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A build system for Dart.

Build Status #

build #

Defines the basic pieces of how a build happens and how they interact.

Builder #

The business logic for code generation. Most consumers of the build package will create custom implementations of Builder.

BuildStep #

The way a Builder interacts with the outside world. Defines the unit of work and allows reading/writing files and resolving Dart source code.

Resolver class #

An interface into the dart analyzer to allow resolution of code that needs static analysis and/or code generation.

Differences between the build package and pub. #

You might be asking, why use this package instead of a pub Transformer? There are a few key differences that make this package better for most use cases.

Also see https://github.com/dart-lang/build/wiki/Writing-a-Builder.

Outputs #

Pub will only ever output files into your build directory, and pub serve only ever outputs them into an in-memory file system. With the build package, you can output files anywhere in the current package.

This enables you to generate dart files which are imported by your project, without getting any warnings about missing files from the analyzer. At the same time it enables you to easily go explore those files in your editor, and set breakpoints inside those files.

Consistency #

You can't overwrite any pre-existing files using build, you can only generate new ones.

In pub a transformer could overwrite a file any number of times, and this can lead to confusion and difficulty when debugging, especially with source maps.

Incremental builds #

The build package requires Builders to configure which output file extensions will be built for corresponding input file extensions. This allows fine grained and incremental builds. See the build_runner package for an approach to incremental builds.

With pub, some transformations on your package dependencies may be cached, but any transformations on your current package are always redone each time you call pub build or pub serve. In serve mode it will do incremental builds once the first build has run, but if you restart it then you have to start over from scratch.

Execution modes and reflection #

Most frameworks that use reflection today enable running in two different modes, one which uses dart:mirrors for development in dartium, and one which uses static code generated by a Transformer for deployment. All features that use reflection have to be implemented in both modes, and bugs might exist in only one mode. This all ends up resulting in obscure deployment time only issues, as well as a lot of wasted cycles testing the same app in multiple different modes.

With build, you can eliminate entirely the dart:mirrors mode. You are always using the generated code, all the time. This makes it easier on framework devs, and easier on users who have fewer modes to support.

Implementing your own Builders #

If you have written a pub Transformer in the past, then the Builder API should be familiar to you. The main difference is that Builders must always configure outputs based on input extensions.

The basic API looks like this:

abstract class Builder {
  /// You can only output files in `build` that are configured here. You are not
  /// required to output all of these files, but no other [Builder] is allowed
  /// to produce the same outputs.
  Map<String, List<String>> get buildExtensions;

  /// Similar to `Transformer.apply`. This is where you build and output files.
  Future build(BuildStep buildStep);
}

Here is an implementation of a Builder which just copies files to other files with the same name, but an additional extension:

/// A really simple [Builder], it just makes copies!
class CopyBuilder implements Builder {
  final String extension;

  CopyBuilder(this.extension)

  Future build(BuildStep buildStep) async {
    /// Each [buildStep] has a single input.
    var input = buildStep.inputId;

    /// Create a new target [AssetId] based on the old one.
    var copy = inputId.addExtension(extension);
    var contents = await buildStep.readAsString(input);

    /// Write out the new asset.
    ///
    /// There is no need to `await` here, the system handles waiting on these
    /// files as necessary before advancing to the next phase.
    buildStep.writeAsString(copy, contents);
  }

  /// Configure output extensions. All possible inputs match the empty input
  /// extension. For each input 1 output is created with `extension` appended to
  /// the path.
  Map<String, List<String>> get buildExtensions =>  {'': [extension]};
}

It should be noted that you should never touch the file system directly. Go through the buildStep#readAsString and buildStep#writeAsString methods in order to read and write assets. This is what enables the package to track all of your dependencies and do incremental rebuilds. It is also what enables your Builder to run on different environments.

Using the analyzer #

If you need to do analyzer resolution, you can use the BuildStep#resolver object. This makes sure that all Builders in the system share the same analysis context, which greatly speeds up the overall system when multiple Builders are doing resolution.

Here is an example of a Builder which uses the resolve method:

class ResolvingCopyBuilder {
  Future build(BuildStep buildStep) async {
    // Get the [LibraryElement] for the primary input.
    var entryLib = buildStep.inputLibrary;
    // Resolves all libraries reachable from the primary input.
    var resolver = await buildStep.resolver;
    // Get a [LibraryElement] for another asset.
    var otherLib = resolver.getLibrary(new AssetId.resolve('some_import.dart'),
        from: buildStep.inputId);
    // Or get a [LibraryElement] by name.
    var otherLib = resolver.getLibraryByName('my.library');
  }

  /// Configure outputs as well....
}

Once you have gotten a LibraryElement using one of the methods on Resolver, you are now just using the regular analyzer package to explore your app.

Sharing expensive objects across build steps #

The build package includes a Resource class, which can give you an instance of an expensive object that is guaranteed to be unique across builds, but may be re-used by multiple build steps within a single build (to the extent that the implementation allows). It also gives you a way of disposing of your resource at the end of its lifecycle.

The Resource<T> constructor takes a single required argument which is a factory function that returns a FutureOr<T>. There is also a named argument dispose which is called at the end of life for the resource, with the instance that should be disposed. This returns a FutureOr<dynamic>.

So a simple example Resource would look like this:

final resource = new Resource(
  () => createMyExpensiveResource(),
  dispose: (instance) async {
    await instance.doSomeCleanup();
  });

You can get an instance of the underlying resource by using the BuildStep#fetchResource method, whose type signature looks like Future<T> fetchResource<T>(Resource<T>).

Important Note: It may be tempting to try and use a Resource instance to cache information from previous build steps (or even assets), but this should be avoided because it can break the soundness of the build, and may introduce subtle bugs for incremental builds (remember the whole build doesn't run every time!). The build package relies on the BuildStep#canRead and BuildStep#readAs* methods to track build step dependencies, so sidestepping those can and will break the dependency tracking, resulting in inconsistent and stale assets.

Features and bugs #

Please file feature requests and bugs at the issue tracker.