c++20 modules in xcode? xcode 12 perhaps?

Viewed 1997

i have been spending another 3 days trying to get xcode 11 to work with c++20 modules. no luck.

clang on my machine (latest versions of xcode, clang, mac os) however is perfectly capable of handling modules thru a makefile. but IDE support seems to be zilch, i cant get xcode to recognize and parse (no less compile) any module file (whatever extension i give this, wherever i put it, associate it with, etc).

a year ago i also hit my head against the wall.

c++20 modules. can I use them "today" with Xcode 11?

c++20 modules (experimenting with Xcode 11)

incidentally i also had no luck with IDE support for modules with clion and vscode... im flabbergasted that c++20 modules seem to take so long to get support, at least for the modules you write yourself, not the standard library etc stuff - for me, that can wait as it may be more complicated to implement and is not so closely related to the well-organizedness and "modular" design of your own code and projects...

anyway, my questions:

  1. can YOU get modules to work (ie. module files automatically be identified compiled, exported and imported) in xcode 11 or any other IDE?
  2. will xcode 12 offer (more) support?

thx

edit: just to justify my obsession with this matter, i just read stroustrup a tour of c++ 2ed: (my bold)

The differences between headers and modules are not just syntactic.

  • A module is compiled once only (rather than in each translation unit in which it is used).
  • Two modules can be imported in either order without changing their meaning.
  • If you import something into a module, users of your module do not implicitly gain access to (and are not bothered by) what you imported: import is not transitive.

The effects on maintainability and compile-time performance can be spectacular.

0 Answers
Related