Wednesday, 29 September 2010

muddle and its directories - part 7 - end

If you've read all of that, and it made some degree of sense, then I really do recommend you also go and read "Welcome to Muddle", online at:

If you've read it before, it should now make a different sort of sense, and if you haven't, you really should. Really.

It also mentions several topics that have not been addressed in these posts.

muddle's help is meant to be useful (muddle help), although it sometimes lags behind reality. If you find problems or inaccuracies in the help, please do raise an issue on the muddle issues page describing the shortcomings - these do get attended to.

Also, I am contactable by email, and will try to help with specific problems.

Finally, if all else fails, we will develop muddle for money!

muddle and its directories - part 6 - domains

muddle and its directories - part 5 - adding and stamps

muddle and its directories - part 4 - building

muddle and its directories - part 3 - mechanics

muddle and its directories - part 2 - example build

muddle and its directories - part 1 - introduction

This is a look at how muddle works, specifically looking at the directory structure of a muddle build.

Since it is quite long, I am splitting it into a series of 7 posts, of varying lengths. The whole thing will also ultimately be integrated into the "proper" muddle documentation.

If you are just going to use muddle to check out and build an existing build tree, then this will probably be much too much information, although the short section An overview of the directory structure (at the end of this introductory post) may be useful.

If you are going to be developing new muddle builds, then this text should enable you to do so more effectively.

If you are going to be reading the muddle source code, or developing muddle itself, then it should explain much of the intent behind muddle's workings.

Monday, 27 September 2010

Some notes on cross-compiling in a muddled world

Obviously one of the main aims of developing muddle has been to make it easier to build cross-compiled systems, since that's what I spend a lot of my time doing.

Lately I've been taking a DEB-based build and turning it into a source-based build. This article is some notes on things I've learnt (or had reinforced) in the process.