10-05-2010
Compile shell script?
In answer to that question, there is no DIRECT way to compile a shell script. There ARE ways to PACKAGE a shell script, but to truly COMPILE a shell script? None that I know of.
My own methods start with: "first translate the shell script into C, FORTRAN, ADA, or Pascal, then...".
The entire reason for using a shell script instead of assembler, C, Pascal, etc is that it is easy and natural to call utilities, pipe processes, and replicate the commands you would use to perform the same functions manually from the command-line. If you need a compiled program, then you really need to translate the process into something that is somewhat self-sufficient and does not require those external utilities, the shell, or anything but the resources of the executable environment.
Pick a language, but not at random. Examine what your script does, and consider the available compilers in terms of which language implementation answers you need in the most elegant, natural fashion. Design your project with the script functions and this language in mind. When it looks complete (a peer overview may be useful at this point) you can decide on some coding standards and get to the fun part: coding.
You will find the process somewhat slower and more complex, but potentially far more rewarding, compared to scripting.
I would almost bet, however, that compiling is terrible overkill and an inefficient use of resources in answer to your real need.
Can you elaborate a bit on the situation that prompted your question?
Last edited by wpeckham; 10-05-2010 at 02:30 PM..
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LEARN ABOUT DEBIAN
glcompileshader
GLCOMPILESHADER(3G) [FIXME: manual] GLCOMPILESHADER(3G)
NAME
glCompileShader - Compiles a shader object
C SPECIFICATION
void glCompileShader(GLuint shader);
PARAMETERS
shader
Specifies the shader object to be compiled.
DESCRIPTION
glCompileShader compiles the source code strings that have been stored in the shader object specified by shader.
The compilation status will be stored as part of the shader object's state. This value will be set to GL_TRUE if the shader was compiled
without errors and is ready for use, and GL_FALSE otherwise. It can be queried by calling glGetShader() with arguments shader and
GL_COMPILE_STATUS.
Compilation of a shader can fail for a number of reasons as specified by the OpenGL Shading Language Specification. Whether or not the
compilation was successful, information about the compilation can be obtained from the shader object's information log by calling
glGetShaderInfoLog().
ERRORS
GL_INVALID_VALUE is generated if shader is not a value generated by OpenGL.
GL_INVALID_OPERATION is generated if shader is not a shader object.
ASSOCIATED GETS
glGetShaderInfoLog() with argument shader
glGetShader() with arguments shader and GL_COMPILE_STATUS
glIsShader()
SEE ALSO
glCreateShader(), glLinkProgram(), glShaderSource()
COPYRIGHT
Copyright (C) 2003-2005 3Dlabs Inc. Ltd. This material may be distributed subject to the terms and conditions set forth in the Open
Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
[FIXME: source] 05/30/2012 GLCOMPILESHADER(3G)