Showing posts with label build tools. Show all posts
Showing posts with label build tools. Show all posts

Friday, September 1, 2023

Task-based build systems

Today I ran into a great book chapter by Erik Kuefler and Lisa Carey about Google's build system philosophy. It's all very good, but one part that stood out to me is the distinction between a task-based build system and an artifact-based build system. Ant is a task-based build system and lets you define a task in terms of other tasks. Google's build system, partially open sourced as the "Bazel" project, is based on artifacts. An important part of an artifact-based system, they explain, is that it honors build cache semantics. They write specifically the following:
For a remote caching system to work, the build system must guarantee that builds are completely reproducible. That is, for any build target, it must be possible to determine the set of inputs to that target such that the same set of inputs will produce exactly the same output on any machine. This is the only way to ensure that the results of downloading an artifact are the same as the results of building it oneself. Fortunately, Bazel provides this guarantee and so supports remote caching. Note that this requires that each artifact in the cache be keyed on both its target and a hash of its inputs—that way, different engineers could make different modifications to the same target at the same time, and the remote cache would store all of the resulting artifacts and serve them appropriately without conflict.

Wednesday, May 4, 2016

Supporting C in a build system

In a previous post, I showed that the standard build rules for C code are unreliable. Let me describe two ways to do better.

In the interest of brevity, I will describe the build rules using a toy build engine called Blcache (short for "build cache"). I initially tried to write this post using standard tools like Make, Ninja, Bazel, and Nix, but they all have one limitation or another that distracts from the main point of this post.

Example problem

Here is an example problem this post will work against. There is a test.c file, and it includes two separate header files:

// File test.c
#include <stdio.h>
#include "syslimits.h"
#include "messages.h"

int main() {
  printf("%s: %d\n", MSG_LIMIT_THREADS, LIMIT_THREADS);
}

// File localhdrs/messages.h
#define MSG_LIMIT_THREADS "Limit on threads:"

// File hdrs/syslimits.h
#define LIMIT_THREADS 10

After compiling this code, a third header file is added as follows:

// File localhdrs/syslimits.h
#define LIMIT_THREADS 500

The challenge is for the addition of this header file to trigger a rebuild, while still making the build as incremental as possible.

Method 1: Compile entire components

The simplest way to get correct C compiles is to compile entire components at a time, rather than to set up build rules to compile individual C files. I've posted before on this strategy for Java, and it applies equally well to C.

This approach seems to be unusual, but my current feel is that it should work well in practice. It seems to me that when you are actively working on a given component, you should almost always use an IDE or other specialized tool for compiling that given component. The build system should therefore not concern itself with fine-grained incremental rebuilds of individual C files. Rebuilds of whole components--executables, libraries, and shared libraries--should be plenty, and even when using a system like Gyp, there are advantages to having the low-level build graph be simple enough to read through and debug by hand.

Using such an approach, you would set up a single build rule that goes all the way from C and H files to the output. Here it is in JSON syntax, using Blcache:

{
    "environ": [
        "PATH"
    ],
    "rules": [
        {
            "commands": [
                "gcc -Ilocalhdrs -Ihdrs  -o test test.c"
            ], 
            "inputs": [
                "test.c", 
                "localhdrs",
                "hdrs"
            ], 
            "name": "c/test", 
            "outputs": [
                "test"
            ]
        }
    ]
}

The "environ" part of this build file declares which environment variables are passed through to the underlying commands. In this case, only PATH is passed through.

There is just one build rule, and it's named c/test in this example. The inputs include the one C file (test.c), as well as two entire directories of header files (localhdrs and hdrs). The build command for this rule is very simple: it invokes gcc with all of the supplied input files, and has it build the final executable directly.

With the build rules set up like this, any change to any of the declared inputs will cause a rebuild to happen. For example, here is what happens in an initial build of the tool:

$ blcache c/test
Started building c/test.
Output from building c/test:
gcc -Ilocalhdrs -Ihdrs  -o test test.c

$ ./target/c/test
Limit on threads: 10

After adding syslimits.h to the localhdrs directory, the entire component gets rebuilt, because the localhdrs input is considered to have changed:

$ blcache c/test
Started building c/test.
Output from building c/test:
gcc -Ilocalhdrs -Ihdrs  -o test test.c

$ ./target/c/test
Limit on threads: 500

As a weakness of this approach, though, any change to any C file or any header file will trigger a rebuild of the entire component.

Method 2: Preprocess as a separate build step

Reasonable people disagree about how fine-grained of build rules to use for C, so let me describe the fine-grained version as well. This version can rebuild more incrementally in certain scenarios, but that benefit comes at the expense of a substantially more complicated build graph. Then again, most developers will never look at the build graph directly, so there is some argument for increasing the complexity here to improve overall productivity.

The key idea with the finer-grained dependencies is to include a separate build step for preprocessing. Here's a build file to show how it can be done:

{
    "environ": [
        "PATH"
    ],
    "rules": [
        {
            "commands": [
                "gcc -c -o test.o target/c/preproc/test.i"
            ], 
            "inputs": [
                "c/preproc/test:test.i"
            ], 
            "name": "c/object/test",
            "outputs": [
                "test.o"
            ]
        },

        {
            "commands": [
                "gcc -Ilocalhdrs -Ihdrs -E -o test.i test.c"
            ],
            "inputs": [
                "test.c", 
                "localhdrs",
                "hdrs"
            ], 
            "name": "c/preproc/test",
            "outputs": [
                "test.i"
            ]
        },

        {
            "commands": [
                "gcc -o test target/c/object/test.o"
            ],
            "inputs": [
                "c/object/test:test.o"
            ],
            "name": "c/test",
            "outputs": [
                "test"
            ]
        }
    ]
}

This file has three rules in it that chain together to produce the final output file. When you build the test executable for the first time, all three rules will be executed:

$ blcache c/test
Started building c/preproc/test.
Output from building c/preproc/test:
gcc -Ilocalhdrs -Ihdrs -E -o test.i test.c

Started building c/object/test.
Output from building c/object/test:
gcc -c -o test.o target/c/preproc/test.i

Started building c/test.
Output from building c/test:
gcc -o test target/c/object/test.o

$ ./target/c/test
Limit on threads: 10

First, the test.c file is preprocessed, yielding test.i. Second, the test.i file is compiled to test.o. Finally, test.o is linked into the final test executable.

Adding the new syslimits.h file behaves as expected, causing the full chain of recompiles.

$ blcache c/test
Started building c/preproc/test.
Output from building c/preproc/test:
gcc -Ilocalhdrs -Ihdrs -E -o test.i test.c

Started building c/object/test.
Output from building c/object/test:
gcc -c -o test.o target/c/preproc/test.i

Started building c/test.
Output from building c/test:
gcc -o test target/c/object/test.o

$ target/c/test
Limit on threads: 500

Modifying an irrelevant header file, on the other hand, only causes the precompilation step to run. Since the precompilation yields the same result as before, rebuilding stops at that point.

$ touch localhdrs/irrelevant.h
$ blcache c/test
Started building c/preproc/test.
Output from building c/preproc/test:
gcc -Ilocalhdrs -Ihdrs -E -o test.i test.c

Using cached results for c/object/test.
Using cached results for c/test.

It's not shown in this example, but since each C file is compiled individually, a change to a C file will only trigger a rebuild of that one file. Thus, the technique here is fine-grained in two different ways. First, changes to one C file only trigger a recompile of that one file. Second, changes to the H files only trigger preprocessing of all C files, and then only compilation of those C files that turn out to be affected by the H files that were changed.

By the way, there's a trick here that generalizes to a variety of cached computations. If you want to add a cache for a complicated operation like a C compile, then don't try to have the operation itself be directly incremental. It's too error prone. Instead, add a fast pre-processing step that accumulates all of the relevant inputs, and introduce the caching after that pre-processing step. In the case of this example, the fast pre-processing step is, well, the actual C preprocessor.

Coda

Before realizing the problem with C compilation, I used C as an example of why you might want to break the rules a little bit about the most strict and simplistic version of a build cache. However, now it seems to me that you find the best set of build rules if you strictly adhere to a build-cache discipline. I'm sorry, build cache. I should never have doubted you.

Standard build rules for C are unreliable

The standard way of integrating C into a build system is to use automatic dependencies generated from the compiler. Gcc and Clang can emit a list of the header files they read if you run them with the -M option. Visual Studio can do it as well, using the /showIncludes option. What I will call the "standard approach" in this post is to use the dependencies the user explicitly declared, and then to augment them with automatic dependencies generated by options like -M or /showIncludes.

Until a few years ago, I just took this approach as received wisdom and didn't think further about it. It's a neat trick, and it works correctly in the most obvious scenarios. Unfortunately, I have learned that the technique is not completely reliable. Let me share the problem, because I figure that other people will be interested as well, especially anyone else who ends up responsible for setting up a build system.

The root problem with the standard approach is that sometimes a C compile depends on the absence of a file. Such a dependency cannot be represented and indeed goes unnoticed in the standard approach to automatic dependencies. The standard approach involves an "automatic dependency list", which is a file listing out the automatically determined dependencies for a given C file. By its nature, a list of files only includes files that exist. If you change the status of a given file from not existing, to existing, then the standard approach will overlook the change and skip a rebuild that depends on it.

To look at it another way, the job of a incremental build system is to skip a compile if running it again would produce the same results. Take a moment to consider what a compiler does as it runs. It does a number of in-memory operations such as AST walks, and it does a number of IO operations including reading files into memory. Among those IO operations are things like "list a directory" and "check if a file exists". If you want to prove that a compiler is going to do the same thing on a second run as it did on the first, then you want to prove that those IO operations are going to do the same thing on a second run. That means all of the IO operations, though, not just the ones that read a file into memory.

Such a situation may seem exotic. At least one prominent source has declared that the standard approach is "correct" up to changes in the build command, which suggests to me that the author did not consider this scenario at all. It's not just a theoretical problem, though. Let me show a concrete example of how it can arise in practice.

Suppose you are compiling the following collection of files, including a single C file and two H files:

// File test.c
#include <stdio.h>
#include "syslimits.h"
#include "messages.h"

int main() {
  printf("%s: %d\n", MSG_LIMIT_THREADS, LIMIT_THREADS);
}

// File localhdrs/messages.h
#define MSG_LIMIT_THREADS "Limit on threads:"

// File hdrs/syslimits.h
#define LIMIT_THREADS 10
Using automatic dependencies, you set up a Makefile that looks like this:
CFLAGS=-Ilocalhdrs -Ihdrs

test.o test.d : test.c
 gcc $(CFLAGS) -M test.c > test.d
 gcc $(CFLAGS) -c test.c

test: test.o
 gcc -o test test.o

-include test.d

You compile it and everything looks good:

$ make test
gcc -Ilocalhdrs -Ihdrs -M test.c > test.d
gcc -Ilocalhdrs -Ihdrs -c test.c
gcc -o test test.o
$ ./test
Limit on threads: 10
Moreover, if you change any of the input files, including either of the H files, then invoking make test will trigger a rebuild as desired.
$ touch localhdrs/messages.h
$ make test
gcc -Ilocalhdrs -Ihdrs -M test.c > test.d
gcc -Ilocalhdrs -Ihdrs -c test.c
gcc -o test test.o

What doesn't work so well is if you create a new version of syslimits.h that shadows the existing one. Suppose you next create a new syslimits.h file that shadows the default one:

// File localhdrs/syslimits.h
#define LIMIT_THREADS 500

Make should now recompile the executable, but it doesn't:

$ make test
make: 'test' is up to date.
$ ./test
Limit on threads: 10

If you force a recompile, you can see that the behavior changed, so Make really should have recompiled it:

$ rm test.o
$ make test
gcc -Ilocalhdrs -Ihdrs -M test.c > test.d
gcc -Ilocalhdrs -Ihdrs -c test.c
gcc -o test test.o
$ ./test
Limit on threads: 500

It may seem picky to discuss such a tricky scenario as this one, with header files shadowing other header files. Imagine a developer in the above scenario, though. They are doing something tricky, yes, but it's a tricky thing that is fully supported by the C language. If this test executable is part of a larger build, the developer can be in for a really difficult debugging exercise to try and understand why their built executable is not behaving the way that's consistent with the source code. I dare say, it is precisely such tricky situations where people rely the most on their tools behaving in an intuitive way.

I will describe how to set up better build rules for this scenario in a followup post.

Saturday, December 15, 2012

Recursive Maven considered harmful

I have been strongly influenced by Peter Miller's article Recursive Make Considered Harmful. Peter showed that if you used the language of make carefully, you could achieve two very useful properties:
  • You never need to run make clean.
  • You can pick any make target, in your entire tree of code, and confidently tell make just to build that one target.

Most people don't use make that way, but they should. More troubling, they're making the same mistakes with newer build tools.

What most people do with Maven, to name one example, is to add a build file for each component of their software. To build the whole code base, you go through each component, build it, and put the resulting artifacts into what is called an artifact repository. Subsequent builds pull their inputs from the artifact repository. My understanding of Ant and Ivy, and of SBT and Ivy, is that those build-tool combinations are typically used in the same way.

This arrangement is just like recursive make, and it leads to just the same problems. Developers rebuild more than they need to, because they can't trust the tool to build just the right stuff, so they waste time waiting on builds they didn't really need to run. Worse, these defensive rebuilds get checked into the build scripts, so as to "help" other programmers, making build times bad for everyone. On top of it all, even for all this defensiveness, developers will sometimes fail to rebuild something they needed to, in which case they'll end up debugging with stale software and wondering what's going on.

On top of the other problems, these manually sequenced builds are impractical to parallelize. You can't run certain parts of the build until certain other parts are finished, but the tool doesn't know what the dependencies are. Thus the tool can't parallelize it for you, not on your local machine, not using a build farm. Using a standard Maven or Ivy build, the best, most expensive development machine will peg just one CPU while the others sit idle.

Fixing the problem

Build tools should use a build cache, emphasis on the cache, for propagating results from one component to another. A cache is an abstraction that allows computing a function more quickly based on partial results computed in the past. The function, in this case, is for turning source code into a binary.

A cache does nothing except speed things up. You could remove a cache entirely and the surrounding system would work the same, just more slowly. A cache has no side effects, either. No matter what you've done with a cache in the past, a given query to the cache will give back the same value to the same query in the future.

The Maven experience is very different from what I describe! Maven repositories are used like caches, but without having the properties of caches. When you ask for something from a Maven repository, it very much matters what you have done in the past. It returns the most recent thing you put into it. It can even fail, if you ask for something before you put it in.

What you want is a build cache. Whereas a Maven repository is keyed by component name and version number (and maybe a few more things), a build cache is keyed by a hash code over the input files and a command line. If you rebuild the same source code but with a slightly different command, you'll get a different hash code even though the component name and version are the same.

To make use of such a cache, the build tool needs to be able to deal sensibly with cache misses. To do that, it needs a way to see through the cache and run recursive build commands for things that aren't already present in the cache. There are a variety of ways to implement such a build tool. A simple approach, as a motivating example, is to insist that the organization put all source code into one large repository. This approach easily scales to a few dozen developers. For larger groups, you likely want some form of two-layer scheme, where a local check-out of part of the code is virtually overlaid over a remote repository.

Hall of fame

While the most popular build tools do not have a proper build cache, there are a couple of lesser known ones that do. One such is the internal Google Build System. Google uses a couple of tricks to get the approach working well for themselves. First, they use Perforce, which allows having all code in one repository without all developers having to check the whole thing out. Second, they use a FUSE filesystem that allows quickly computing hash codes over large numbers of input files.

Another build tool that gets this right is the Nix build system. Nix is a fledgling build tool built as a Ph.D. project at the University of Delft. It's available open source, so you can play with it right now. My impression is that it has a good core but that it is not very widely used, and thus that you might well run into sharp corners.

How we got here

Worth pondering is how decades of build tool development have left us all using such impoverished tools. OS kernels have gotten better. C compilers have gotten better. Editors have gotten better. IDEs have gotten worlds better. Build tools? Build tools are still poor.

When I raise that question, a common response I get is that build tools are simply a fundamentally miserable problem. I disagree. I've worked with build tools that don't have these problems, and they simply haven't caught on.

My best guess is that, in large part, developers don't know what they are missing. There's no equivalent, for build tools, of using Linux in college and then spreading the word once you graduate. Since developers don't even know what a build tool can be like, they instead work on adding features. Thus you see build tool authors advertising that they support Java and Scala and JUnit and Jenkins and on and on and on with a very long feature list.

Who really cares about features in a build tool, though? What I want in a build tool is what I wrote to begin with, what was described over a decade ago by Peter Miller: never run a clean build, and reliably build any sub-target you like. These are properties, not features, and you don't get properties by accumulating more code.

Monday, September 26, 2011

Teach your build tool jars, not classes

As far as I can tell, the single compelling feature about ant as a build system is that it makes it easy to compile Java. I just encountered a wiki page where SCons developers are discussing some of the problems.

One of the problems is this:
Currently the DAG built by SCons is supposed to have knowledge about every single generated file so that the engine can work out which files need transformation. In a world where there is 1 -> 1 relationship between source file and generated file (as with C, C++, Fortran, etc.) or where there is 1 -> n relationship where the various n files can be named without actually undertaking the compilation, things are fine. For Java, and even more extremely for languages like Groovy, it is nigh on impossible to discover the names of the n files without running the compiler -- either in reality or in emulation.

It's actually worse. It's not really a 1->n compile. The 1 file on the left can only be compiled by consulting other input files, and if any of those files change, you also need to recompile. Determining the exact dependency graph is a rather complicated problem.

I believe such a graph is unavoidable and indispensable if you want to have a decent build tool. "Decent" is subjective, but surely anyone would say that rebuilds should be reliable. You don't generally get that with ant. If you are building with ant, your have probably gotten very familiar with "ant clean".

To address Java's build problems without having to use ant, what I do is set up my build files in terms of jar files rather than directories of class files. If you do that, then even though the Java or Scala compiler produces loads of class files, the build tool doesn't actually see them. They are created in a temporary directory, combined into a jar, and then the temporary directory is deleted. While it's true that you don't get the optimal rebuild this way if you change just one file, I'd usually use an IDE if I am repeatedly editing the files of a single Java or Scala module. If I change just one file at random, I'd prefer to have a safe rebuild than the absolute fastest one.

In principle you can update the build tool to accurately model all the class files. Ant's depend task does so, and the Simple Build Tool uses a scalac plugin to track dependencies. While I don't have experience with the SBT version, I have found the ant version to significantly slow down compiles and yet still not be completely reliable. I prefer to stick with jar files and have the build tool be reliable. Besides, you shouldn't have to use a particular build tool just because your project includes some code in some particular language. It doesn't scale as soon as you add a second language to the project.