mailto:[email protected] [email protected]] ([https://mail.kde.org/mailman/listinfo/kde-windows  subscribe], [http://lists.kde.org/?l=kde-windows&r=1&w=2 archives])

Latest revision as of 18:33, 10 June 2020

Craft is an open source meta build system and package manager. It manages dependencies and builds libraries and applications from source, on Windows, Mac, Linux and FreeBSD.

Setting up Craft

Start crafting on Windows

Start crafting on Linux

Start crafting on Mac

Start crafting on FreeBSD

Common Craft commands

Searching for a package
craft --search packagename
Installing a package (and dependencies)
craft packagename
Uninstalling a package
craft --unmerge packagename
Updating a package
craft -i packagename
Switching to the source directory of a package
cs packagename
Switching to the build directory of a package
cb packagename
Compiling a package

if you just modified the source code and want to test-compile:

craft --compile packagename
Creating an installer

.dmg bundle, .exe setup, ... for a specific package:

craft --package packagename

The option Packager/PackageType in CraftSettings.ini controls which type of installer is created

Developing with Craft

Installing a library

When developing on a specific application, you may want to develop on its library as well.

 craft -i --no-cache <somelib>

--no-cache also disables the cache for all missing/outdated dependencies.

Testing new changes

For the applications to run with changes to the source of the package:

 craft --compile --install --qmerge <somelib>
Examples
Updating Craft itself
craft -i craft
Updating the blueprints
craft -i craft-blueprints-kde

Adding new blueprints

Blueprints are stored in separate repositories. At the moment there are these repositories:


To navigate to this repository on your local file system:

cs craft-blueprints-kde

Open a file browser in that folder and start adding new recipes by copying from existing ones.

Note that the name of the package folder needs to match the blueprint name. An example would be kdegraphics-mobipocket\kdegraphics-mobipocket.py

Advanced tips

Hardcode versions of packages

Packages are by-default installed from the cache. To build a non default version (or to build from master)

 craft --set version=some_version packagename

Here, replace some_version with the branch name of the source git repository of the package (like master) or version number (for eg: 0.57.0, 0.58.0). Alternatively ,edit $CraftRoot/etc/BlueprintSettings.ini and add:

 [category/packagename]
 version = branch
Examples

For example, to install master branch of khtml, the line to be appended should look like:

[frameworks/khtml]
version = master

To change the version of all packages of a category, like libs/qt5 add

 [libs/qt5]
 version = 5.9.3

Using Craft with Qt Creator

Windows

To compile from within Qt Creator, I need to set up a kit. This is an example for mingw64.

  • Add a cmake if none is set: C:\CraftRoot\dev-utils\cmake\bin\cmake.exe
  • Add a debugger: C:\CraftRoot\mingw64\bin\gdb.exe
  • Add a C++ compiler and a C compiler. Both: C:\CraftRoot\mingw64\bin\gcc.exe
    • Ensure that the ABI is correctly set
  • Add a Qt: C:\CraftRoot\bin\qmake.exe
  • Add a kit with all of the above
  • Edit the Environment:
    • PATH=$(PATH);C:\CraftRoot\bin;C:\CraftRoot\dev-utils\bin\; C:\CraftRoot\mingw64\bin
  • Use the kit on a project
  • Setup cmake configuration (all case):
    • Extend CMAKE_PREFIX_PATH, add the Craft prefix path (ie: CMAKE_PREFIX_PATH:STRING=%{Qt:QT_INSTALL_PREFIX};C:\CraftRoot)

MacOS

To be able to use Craft libs in your cmake project from QtCreator follow these steps:

  • If the QtVersion used by Craft is not already registered in QtC, then create a new QtVersion by pointing it to the qmake used by Craft
  • Create a new kit by duplicating an existing one or creating a new one from scratch
  • Setup properties of the kit (for from scratch kit):
    • Set cmake binary to the one used by Craft
    • Set debugger binary to the one used by Craft
    • Set C++ and C compiler to the one used by Craft
    • Select the correct QtVersion
    • Ensure abi is correct
  • Setup cmake configuration (all case):
    • Extend CMAKE_PREFIX_PATH, add the Craft prefix path (ie: CMAKE_PREFIX_PATH:STRING=%{Qt:QT_INSTALL_PREFIX};/Volumes/Projects/Developers/Craft)
  • Edit the Environment:
    • PATH=$(PATH):~/CraftRoot/bin:~/CraftRoot/dev-utils/bin/
    • QT_PLUGIN_PATH=~/CraftRoot/bin/plugins
  • Apply, and now use this Kit for your cmake project

Debugging a standalone app with symbols

Craft by default uses RelWithDebInfo build type. As such, each library and executable is compiled with the release symbols stripped from the main file and saved separately in a corresponding .pdb file on Windows and .dSYM package on Mac.

Those symbols will not be included in a final redistributable package generated by craft (--package option). However, if PackageDebugSymbols is enabled in CraftSettings.ini, a separate archive will be created will all the debug symbols combined.

If an issue you're trying to debug is specific to a packaged app only, you can use Qt Creator's Debug -> Start and Debug External Application option to run the packaged app and automatically attach to it:

  • In "Local Executable" provide a path to executable file inside the .app container, e.g. /Volumes/External/CraftRoot/build/extragear/kmymoney/archive/Applications/KDE/kmymoney.app/Contents/MacOS/kmymoney
  • In "Debug information" provide a path to a folder containing the debug symbols package (kmymoney.app.dSYM) generated by craft, e.g. /Volumes/External/CraftRoot/build/extragear/kmymoney/image-RelWithDebInfo-master/Applications/KDE
  • check "Break at main" if it's your initial setup to make sure everything works as expected
  • Optionally add the Source Paths Mapping (Preferences -> Debugger) if your local source code location doesn't match the one used to generate the package debugged, resulting in the main() break showing a disassembled code.

Troubleshooting

If a package fails to build, you'll be greeted with something like:

 ...
 craft warning: while running make cmd: jom
 craft warning: Action: compile for libs/qt5/qtbase FAILED
 *** Craft all failed: all of libs/qtbase failed after 0:07:25 ***
 craft error: fatal error: package libs/qtbase all failed

In order to figure out what failed, grep the command line output above for errors.

Or have a look at the log file located in $HOME/.craft (%USERPROFILE%\.craft on Windows) which will contain much more details.

Search for "error", or "error:" in the file.

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This page was last edited on 10 June 2020, at 18:33. Content is available under Creative Commons License SA 4.0 unless otherwise noted.