On 9/7/04 10:36 AM, "David Abrahams"
And there are at least two different ways to use the Boost libraries:
1. Using Boost.Build to build your own projects, link against "un-installed" libraries that are automatically built on demand and updated when the Boost sources and/or libraries change.
2. Using whatever build system you like (including possibly Boost.Build), link against the versions you've installed using bjam --install
Method 2 is mostly for people who don't want to use Boost.Build for their own projects, or who want to share prebuilt Boost library images among several Boost developers.
There's also: 3. Don't use Boost.Build (or bjam) at all! Include the appropriate Boost files in your project and compile them like your custom code. This would minimize the chances of the Boost code getting compiled with incompatible options from your custom code. You don't really need to add any Boost header files to be compiled, as long as they're still in the #include search paths. However, any mandatory source code for all applicable Boost libraries has to be add to the project file, and we've scattered that over several directories.
This stuff should be made clearer in the docs, with explanations of how to do it. Maybe it would make sense to do something before the upcoming release. I realize we're retiring v1 forthwith, but then who knows how long it'll be until the next Boost release?
-- Daryle Walker Mac, Internet, and Video Game Junkie darylew AT hotmail DOT com