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TSL&PRF:sources/tech/20211129 Anyone can compile open source code in these three simple steps.md
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[#]: subject: "Anyone can compile open source code in these three simple steps"
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[#]: via: "https://opensource.com/article/21/11/compiling-code"
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[#]: author: "Seth Kenlon https://opensource.com/users/seth"
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[#]: collector: "lujun9972"
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[#]: translator: "wxy"
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[#]: reviewer: " "
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[#]: publisher: " "
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[#]: url: " "
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Anyone can compile open source code in these three simple steps
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======
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You don't need to know how to write or read code to compile it.
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![Developing code.][1]
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There are many ways to install software, but you get an option not available elsewhere with open source: You can compile the code yourself. The classic three-step process to compile source code:
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```
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$ ./configure
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$ make
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$ sudo make install
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```
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Thanks to these commands, you might be surprised to find that you don't need to know how to write or even read code to compile it.
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### Install commands to build software
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As this is your first time compiling, there's a one-time preparatory step to install the commands for building software. Specifically, you need a compiler. A compiler, such as GCC or LLVM, turns source code that looks like this:
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```
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#include <iostream>
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using namespace std;
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int main() {
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cout << "hello world";
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}
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```
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Into _machine language_, the instructions that a CPU uses to process information. You can look at machine code, but it wouldn't make any sense to you (unless you're a CPU.)
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You can get the GNU C compiler (GCC) and the LLVM compiler, along with other essential commands for compiling on Fedora, CentOS, Mageia, and similar distributions, using your package manager:
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```
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`$ sudo dnf install @development clang`
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```
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On Debian, Elementary, Mint, and similar distributions:
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```
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`$ sudo apt install build-essential clang`
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```
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With your system set up, there are a few tasks that you'll repeat each time you want to compile your software:
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1. Download the source code
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2. Unarchive the source code
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3. Compile
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You have all the commands you need, so now you need some software to compile.
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### 1\. Download source code
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Obtaining source code for an application is much like getting any downloadable software. You go to a website or a code management site like GitLab, SourceForge, or GitHub. Typically, open source software is available in both a work-in-progress ("current" or "nightly") form as well as a packaged "stable" release version. Use the stable version when possible unless you have reason to believe otherwise or are good enough with code to fix things when they break. The term **stable** suggests the code got tested and that the programmers of the application feel confident enough in the code to package it into a `.zip` or `.tar` archive, give it an official number and sometimes a release name, and offer it for download to the general non-programmer public.
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For this exercise, I'm using [Angband][2], an open source (GPLv2) ASCII dungeon crawler. It's a simple application with just enough complications to demonstrate what you need to consider when compiling software for yourself.
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Download the source code from the website.
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### 2\. Unarchive the source code
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Source code is often delivered as an archive because source code usually consists of multiple files. You have to extract it before interacting with it, whether it's a tarball, a zip file, a 7z file, or something else entirely.
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```
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`$ tar --extract --file Angband-x.y.z.tar.gz`
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```
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Once you've unarchived it, change the directory into the extracted directory and have a look around. There's usually a `README` file at the top level of the directory. This file, ideally, contains guidance on what you need to do to compile the code. The `README` often contains information on these important aspects of the code:
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* **Language:** What language the code is in (for instance, C, C++, Rust, Python).
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* **Dependencies:** What other software you need to have installed on your system for this application to build and run.
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* **Instructions:** The literal steps you need to take to build the software. Occasionally, they include this information within a dedicated file intuitively entitled `INSTALL`.
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If the `README` file doesn't contain that information, consider filing a bug report with the developer. You're not the only one who needs an introduction to source code. Regardless of how experienced they are, everyone is new to source code they've never seen before, and documentation is important!
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Angband's maintainers link to online instructions to describe how to compile the code. This document also describes what other software you need to have installed, although it doesn't exactly spell it out. The site says, "There are several different front ends that you can optionally build (GCU, SDL, SDL2, and X11) using arguments to configure such as `--enable-sdl`, `--disable-x11`, etc." This may mean something to you or look like a foreign language, but this is the kind of stuff you get used to after compiling code frequently. Whether or not you understand what X11 or SDL2 is, they're both requirements that you see pretty often after regularly compiling code over a few months. You get comfortable with the idea that most software needs other software libraries because they build upon other technologies. In this case, though, Angband is very flexible and compiles with or without these optional dependencies, so for now, you can pretend that there are no additional dependencies.
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### 3\. Compile the code
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The canonical steps to build code are:
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```
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$ ./configure
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$ make
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$ sudo make install
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```
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Those are the steps for projects built with [Autotools][3], which is a framework created to standardize how source code is delivered. Other frameworks (such as [Cmake][4]) exist, however, and they require different steps. When projects stray from Autotools or Cmake, they tend to warn you in the `README` file.
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### Configure
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Angband uses Autotools, so it's time to compile code!
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In the Angband directory, first, run the configuration script included with the source:
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```
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`$ ./configure`
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```
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This step scans your system to find the dependencies that Angband requires to build correctly. Some dependencies are so basic that your computer wouldn't be running without them, while others are specialized. At the end of the process, the script gives you a report on what it has found:
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```
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[...]
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configure: creating ./config.status
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config.status: creating mk/buildsys.mk
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config.status: creating mk/extra.mk
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config.status: creating src/autoconf.h
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Configuration:
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Install path: /usr/local
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binary path: /usr/local/games
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config path: /usr/local/etc/angband/
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lib path: /usr/local/share/angband/
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doc path: /usr/local/share/doc/angband/
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var path: (not used)
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(save and score files in ~/.angband/Angband/)
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\-- Frontends --
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\- Curses Yes
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\- X11 Yes
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\- SDL2 Disabled
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\- SDL Disabled
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\- Windows Disabled
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\- Test No
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\- Stats No
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\- Spoilers Yes
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\- SDL2 sound Disabled
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\- SDL sound Disabled
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```
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Some of that output may make sense to you, some of it may not. Either way, you probably notice that SDL2 and SDL are marked as `Disabled`, and both Test and Stats are marked with `No`. Although negative, this isn't necessarily a bad thing. This, essentially, is the difference between a **Warning** and an **Error**. Had the configure script encountered something that would prevent it from building the code, it would have alerted you with an error.
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If you want to optimize your build a little, you can choose to resolve these negative messages. By searching through the Angband documentation, you might decide that Test and Stats aren't actually of interest to you (they're developer options, specific to Angband). However, with a little online research, you might discover that SDL2 would be a nice feature to have.
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To resolve a dependency when compiling code, you need to install the missing component and the _development libraries_ for that missing component. In other words, Angband needs SDL2 to play sound, but it needs `SDL2-devel` (called `libsdl2-dev`, on Debian systems) to build. Install both with your package manager:
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```
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`$ sudo dnf install sdl2 sdl2-devel`
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```
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Try the configuration script again:
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```
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$ ./configure --enable-sdl2
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[...]
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Configuration:
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[...]
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\- Curses Yes
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\- X11 Yes
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\- SDL2 Yes
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\- SDL Disabled
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\- Windows Disabled
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\- Test No
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\- Stats No
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\- Spoilers Yes
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\- SDL sound Disabled
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\- SDL2 sound Yes
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```
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### Make
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Once everything's configured, run the `make` command:
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```
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`$ make`
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```
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This usually takes a while, but it provides lots of visual feedback, so you'll know code is getting compiled.
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### Install
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The final step is to install the code you've just compiled. There's nothing magical about installing code. All that happens is that lots of files get copied to very specific directories. That's true whether you're compiling from source code or running a fancy graphical install wizard. Because the code is getting copied to system-level directories, you must have root (administrative) privileges, which get granted by the `sudo` command.
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```
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`$ sudo make install`
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```
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### Run the application
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Once the application gets installed, you can run it. According to the Angband documentation, the command to start the game is `angband`, so try it out:
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```
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`$ angband`
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```
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###
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[angband.jpg][5]
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![Compile code lead image][6]
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(Seth Kenlon, [CC BY-SA 4.0][7])
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### Compiling code
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I compile most of my own applications, whether on my Slackware desktop computer or my CentOS laptop using NetBSD's [pkgsrc][8] system. I find that by compiling software myself, I can be as particular as I want to be about the features included in the application, how it's configured, which library version it uses, and so on. It's rewarding, and it helps me keep up to date with new releases and, because I sometimes find bugs in the process, it helps me get involved with lots of different open source projects.
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It's rare that you have no other option but to compile software. Most open source projects provide both the source code (that's why it's called "open source") and installable packages. Compiling from source code is a choice you get to make for yourself, maybe because you want new features not yet available in the latest release or just because you prefer to compile code yourself.
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### Homework
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Angband can use either Autotools or Cmake, so if you want to experience another way of building code, try this:
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```
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$ mkdir build
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$ cd build
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$ cmake ..
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$ make
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$ sudo make install
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```
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You can also try compiling with the LLVM compiler instead of the GNU C compiler. For now, I'll leave that as an exercise for you to investigate on your own (hint: try setting the CC [environment variable][9].)
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Once you finish exploring the source code of Angband and at least a few of its dungeons (you've earned some downtime), have a look at some other codebases. Many will use Autotools or Cmake, while others may use something different. See what you can build!
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--------------------------------------------------------------------------------
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via: https://opensource.com/article/21/11/compiling-code
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作者:[Seth Kenlon][a]
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选题:[lujun9972][b]
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译者:[译者ID](https://github.com/译者ID)
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校对:[校对者ID](https://github.com/校对者ID)
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本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
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[a]: https://opensource.com/users/seth
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[b]: https://github.com/lujun9972
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[1]: https://opensource.com/sites/default/files/styles/image-full-size/public/lead-images/code_development_programming.png?itok=M_QDcgz5 (Developing code.)
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[2]: https://rephial.org/
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[3]: https://opensource.com/article/19/7/introduction-gnu-autotools
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[4]: https://opensource.com/article/21/5/cmake
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[5]: https://opensource.com/file/514986
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[6]: https://opensource.com/sites/default/files/uploads/angband.jpg (Compile code lead image)
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[7]: https://creativecommons.org/licenses/by-sa/4.0/
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[8]: https://opensource.com/article/19/11/pkgsrc-netbsd-linux
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[9]: https://opensource.com/article/19/8/what-are-environment-variables
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@ -0,0 +1,245 @@
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[#]: subject: "Anyone can compile open source code in these three simple steps"
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[#]: via: "https://opensource.com/article/21/11/compiling-code"
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[#]: author: "Seth Kenlon https://opensource.com/users/seth"
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[#]: collector: "lujun9972"
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[#]: translator: "wxy"
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[#]: reviewer: "wxy"
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[#]: publisher: " "
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[#]: url: " "
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任何人都可以通过这三个简单的步骤编译开源代码
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======
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> 你不需要知道如何写或读代码就可以编译它。
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![](https://img.linux.net.cn/data/attachment/album/202111/30/133708wgq4rkecgbre93e1.jpg)
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安装软件的方法有很多,但开源让你有了一个其他地方所没有的选择:你可以自己编译代码。编译源代码的经典三步流程是:
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```
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$ ./configure
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$ make
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$ sudo make install
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```
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由于有了这些命令,你可能会惊讶地发现,你不需要知道如何写代码,甚至不需要读代码就可以编译它。
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### 安装用来构建软件的命令
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由于这是你第一次进行编译,所以有一个一次性的准备步骤,即安装用于构建软件的命令。具体来说,你需要一个编译器。编译器(比如 GCC 或 LLVM)可以将像这样的源代码:
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```
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#include <iostream>
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using namespace std;
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int main() {
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cout << "hello world";
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}
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```
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变成 _机器语言_,即 CPU 用来处理信息的指令。你可以看一下机器代码,但它对你来说没有任何意义(除非你是一个 CPU)。
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你可以使用你的软件包管理器安装 GNU 编译器集合(GCC)和 LLVM 编译器,以及其他在 Fedora、CentOS、Mageia 和类似发行版上进行编译的基本命令:
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```
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$ sudo dnf install @development clang
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```
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在 Debian、Elementary、Mint 和类似发行版上命令如下:
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```
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$ sudo apt install build-essential clang
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```
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在你的系统设置好后,有几项你每次编译软件时都要重复进行的任务:
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1. 下载源代码
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2. 展开源代码的存档文件
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3. 编译
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你已经有了所有你需要的命令,所以现在你需要一些软件来编译。
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### 1、下载源代码
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获得一个应用程序的源代码和获得任何可下载的软件一样。你得去一个网站或一个代码管理网站,如 GitLab、SourceForge 或 GitHub。 通常情况下,开源软件既有正在进行的工作(“<ruby>当前<rt>current</rt></ruby>”或 “<ruby>每夜<rt>nightly</rt></ruby>”)的构建版本,也有打包的“<ruby>稳定<rt>stable</rt></ruby>”发布版本。在可能的情况下,使用稳定版本,除非你有理由相信,或者对代码有足够的了解,能够在出现故障时修复。术语“稳定版”表明这些代码经过了测试,而且该应用程序的程序员对代码有足够的信心,从而将其打包成 `.zip` 或 `.tar` 归档,给了它一个官方编号,有时还有一个发布名称,然后提供给一般的非程序员公众下载。
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在这个练习中,我使用 [Angband][2],一个开源的(GPLv2)ASCII 地牢猎手游戏。这是一个简单的应用程序,其复杂程度刚好可以说明你在自己编译软件时需要考虑的问题。
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|
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从 [网站][2] 上下载其源代码。
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||||
|
||||
### 2、展开源代码的存档文件
|
||||
|
||||
源代码通常是以存档的形式交付的,因为源代码通常由多个文件组成的。在与之交互之前,你必须先解压,不管它是一个 tarball、一个 zip 文件、一个 7z 文件,还是其他完全不同的东西。
|
||||
|
||||
```
|
||||
$ tar --extract --file Angband-x.y.z.tar.gz
|
||||
```
|
||||
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||||
一旦解压缩后,就把目录切换到解压缩的目录,然后看一看。通常在目录的顶层有一个 `README` 文件。这个文件,一般会包含你需要做什么来编译代码的指导。`README` 通常包含关于代码的这些重要方面的信息:
|
||||
|
||||
* **语言**:代码使用的是什么语言(例如,C、C++、Rust、Python)。
|
||||
* **依赖性**:你需要在你的系统上安装其他什么的软件,以便这个应用程序能够构建和运行。
|
||||
* **说明**:你构建该软件所需要采取的明确步骤。偶尔,他们会在一个专门的文件中包含这些信息,这个文件被直观地称为 `INSTALL`。
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||||
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||||
如果 `README` 文件中不包含这些信息,可以考虑向开发者提交一份错误报告。你不是唯一需要介绍一下源代码的人。不管他们有多么丰富的经验,每个人都会对从未见过的源代码感到陌生,而文档是很重要的!
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||||
Angband 的维护者给出了在线说明的链接,描述了如何编译代码。这份文件还描述了你需要安装哪些其他软件,尽管它并没有确切地说明这一点。该网站说,“有几个不同的可选构建的前端(GCU、SDL、SDL2 和 X11),你可以使用诸如 `--enable-sdl`,`--disable-x11` 的参数配置。”这可能对你来说看起来像天书,但你经常编译代码后就会习惯。无论你是否理解 X11 或 SDL2 是什么,它们都是你经过几个月定期编译代码后经常看到的要求。你会对大多数软件需要其他软件库的想法感到适应,因为它们建立在其他技术之上。不过在这种情况下,Angband 非常灵活,无论是否有这些可选的依赖,都可以进行编译,所以现在,你可以假装没有额外的依赖。
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||||
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||||
### 3、编译代码
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||||
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||||
构建代码的典型步骤是:
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||||
|
||||
```
|
||||
$ ./configure
|
||||
$ make
|
||||
$ sudo make install
|
||||
```
|
||||
|
||||
这些是使用 [Autotools][3] 构建的项目的步骤,该框架是为了规范源代码的交付方式而创建的。然而,还有一些其他框架(如 [Cmake][4]),它们需要不同的步骤。当项目没有遵循 Autotools 或 Cmake 框架时,它们往往会在 `README` 文件中提醒你。
|
||||
|
||||
### 配置
|
||||
|
||||
Angband 使用 Autotools,所以现在是编译代码的时候了!
|
||||
|
||||
在 Angband 目录中,首先,运行随源码一起提供的配置脚本:
|
||||
|
||||
```
|
||||
$ ./configure
|
||||
```
|
||||
|
||||
这一步将扫描你的系统,找到 Angband 正确构建所需的依赖性。有些依赖是非常基本的,没有它们你的电脑就无法运行,而有些则是专门的。在这一过程结束时,该脚本会给你一份关于它所发现的东西的报告:
|
||||
|
||||
```
|
||||
[...]
|
||||
configure: creating ./config.status
|
||||
config.status: creating mk/buildsys.mk
|
||||
config.status: creating mk/extra.mk
|
||||
config.status: creating src/autoconf.h
|
||||
|
||||
Configuration:
|
||||
|
||||
Install path: /usr/local
|
||||
binary path: /usr/local/games
|
||||
config path: /usr/local/etc/angband/
|
||||
lib path: /usr/local/share/angband/
|
||||
doc path: /usr/local/share/doc/angband/
|
||||
var path: (not used)
|
||||
(save and score files in ~/.angband/Angband/)
|
||||
|
||||
-- Frontends --
|
||||
- Curses Yes
|
||||
- X11 Yes
|
||||
- SDL2 Disabled
|
||||
- SDL Disabled
|
||||
- Windows Disabled
|
||||
- Test No
|
||||
- Stats No
|
||||
- Spoilers Yes
|
||||
|
||||
- SDL2 sound Disabled
|
||||
- SDL sound Disabled
|
||||
```
|
||||
|
||||
有些输出可能对你有意义,有些可能没有。无论如何,你可能注意到 SDL2 和 SDL 被标记为 “Disabled”,Test 和 Stats 都被标记为 “None”。虽然这些信息是负面的,但这并不一定是一件坏事。从本质上讲,这就是**警告**和**错误**之间的区别。如果配置脚本遇到了会阻止它构建代码的东西,它就会用一个错误来提醒你。
|
||||
|
||||
如果你想稍微优化一下你的构建,你可以选择解决这些负面信息。通过搜索 Angband 文档,你可能会确定 Test 和 Stats 实际上并不是你感兴趣的(它们是 Angband 专用于开发者的选项)。然而,通过在线研究,你可能会发现 SDL2 将是一个很好的功能。
|
||||
|
||||
要解决编译代码时的依赖问题,你需要安装缺少的组件和该缺少的组件的 _开发库_。换句话说,Angband 需要 SDL2 来播放声音,但它需要 `SDL2-devel`(在 Debian 系统上称为 `libsdl2-dev`)来构建。用你的软件包管理器安装这两个组件:
|
||||
|
||||
```
|
||||
$ sudo dnf install sdl2 sdl2-devel
|
||||
```
|
||||
|
||||
再试一下配置脚本:
|
||||
|
||||
```
|
||||
$ ./configure --enable-sdl2
|
||||
[...]
|
||||
Configuration:
|
||||
[...]
|
||||
- Curses Yes
|
||||
- X11 Yes
|
||||
- SDL2 Yes
|
||||
- SDL Disabled
|
||||
- Windows Disabled
|
||||
- Test No
|
||||
- Stats No
|
||||
- Spoilers Yes
|
||||
|
||||
- SDL sound Disabled
|
||||
- SDL2 sound Yes
|
||||
```
|
||||
|
||||
### 制作(编译)
|
||||
|
||||
一旦一切配置完毕,运行 `make` 命令:
|
||||
|
||||
```
|
||||
$ make
|
||||
```
|
||||
|
||||
这通常需要一段时间,但它提供了很多视觉反馈,所以你会知道代码正在被编译。
|
||||
|
||||
### 安装
|
||||
|
||||
最后一步是安装你刚刚编译的代码。安装代码并没有什么神奇之处。所做的就是复制很多文件到非常具体的目录中。无论你是从源代码编译还是运行花哨的图形安装向导,都是如此。由于这些代码会被复制到系统级目录,你必须有 root(管理)权限,这是由 `sudo` 命令授予的。
|
||||
|
||||
```
|
||||
$ sudo make install
|
||||
```
|
||||
|
||||
### 运行该应用程序
|
||||
|
||||
一旦应用程序被安装,你就可以运行它。根据 Angband 文档,启动游戏的命令是 `angband`,所以可以试试:
|
||||
|
||||
```
|
||||
$ angband
|
||||
```
|
||||
|
||||
![Compile code lead image][6]
|
||||
|
||||
### 编译代码
|
||||
|
||||
无论是在我的 Slackware 台式电脑上,还是在我的 CentOS 笔记本电脑上,我都会使用 NetBSD 的 [pkgsrc][8] 系统编译我自己的大部分应用程序。我发现,通过自己编译软件,我可以对应用程序中包含的功能、如何配置、使用的库版本等有自己的想法。这很有意义,它帮助我跟上了新的版本,而且因为我有时会在这个过程中发现错误,它帮助我参与了很多不同的开源项目。
|
||||
|
||||
你很少会只有编译软件的一种方式可选,大多数开源项目同时提供源代码(这就是为什么它被称为“开源”)和可安装包。是否从源代码编译是你自己的选择,也许是因为你想要最新版本中还没有的新功能,或者只是因为你喜欢自己编译代码。
|
||||
|
||||
### 家庭作业
|
||||
|
||||
Angband 可以使用 Autotools 或 Cmake,所以如果你想体验另一种构建代码的方式,可以试试这个:
|
||||
|
||||
```
|
||||
$ mkdir build
|
||||
$ cd build
|
||||
$ cmake ..
|
||||
$ make
|
||||
$ sudo make install
|
||||
```
|
||||
|
||||
你也可以尝试用 LLVM 编译器而不是 GNU 编译器集合(GCC)进行编译。现在,我把这个问题留给你自己去研究(提示:尝试设置 `CC` [环境变量][9])。
|
||||
|
||||
一旦你完成了对 Angband 的源代码和至少几个地牢的探索(你已经赢得了一些休息时间),可以看看其他一些代码库。很多人都会使用 Autotools 或 Cmake,而其他人可能会使用不同的东西。看看你能构建的成果!
|
||||
|
||||
--------------------------------------------------------------------------------
|
||||
|
||||
via: https://opensource.com/article/21/11/compiling-code
|
||||
|
||||
作者:[Seth Kenlon][a]
|
||||
选题:[lujun9972][b]
|
||||
译者:[wxy](https://github.com/wxy)
|
||||
校对:[wxy](https://github.com/wxy)
|
||||
|
||||
本文由 [LCTT](https://github.com/LCTT/TranslateProject) 原创编译,[Linux中国](https://linux.cn/) 荣誉推出
|
||||
|
||||
[a]: https://opensource.com/users/seth
|
||||
[b]: https://github.com/lujun9972
|
||||
[1]: https://opensource.com/sites/default/files/styles/image-full-size/public/lead-images/code_development_programming.png?itok=M_QDcgz5 (Developing code.)
|
||||
[2]: https://rephial.org/
|
||||
[3]: https://opensource.com/article/19/7/introduction-gnu-autotools
|
||||
[4]: https://opensource.com/article/21/5/cmake
|
||||
[5]: https://opensource.com/file/514986
|
||||
[6]: https://opensource.com/sites/default/files/uploads/angband.jpg (Compile code lead image)
|
||||
[7]: https://creativecommons.org/licenses/by-sa/4.0/
|
||||
[8]: https://opensource.com/article/19/11/pkgsrc-netbsd-linux
|
||||
[9]: https://opensource.com/article/19/8/what-are-environment-variables
|
Loading…
Reference in New Issue
Block a user