Project Layout (v3.1.0, 2022-07-19)
I'm a polyglot programmer. I work in a variety of languages but mostly in C#, Typescript, and Rust. Every few years, I try a new language to see if I can pick up new ideas or if one “fits” my current mental state better. This is also why I've done a lot dozens of other languages; I would say I know over thirty languages but I'm only a “master” in a handful.
I also flit from project to project. I have my writing and games. I have little one-off programs and ones that I hope will become a major thing. But, like everything else in my life, I'm “gloriously unfocused” on my tasks which means I have to minimize the speed that I get into a project before the muse escapes me.
Tools Selection
One of the earliest approaches I had to try getting a proper environment at the per-project level was asdf. It worked out fairly well for a few years, but then I noticed that my various novels and stories were getting fragile. There were limitations that asdf
couldn't handle easily which meant I needed something more reliable. That led me into Nix which is my current setup because entering the directory sets up that project's settings while still giving me the reproducibility I need for my novels.
This means that most of my projects now have a ./flake.nix
and a ./flake.lock
in the root level.
Building, Releasing, and Actions
Because I've fallen in love with Semantic Releases and Conventional Commits, a lot of my processes are built around those. In earlier projects, that usually meant that almost every project also included Node in some form so I could use semantic-release. That also meant I could use package.json
to handle versioning.
Though, recent thoughts have suggested that I need to break that “one tool fits all” approach. Mostly it came while working on Nitride and this website. I found myself trying to have “one build system” to create everything related to the site, including handling Javascript and CSS/SASS. Those are two very complicated projects in C#, so I realize it made sense that instead of creating a Nitride task to call webpack, I really should just call webpack
directly. In other words, the Unix philosophy.
This is where being a polyglot and using different tools comes into play. I have a website that does C#, Typescript, and SASS at the same time. Which one is the “root”, which command drives everything? What about a Rust project? Or something else?
Shell Scripts
That has kind of led me to my current approach. Instead of always packaging Node in my projects, I really should have a standard location to handle the various actions/targets that apply to any project. Right now, that seems to be shell scripts.
With shell scripts, I just have to know that ./scripts/build.sh
will do whatever is needed to build the target. Same with ./scripts/test.sh
and ./scripts/release.sh
. A Rust project may call Cargo, a .NET project will call dotnet
, and polyglot will call any and all needed to build it.
This will give me room to experiment. If I decide I want to play with Cake for my .NET projects, then it still works out because it is just a consistent place. If I want to use Lefthook instead of Husky, I can.
I also went with .sh
suffixes on the files because while I mostly code in Linux, I also want to support Powershell and Windows. That way, it is also clear that build.sh
and build.ps1
probably result in the same end-result, but specific for that language. (I know Powershell runs on Linux too.)
Obviously, some documentation would be required, but that could be a README.md
file in that directory. That will look nice in GitLab and give documentation.
Paths
Fortunately, I use direnv and nix-direnv frequently in my development. This loads the flake.nix
file as soon as I enter the directory and sets up the tools I need. It also gives me a chance to modify the PATH
variable but only for that directory which means I can add the ./scripts
folder into the path and have it available anywhere inside the project.
export PATH=$PWD/scripts:$PATH
use flake || use nix
When working with packaging systems such as Node that also include scripts, I also add those into the path. In both cases, $PWD
is always the directory with the .envrc
file, even if I change directly into somewhere deeper into the proejct tree; using $PWD/scripts
means that the build.sh
command is available anywhere.
export PATH=$PWD/scripts:$PWD/node-modules/.bin:$PATH
use flake || use nix
Boilerplates
Over the half year or so that I've been using this, I found that I was introducing a few new patterns into my scripts. Mostly these were to support CI/CD environments but also because I like feedback that scripts are doing something.
The most notable aspects were to almost always move into the root directory of the project.
#! /usr/bin/env bash
cd $(dirname $(dirname $0))
In the above case, $0
is the name of the script. The first dirname
gets me into the ./scripts
folder, the second gets me into the root. That means that even if I call this script from deep inside the project, the paths are always relative to the project root.
The other is to set up logging so I have something to see what is going on. This is useful for the CI process, but also just so I know something is working properly. I ended up using a consistent start to the scripts to help me identify where the build process was.
log() { echo "️🧪 $(basename $0): $@"; }
log "running tests/gregorian-tests.scm"
some testing code
When run, it looks like this:
$ test.sh
🧪 test.sh: running tests/gregorian-tests.scm
......................................
----------------------------------------------------------------------
Ran 38 tests in 0.001s
OK
$
Each script usually has their only Unicode character, which also gives the logs a nice colorful appearance and really makes it easier to see where things are going. I ended up using a Bash function for this because it simplifed the calls into a simple log message
and made it easier to function.
Sadly, Bash doesn't have a good packaging story, so I just copy/paste this into the top of every script along with the #! /usr/bin/env bash
shebang. Overall, it seems to work and I've been pretty happy with it since.
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