@copying
This file describes EDE, the Emacs Development Environment.
-Copyright @copyright{} 1998-2001, 2004-2005, 2008-2012 Free Software Foundation, Inc.
+Copyright @copyright{} 1998--2001, 2004--2005, 2008--2013
+Free Software Foundation, Inc.
@quotation
Permission is granted to copy, distribute and/or modify this document
is included in the section entitled ``GNU Free Documentation License.''
(a) The FSF's Back-Cover Text is: ``You have the freedom to copy and
-modify this GNU manual. Buying copies from the FSF supports it in
-developing GNU and promoting software freedom.''
+modify this GNU manual.''
@end quotation
@end copying
@contents
-@node top, EDE Project Concepts, (dir), (dir)
+@node Top, EDE Project Concepts, (dir), (dir)
@top EDE
@comment node-name, next, previous, up
* Building and Debugging:: Initiating a build or debug session.
* Miscellaneous commands:: Other project related commands.
* Extending EDE:: Programming and extending @ede{}.
+* GNU Free Documentation License:: The license for this documentation.
@end menu
-@node EDE Project Concepts, EDE Mode, top, top
+@node EDE Project Concepts, EDE Mode, Top, Top
@chapter @ede{} Project Concepts
@ede{} is a generic interface for managing projects. It specifies a
documentation or interface files. @ede{} can provide this
information.
-@node EDE Mode, Quick Start, EDE Project Concepts, top
+@node EDE Mode, Quick Start, EDE Project Concepts, Top
@chapter @ede{} Mode
@ede{} is implemented as a minor mode, which augments other modes such
commands. These menu items, and their corresponding keybindings, are
independent of the type of project you are actually working on.
-@node Quick Start, Creating a project, EDE Mode, top
+@node Quick Start, Creating a project, EDE Mode, Top
@chapter Quick Start
Once you have @ede{} enabled, you can create a project. This chapter
If your program takes command line arguments, you can type them in
when it offers the command line you want to use to run your program.
-@node Creating a project, Modifying your project, Quick Start, top
+@node Creating a project, Modifying your project, Quick Start, Top
@chapter Creating a project
To create a new project, first visit a file that you want to include
The @command{ede-new} command prompts for the type of project you
would like to create. Each project type has its own benefits or
-language specific enhancements. @ede{} supports four different
-project types: @samp{Make}, @samp{Automake}, @samp{direct Automake},
-and @samp{Simple}.
+language specific enhancements. Not all projects that @ede{} supports
+also allow creating a new project. Projects such as @code{emacs}
+or @code{linux} are designed to recognize existing projects only.
+Project types such as @samp{Make} and @samp{Automake} do support
+creating new project types with @command{ede-new}.
@itemize
@item
@file{Makefile.am} file. @ede{} handles the Automake bootstrapping
routines, which import and maintain a @file{configure.am} script and
other required files.
-
-@item
-For the @samp{direct Automake} project type, @ede{} reads directly
-from the Automake files.
-
-You cannot create direct Automake projects with the @command{ede-new}
-command. Instead, when you visit a project with existing Automake
-files, @ede{} automatically detects them.
-
-@item
-The @samp{Simple} project type provides light-weight constructs for
-identifying a project root and looking up files. If you already have
-a non-@ede{} project infrastructure, you can use a @samp{Simple}
-project to provide other Emacs packages, such as Semantic, with some
-information about the project. @xref{Simple projects}.
@end itemize
A subproject is merely a project in a subdirectory of another project.
the toplevel project handles subprojects in the build process is
dependent on that project's type.
-@node Modifying your project, Building and Debugging, Creating a project, top
+@node Modifying your project, Building and Debugging, Creating a project, Top
@chapter Modifying your project
In this chapter, we describe the generic features for manipulating
To switch between different active configurations, modify the
``configuration default'' slot.
-@node Building and Debugging, Miscellaneous commands, Modifying your project, top
+@node Building and Debugging, Miscellaneous commands, Modifying your project, Top
@chapter Building and Debugging
@ede{} provides the following ``project-aware'' compilation and
These commands are also available from the @samp{Development} menu.
-@node Miscellaneous commands, Extending EDE, Building and Debugging, top
+@node Miscellaneous commands, Extending EDE, Building and Debugging, Top
@chapter Miscellaneous commands
If you opt to go in and edit @ede{} project files directly---for
@node Simple projects
@section Simple Projects
-There is a wide array of Simple projects. The root for simple
-projects is the class @code{ede-simple-project}. This handles the
-infrastructure of storing a .ede file if needed.
-
-The class @code{ede-simple-project} is designed to be subclassed.
-Then key @ede{} methods can be overridden to provide a quick wrapper
-over any project.
+There is a wide array of simple projects. In this case a simple
+project is one that detects, or is directed to identify a directory as
+belonging to a project, but doesn't provide many features of a typical
+@ede{} project. Having the project however allows tools such as
+@semantic{} to find sources and perform project level completions.
-A second project type is @code{ede-cpp-root}. This project type is
-designed to be created for a directory hierarchy full of C/C++ code.
-It can be configured with minimal lisp knowledge to do header file
-lookup for @semantic{}, improving code completion performance.
@menu
* ede-cpp-root:: This project marks the root of a C/C++ code project.
* ede-java-root:: This project marks the root of a Java project.
* ede-emacs:: A project for working with Emacs.
* ede-linux:: A project for working with Linux kernels.
+* ede-generic-project:: A project type for wrapping build systems with EDE.
* Custom Locate:: Customizing how to locate files in a simple project
@end menu
It pre-populates the C Preprocessor symbol map for correct parsing,
and has an optimized include file identification function.
-@node ede-linux, Custom Locate, ede-emacs, Simple projects
+@node ede-linux, ede-generic-project, ede-emacs, Simple projects
@subsection ede-linux
The @code{ede-linux} project will automatically identify a Linux
It pre-populates the C Preprocessor symbol map for reasonable parsing,
and has an optimized include file identification function.
-@node Custom Locate, , ede-linux, Simple projects
+@node ede-generic-project, Custom Locate, ede-linux, Simple projects
+@subsection ede-generic-project
+
+The @code{ede-generic-project} is a project system that makes it easy
+to wrap up different kinds of build systems as an EDE project.
+Projects such as @ref{ede-emacs} require coding skills to create.
+Generic projects also require writing Emacs Lisp code, but the
+requirements are minimal. You can then use
+@command{customize-project} to configure build commands, includes, and
+other options for that project. The configuration is saved in
+@file{EDEConfig.el}.
+
+Generic projects are disabled by default because they have the
+potential to interfere with other projects. To use the generic
+project system to start detecting projects, you need to enable it.
+
+@deffn Command ede-enable-generic-projects
+Enable generic project loaders.
+
+This enables generic loaders for projects that are detected using
+either a @file{Makefile}, @file{SConstruct}, or @file{CMakeLists}.
+
+You do not need to use this command if you create your own generic
+project type.
+@end deffn
+
+If you want to create your own generic project loader, you need to
+define your own project and target classes, and create an autoloader.
+The example for Makefiles looks like this:
+
+@example
+;;; MAKEFILE
+
+(defclass ede-generic-makefile-project (ede-generic-project)
+ ((buildfile :initform "Makefile")
+ )
+ "Generic Project for makefiles.")
+
+(defmethod ede-generic-setup-configuration ((proj ede-generic-makefile-project) config)
+ "Setup a configuration for Make."
+ (oset config build-command "make -k")
+ (oset config debug-command "gdb ")
+ )
+
+(ede-generic-new-autoloader "generic-makefile" "Make"
+ "Makefile" 'ede-generic-makefile-project)
+@end example
+
+This example project will detect any directory with the file
+@file{Makefile} in it as belonging to this project type.
+Customization of the project will allow you to make build and debug
+commands more precise.
+
+@node Custom Locate, , ede-generic-project, Simple projects
@subsection Custom Locate
The various simple project styles all have one major drawback, which
-is that the files in the project are not completely known to EDE.
+is that the files in the project are not completely known to EDE@.
When the EDE API is used to try and file files by some reference name
in the project, then that could fail.
-@@TODO - Add ID Utils and CScope examples
-
@ede{} can therefore use some external locate commands, such as the unix
``locate'' command, or ``GNU Global''.
@code{ede-locate-setup-options} with the names of different locate
objects. @ref{Miscellaneous commands}.
-Configure this in your @file{.emacs} before loading in CEDET or EDE.
+Configure this in your @file{.emacs} before loading in CEDET or EDE@.
If you want to add support for GNU Global, your configuration would
look like this:
@end example
That way, when a search needs to be done, it will first try using
-GLOBAL. If global is not available for that directory, then it will
+GLOBAL@. If global is not available for that directory, then it will
revert to the base locate object. The base object always fails to
find a file.
methods. See the code in @file{ede-locate.el} for GNU Global as a
simple example.
-@node Extending EDE, , Miscellaneous commands, top
+@@TODO - Add ID Utils and CScope examples
+
+More on idutils and cscope is in the CEDET manual, and they each have
+their own section.
+
+@node Extending EDE, GNU Free Documentation License, Miscellaneous commands, Top
@chapter Extending @ede{}
This chapter is intended for users who want to write new parts or fix
required.
@ede{} uses @eieio{}, the CLOS package for Emacs, to define two object
-superclasses, specifically the PROJECT and TARGET. All commands in
+superclasses, specifically the PROJECT and TARGET@. All commands in
@ede{} are usually meant to address the current project, or current
target.
is saved, or how a target is compiled can be customized by a project
author in detail. @ede{} communicates to these project objects via an
API using methods. The commands you use in @ede{} mode are high-level
-functional wrappers over these methods. @xref{(eieio)Top}. For
+functional wrappers over these methods. @xref{Top,,, eieio, EIEIO manual}. For
details on using @eieio{} to extending classes, and writing methods.
If you intend to extend @ede{}, it is most likely that a new target type is
@code{ede-dir-to-projectfile} on every @code{ede-project-autoload}
until one of them returns true. The method
@code{ede-dir-to-projectfile} in turn gets the @code{:proj-file} slot
-from the autoload. If it is a string (ie, a project file name), it
+from the autoload. If it is a string (i.e., a project file name), it
checks to see if that exists in BUFFER's directory. If it is a
function, then it calls that function and expects it to return a file
name or nil. If the file exists, then this directory is assumed to be
override this unless you keep auxiliary files.
@end table
-These methods are used by the semantic package extensions @xref{(semantic)Top}.
+These methods are used by the semantic package extensions.
+@xref{Top,,, semantic, Semantic manual}.
@table @code
@item ede-buffer-header-file
@ede{} projects track source file / target associates via source code
objects. The definitions for this is in @file{ede-source.el}. A source
code object contains methods that know how to identify a file as being
-of that class, (ie, a C file ends with @file{.c}). Some targets can
+of that class, (i.e., a C file ends with @file{.c}). Some targets can
handle many different types of sources which must all be compiled
together. For example, a mixed C and C++ program would have
instantiations of both sourcecode types.
@item :web-site-directory @*
A directory where web pages can be found by Emacs.
-For remote locations use a path compatible with ange-ftp or EFS.
+For remote locations use a path compatible with ange-ftp or EFS@.
You can also use TRAMP for use with rcp & scp.
@refill
Default Value: @code{(quote ("/include" "../include/"))}
The default locate function expands filenames within a project.
-If a header file (.h, .hh, etc) name is expanded, and
+If a header file (.h, .hh, etc.)@: name is expanded, and
the @code{:locate-fcn} slot is @code{nil}, then the include path is checked
first, and other directories are ignored. For very large
projects, this optimization can save a lot of time.
NAME - The name of the file to find.
DIR - The directory root for this cpp-root project.
-It should return the fully qualified file name passed in from NAME. If that file does not
+It should return the fully qualified file name passed in from NAME@. If that file does not
exist, it should return nil.
@refill
@end deffn
@deffn Method ede-buffer-header-file :AFTER this buffer
-There are no default header files in EDE.
+There are no default header files in EDE@.
Do a quick check to see if there is a Header tag in this buffer.
@end deffn
@end table
@end table
+@node GNU Free Documentation License, , Extending EDE, Top
+@appendix GNU Free Documentation License
+@include doclicense.texi
+
@bye