> On 27 Sep 2021, at 10:36 pm, Ian Wadham <[email protected]> wrote:
> 
> Hello Chris,
> 
>> On 27 Sep 2021, at 8:42 am, Chris Jones <[email protected]> wrote:
>> The majority of ports will indeed build fine with just the CLT installed.
> 
> So what is the “recipe” to install just the CLT with no version of Xcode 
> present? And can that recipe be included in the MacPorts Guide?

I’ve no idea on the ‘best’ way as personally i want Xcode anyway, but you could 
try navigating to 

https://developer.apple.com/download/more/?=command%20line%20tools 

and install the correct version from there. If your next question is whats the 
correct version see

https://trac.macports.org/wiki/XcodeVersionInfo

> 
>> There are a number though where the build does indeed require a complete 
>> Xcode installation, which is why the baseline recommendation is to install 
>> Xcode. However if you are ok with perhaps running into the occasional port 
>> failure (the likelihood for which depends on which ports you use) you likely 
>> can get by just fine with just the CLT.
> 
> Couldn’t those ports list Xcode as a build dependency?

Not just like a regular port dep., so it gets installed as required.

There is an Xcode PG which handles this and I think errors out if Xcode is not 
installed, so its fairly obvious what is wrong.
> 
> If a dependency has to be another MacPorts package, then perhaps there could 
> be a dummy Xcode in MacPorts, maybe just a Portfile, that checks the presence 
> and version of the Xcode.app.

See above. A PG to handle this already exists.
> 
> Otherwise, new MacPorts users may be paying a 20Gb disk storage penalty 
> forever more. And the time to download and install Xcode could become a 
> disincentive for new MacPorts users in any case…
> 
> Cheers, Ian Wadham.
> 
>> Chris
>> 
>>>> On 26 Sep 2021, at 10:07 am, Mircea Trandafir <[email protected]> wrote:
>>> 
>>>  I’ve been using only the command line tools for more than a year with 
>>> absolutely no issues (other than the occasional “version not detected” 
>>> error, but I think that happens with Xcode too).
>>> 
>>> -- 
>>> Mircea Trandafir
>>> Associate professor
>>> Department of Economics
>>> University of Southern Denmark
>>> Campusvej 55, 5230 Odense M
>>> Denmark
>>> Email: [email protected]
>>> Web: http://www.mirceatrandafir.com
>>> 
>>>> On Sep 26, 2021, at 5:52 AM, Ian Wadham <[email protected]> wrote:
>>>> 
>>>> Hi guys,
>>>> 
>>>> I have recently upgraded my MacOS from High Sierra 10.13 to Catalina 
>>>> 10.15, mainly because I would like to start playing with a package called 
>>>> Flutter, which has a dependency on Xcode 12+ in its MacBook version.
>>>> 
>>>> It appears that Xcode is following some variant of Grosch’s Law, or maybe 
>>>> Parkinson’s Law (software expands to fill the hardware space available to 
>>>> it). So I am wondering, if all a user needs are some MacPorts packages, 
>>>> whether it is necessary to install all (or even any) of Xcode just to get 
>>>> the command-line tools.
>>>> 
>>>> I have been using MacPorts to get access to FOSS for more than 10 years 
>>>> and have watched the Xcode requirement grow from around 1 Gb of disk to 
>>>> around 20 Gb in Catalina. In Xcode 9, on High Sierra, the requirement was 
>>>> around 10 Gb. So it has roughly doubled in two version steps of MacOS.
>>>> 
>>>> At first I used to regard the Xcode overhead as being like some sort of 
>>>> tax on the pleasure of using FOSS, but now it is taking up an unhealthy 
>>>> portion of the 250 Gb in my MacBook Pro’s 250 Gb internal SSD drive.
>>>> 
>>>> I have to put up with this if I wish to use Macports and Flutter, even 
>>>> though, like Dave Horsfall, I am unlikely to use Xcode as an IDE. So is it 
>>>> possible to have MacPorts depend on some minimal subset of Xcode?
>>>> 
>>>> Cheers,
>>>> Ian Wadham.
>>>> 
> 

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