scons
cue
scons | cue | |
---|---|---|
9 | 109 | |
1,947 | 4,765 | |
0.9% | 1.2% | |
9.3 | 9.8 | |
7 days ago | 1 day ago | |
Python | Go | |
MIT License | Apache License 2.0 |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
scons
- SCons: A Software Construction Tool
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Show HN: Jeeves – A Pythonic Alternative to GNU Make
The most comprehensive make alternative in python I've seen is Scons (https://scons.org/)
It would be worth to see how they tackles some of the challenges you're looking into.
Blurb from the website:
SCons is an Open Source software construction tool. Think of SCons as an improved, cross-platform substitute for the classic Make utility with integrated functionality similar to autoconf/automake and compiler caches such as ccache. In short, SCons is an easier, more reliable and faster way to build software.
- Taskfile: A Modern Alternative to Makefile
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What was used to build C++ programs before Cmake?
SCons never got popular enough to escape the niches it grew up in.
- Python as a build tool
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Is it possible to dynamically introduce nodes inside the project
i literally do almost this exact thing with the game im working on. situation is: im the programmer, working with an artist who cant code (and im not going to make them edit json on an ipad lmao) so i have a google drive spreadsheet where they put metadata for the items they make. i have a script that uses rclone to copy this down as a csv, along with the image assets. then i wrote a python extension for scons that converts it to json (and also does some image processing/cropping because evidently procreate's export options are very limited). from here, i originally had an import plugin that would automatically import the json files as godot resources. however, i eventually decided to instead write a standalone script in gdscript (invoked with godot --script --headless myscript.gd) that would do the conversion ahead of import, mainly because i wanted to be able to have the game assets be more self-contained (like, so that an item has its texture in the same resource file instead of in a separate file referenced from the json). i then modified my scons build scripts to call this script.
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How do i get started with GD Extension?
it's a build tool, like cmake. https://scons.org/ you have to install it.
- CMake debugger allows you to debug your CMake scripts and more - C++ Team Blog
cue
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TypeSpec: A New Language for API-Centric Development
If you are in a situation where you have a backend and you want to expose an API and then you would eventually want a client, you would need format specs as the starting point where server and clients are generated from that one source.
At the moment, OpenAPI with YAML is the only way to go but you can't easily split the spec into separate files as you would do any program with packages, modules and what not.
There are third party tools[0] which are archived and the libraries they depend upon are up for adoption.
In that space, either you can use something like cue language 1] or something like TypeSpec which is purpose built for this so yet, this seems like a great tool although I have not tried it yet myself.
[0]. https://github.com/APIDevTools/swagger-cli
[1]. https://cuelang.org/
EDIT: formating
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Show HN: Workout Tracker – self-hosted, single binary web application
Where `kube.cue` sets reasonable defaults (e.g. image is /). The "cluster" runs on a mini PC in my basement, and I have a small Digital Ocean VM with a static IP acting as an ingress (networking via Tailscale). Backups to cloud storage with restic, alerting/monitoring with Prometheus/Grafana, Caddy/Tailscale for local ingress.
[1] https://www.talos.dev/
[2] https://cuelang.org/
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Apple releases Pkl – onfiguration as code language
I've been somewhat surprised that CUE bills itself as "tooling friendly" and doesn't yet have a language server- the number one bit of tooling most devs use for a particular language.
I'm assuming it's becaus CUE is still unstable?
Anyway, if others are interested in CUE's LSP work, I think https://github.com/cue-lang/cue/issues/142 is the issue to subscribe to
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Why the fuck are we templating YAML? (2019)
This is where I usually pitch in with "Have your heard of CUELang, our lord and savior?": https://cuelang.org/
- Not turing complete
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10 Ways for Kubernetes Declarative Configuration Management
CUE: The core problem CUE solves is "type checking", which is mainly used in configuration constraint verification scenarios and simple cloud native configuration scenarios.
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Lua is a viable alternative for JSON
If you really want executable configurations please consider a newer language like https://dascript.org or https://cuelang.org which provide better type safety.
1- https://news.ycombinator.com/item?id=38030778
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Writerside – a new technical writing environment from JetBrains
Markdown and XML are nice, but what about more advanced documentation formats like OpenAPI? For one recent project, I set up automatic generation of the OpenAPI docs from (much more compact and flexible) CUE definitions (https://cuelang.org/) - which has the bonus of also being able to test the API against the definitions. JetBrains has a CUE plugin, but it's really barebones (doesn't even support jumping from the usage of a schema to its definition). Of course the possibilities when generating docs are endless (just think of the various syntaxes for doc comments, embedding examples/tests in source code etc.)...
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Show HN: Config-file-validator – CLI tool to validate all your config files
It doesn't include validators for TOML and INI, but if you're doing JSON and YAML, I would take a look at using or building upon CUE (https://cuelang.org/). It is a different take on schema definition (plus more), and is surprising terse and powerful model.
- That's a Lot of YAML
- An INI Critique of TOML
What are some alternatives?
meson - The Meson Build System
dhall-lang - Maintainable configuration files
ninja - a small build system with a focus on speed
jsonnet - Jsonnet - The data templating language
CMake - CMake with debugging support. Based on initial @sysprogs fork.
terraform - Terraform enables you to safely and predictably create, change, and improve infrastructure. It is a source-available tool that codifies APIs into declarative configuration files that can be shared amongst team members, treated as code, edited, reviewed, and versioned.
Invoke - Pythonic task management & command execution.
starlark-rust - A Rust implementation of the Starlark language
godot-cpp - C++ bindings for the Godot script API
Protobuf - Protocol Buffers - Google's data interchange format
PlatformIO - Your Gateway to Embedded Software Development Excellence :alien:
jsonnet-libs - Grafana Labs' Jsonnet libraries