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xmlParser

A small static C++ library for parsing XML, used across several LBNL projects.

Requirements

  • C++20 compatible compiler (g++ 11+, clang++ 14+, MSVC 19.30+)
  • CMake 3.8+ (3.21+ if you want to use the shipped CMake presets)

Consuming xmlParser

Using FetchContent in CMake (recommended)

include(FetchContent)
FetchContent_Declare(
    xmlParser
    GIT_REPOSITORY https://github.com/LBNL-ETA/XMLParser.git
    GIT_TAG v1.0.5
)
FetchContent_MakeAvailable(xmlParser)

target_link_libraries(MyTarget PRIVATE xmlParser)

Update GIT_TAG to the desired release tag.

Using add_subdirectory

add_subdirectory(path/to/XMLParser)
target_link_libraries(MyTarget PRIVATE xmlParser)

Building (developers)

xmlParser has no external dependencies, so a developer's loop is just configure + build. CMake presets are provided for convenience and to keep the workflow consistent with the other LBNL repos.

Presets

CMakePresets.json ships four visible configure presets, plus two hidden inheritance bases:

Preset When to use it
default-debug / default-release Standard configure on any platform. Picks the system default compiler (MSVC on Windows, system cc/c++ on Linux/macOS).
local-debug / local-release Same as default-* today (xmlParser has no FetchContent deps yet). Kept in the structure so personal compiler presets can inherits: "local" and the file stays forward-compatible if a dep is ever added.

Examples:

cmake --preset default-release
cmake --build build/default-release --parallel

Each preset writes into its own subdirectory under build/ so Debug and Release artifacts don't clobber each other.

Per-machine compiler presets (CMakeUserPresets.json)

To use a specific compiler (vs2022-release, gcc-13-debug, clang-18-release, etc.), each developer maintains their own CMakeUserPresets.json next to CMakePresets.json. It is gitignored, read automatically by CMake (and CLion, VS Code, etc.), and stays on the developer's machine.

Personal presets inherit from one of the shipped presets (usually local) and override whatever they want. A complete realistic example — building with WSL Clang on a Windows machine, with CLion 2023.2+ routed through the WSL toolchain automatically:

{
    "version": 6,
    "configurePresets": [
        {
            "name": "clang-release",
            "displayName": "clang (Release)",
            "inherits": "local",
            "generator": "Ninja",
            "binaryDir": "${sourceDir}/build/clang-release",
            "cacheVariables": {
                "CMAKE_C_COMPILER":   "clang",
                "CMAKE_CXX_COMPILER": "clang++",
                "CMAKE_BUILD_TYPE":   "Release"
            },
            "vendor": {
                "jetbrains.com/clion": {
                    "toolchain": "WSL"
                }
            }
        }
    ]
}

A few things going on in that one preset:

  • "inherits": "local" → picks up sibling-repo overrides (when present) and the rest of the framework setup.
  • Bare compiler names (clang, clang++) rather than /usr/bin/clang → portable to any machine that has that toolchain on PATH. Use absolute paths only if the compiler isn't on PATH (e.g. C:/Program Files/LLVM/bin/clang.exe — forward slashes work in JSON, no escaping needed).
  • "vendor.jetbrains.com/clion.toolchain" → tells CLion (2023.2+) which configured toolchain to route this preset through. Standard names are WSL, Visual Studio, MinGW; whatever you see in Settings → Build, Execution, Deployment → Toolchains. The hint is silently ignored if the name doesn't match — no configure-time error.

Add as many of those blocks as you have toolchains you want explicit presets for (one per compiler × build type). Each gets its own binaryDir so Debug and Release artifacts don't clobber each other.

Alternative if you don't want a personal preset at all: set CC and CXX environment variables in your shell rc (~/.bashrc, PowerShell profile) before invoking cmake --preset default-release. CMake picks them up.

Manual configure (without presets)

cmake -B build
cmake --build build --config Release --parallel

Clean rebuild

Delete the build/ directory and re-run the configure and build commands above.

License

See the LICENSE file.

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