pugixml 1.0 manual | Overview | Installation | Document: Object model · Loading · Accessing · Modifying · Saving | XPath | API Reference | Table of Contents |

## Installation

### Getting pugixml

pugixml is distributed in source form. You can either download a source distribution or checkout the Subversion repository.

#### Source distributions

You can download the latest source distribution via one of the following links:

    http://pugixml.googlecode.com/files/pugixml-1.0.zip
    http://pugixml.googlecode.com/files/pugixml-1.0.tar.gz

The distribution contains library source, documentation (the manual you're reading now and the quick start guide) and some code examples. After downloading the distribution, install pugixml by extracting all files from the compressed archive. The files have different line endings depending on the archive format - `.zip` archive has Windows line endings, `.tar.gz` archive has Unix line endings. Otherwise the files in both archives are identical.

If you need an older version, you can download it from the version archive.

#### Subversion repository

The Subversion repository is located at http://pugixml.googlecode.com/svn/. There is a Subversion tag "release-{version}" for each version; also there is the "latest" tag, which always points to the latest stable release.

For example, to checkout the current version, you can use this command:

    svn checkout http://pugixml.googlecode.com/svn/tags/release-1.0 pugixml

To checkout the latest version, you can use this command:

    svn checkout http://pugixml.googlecode.com/svn/tags/latest pugixml

The repository contains library source, documentation, code examples and full unit test suite.

Use latest version tag if you want to automatically get new versions via `svn update`. Use other tags if you want to switch to new versions only explicitly (for example, using `svn switch` command). Also please note that Subversion trunk contains the work-in-progress version of the code; while this means that you can get new features and bug fixes from trunk without waiting for a new release, this also means that occasionally the code can be broken in some configurations.

### Building pugixml

pugixml is distributed in source form without any pre-built binaries; you have to build them yourself.

The complete pugixml source consists of three files - one source file, `pugixml.cpp`, and two header files, `pugixml.hpp` and `pugiconfig.hpp`. `pugixml.hpp` is the primary header which you need to include in order to use pugixml classes/functions; `pugiconfig.hpp` is a supplementary configuration file (see Additional configuration options). The rest of this guide assumes that `pugixml.hpp` is either in the current directory or in one of include directories of your projects, so that `#include "pugixml.hpp"` can find the header; however you can also use relative path (i.e. `#include "../libs/pugixml/src/pugixml.hpp"`) or include directory-relative path (i.e. `#include <xml/thirdparty/pugixml/src/pugixml.hpp>`).

#### Building pugixml as a part of another static library/executable

The easiest way to build pugixml is to compile the source file, `pugixml.cpp`, along with the existing library/executable. This process depends on the method of building your application; for example, if you're using Microsoft Visual Studio[1], Apple Xcode, Code::Blocks or any other IDE, just add `pugixml.cpp` to one of your projects.

If you're using Microsoft Visual Studio and the project has precompiled headers turned on, you'll see the following error messages:

    pugixml.cpp(3477) : fatal error C1010: unexpected end of file while looking for precompiled header. Did you forget to add '#include "stdafx.h"' to your source?

The correct way to resolve this is to disable precompiled headers for `pugixml.cpp`; you have to set "Create/Use Precompiled Header" option (Properties dialog -> C/C++ -> Precompiled Headers -> Create/Use Precompiled Header) to "Not Using Precompiled Headers". You'll have to do it for all project configurations/platforms (you can select Configuration "All Configurations" and Platform "All Platforms" before editing the option):

#### Building pugixml as a standalone static library

It's possible to compile pugixml as a standalone static library. This process depends on the method of building your application; pugixml distribution comes with project files for several popular IDEs/build systems. There are project files for Apple XCode3, Code::Blocks, Codelite, Microsoft Visual Studio 2005, 2008, 2010, and configuration scripts for CMake and premake4. You're welcome to submit project files/build scripts for other software; see Feedback.

There are two projects for each version of Microsoft Visual Studio: one for dynamically linked CRT, which has a name like `pugixml_vs2008.vcproj`, and another one for statically linked CRT, which has a name like `pugixml_vs2008_static.vcproj`. You should select the version that matches the CRT used in your application; the default option for new projects created by Microsoft Visual Studio is dynamically linked CRT, so unless you changed the defaults, you should use the version with dynamic CRT (i.e. `pugixml_vs2008.vcproj` for Microsoft Visual Studio 2008).

In addition to adding pugixml project to your workspace, you'll have to make sure that your application links with pugixml library. If you're using Microsoft Visual Studio 2005/2008, you can add a dependency from your application project to pugixml one. If you're using Microsoft Visual Studio 2010, you'll have to add a reference to your application project instead. For other IDEs/systems, consult the relevant documentation.

Microsoft Visual Studio 2005/2008 | Microsoft Visual Studio 2010
--- | ---

#### Building pugixml as a standalone shared library

It's possible to compile pugixml as a standalone shared library. The process is usually similar to the static library approach; however, no preconfigured projects/scripts are included into pugixml distribution, so you'll have to do it yourself. Generally, if you're using GCC-based toolchain, the process does not differ from building any other library as DLL (adding -shared to compilation flags should suffice); if you're using MSVC-based toolchain, you'll have to explicitly mark exported symbols with a declspec attribute. You can do it by defining PUGIXML_API macro, i.e. via `pugiconfig.hpp`:

    #ifdef _DLL
    #define PUGIXML_API __declspec(dllexport)
    #else
    #define PUGIXML_API __declspec(dllimport)
    #endif

| Caution
If you're using STL-related functions, you should use the shared runtime library to ensure that a single heap is used for STL allocations in your application and in pugixml; in MSVC, this means selecting the 'Multithreaded DLL' or 'Multithreaded Debug DLL' to 'Runtime library' property (/MD or /MDd linker switch). You should also make sure that your runtime library choice is consistent between different projects.

#### Additional configuration options

pugixml uses several defines to control the compilation process. There are two ways to define them: either put the needed definitions to `pugiconfig.hpp` (it has some examples that are commented out) or provide them via compiler command-line. Consistency is important: the definitions should match in all source files that include `pugixml.hpp` (including pugixml sources) throughout the application. Adding defines to `pugiconfig.hpp` lets you guarantee this, unless your macro definition is wrapped in preprocessor `#if`/`#ifdef` directive and this directive is not consistent. `pugiconfig.hpp` will never contain anything but comments, which means that when upgrading to a new version, you can safely leave your modified version intact.

`PUGIXML_WCHAR_MODE` define toggles between UTF-8 style interface (the in-memory text encoding is assumed to be UTF-8, most functions use `char` as character type) and UTF-16/32 style interface (the in-memory text encoding is assumed to be UTF-16/32, depending on `wchar_t` size, most functions use `wchar_t` as character type). See Unicode interface for more details.

`PUGIXML_NO_XPATH` define disables XPath. Both XPath interfaces and XPath implementation are excluded from compilation. This option is provided in case you do not need XPath functionality and need to save code space.

`PUGIXML_NO_STL` define disables use of STL in pugixml. The functions that operate on STL types are no longer present (i.e. load/save via iostream) if this macro is defined. This option is provided in case your target platform does not have a standard-compliant STL implementation.

`PUGIXML_NO_EXCEPTIONS` define disables use of exceptions in pugixml. This option is provided in case your target platform does not have exception handling capabilities.

`PUGIXML_API`, `PUGIXML_CLASS` and `PUGIXML_FUNCTION` defines let you specify custom attributes (i.e. declspec or calling conventions) for pugixml classes and non-member functions. In absence of `PUGIXML_CLASS` or `PUGIXML_FUNCTION` definitions, `PUGIXML_API` definition is used instead. For example, to specify fixed calling convention, you can define `PUGIXML_FUNCTION` to i.e. `__fastcall`. Another example is DLL import/export attributes in MSVC (see Building pugixml as a standalone shared library).

| Note
In that example `PUGIXML_API` is inconsistent between several source files; this is an exception to the consistency rule.

### Portability

pugixml is written in standard-compliant C++ with some compiler-specific workarounds where appropriate. pugixml is compatible with the upcoming C++0x standard (verified using GCC 4.5). Each version is tested with a unit test suite (with code coverage about 99%) on the following platforms:

- Microsoft Windows:
  - Borland C++ Compiler 5.82
  - Digital Mars C++ Compiler 8.51
  - Intel C++ Compiler 8.0, 9.0 x86/x64, 10.0 x86/x64, 11.0 x86/x64
  - Metrowerks CodeWarrior 8.0
  - Microsoft Visual C++ 6.0, 7.0 (2002), 7.1 (2003), 8.0 (2005) x86/x64, 9.0 (2008) x86/x64, 10.0 (2010) x86/x64
  - MinGW (GCC) 3.4, 4.4, 4.5, 4.6 x64
- Linux (GCC 4.4.3 x86/x64)
- FreeBSD (GCC 4.2.1 x86/x64)
- Apple MacOSX (GCC 4.0.1 x86/x64/PowerPC)
- Microsoft Xbox 360
- Nintendo Wii (Metrowerks CodeWarrior 4.1)
- Sony Playstation Portable (GCC 3.4.2)
- Sony Playstation 3 (GCC 4.1.1, SNC 310.1)

[1] All trademarks used are properties of their respective owners.

pugixml 1.0 manual | Overview | Installation | Document: Object model · Loading · Accessing · Modifying · Saving | XPath | API Reference | Table of Contents |