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This version of the Yocto Project Application Development and the Extensible Software Development Kit (eSDK) manual is for the 3.0.1 release of the Yocto Project. To be sure you have the latest version of the manual for this release, go to the Yocto Project documentation page and select the manual from that site. Manuals from the site are more up-to-date than manuals derived from the Yocto Project released TAR files.
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Revision History | |
---|---|
Revision 2.1 | April 2016 |
Released with the Yocto Project 2.1 Release. | |
Revision 2.2 | October 2016 |
Released with the Yocto Project 2.2 Release. | |
Revision 2.3 | May 2017 |
Released with the Yocto Project 2.3 Release. | |
Revision 2.4 | October 2017 |
Released with the Yocto Project 2.4 Release. | |
Revision 2.5 | May 2018 |
Released with the Yocto Project 2.5 Release. | |
Revision 2.6 | November 2018 |
Released with the Yocto Project 2.6 Release. | |
Revision 2.7 | May 2019 |
Released with the Yocto Project 2.7 Release. | |
Revision 3.0 | October 2019 |
Released with the Yocto Project 3.0 Release. | |
Revision 3.0.1 | December 2019 |
Released with the Yocto Project 3.0.1 Release. |
Table of Contents
devtool
in Your SDK Workflowdevtool add
Table of Contents
Welcome to the Yocto Project Application Development and the Extensible Software Development Kit (eSDK) manual. This manual provides information that explains how to use both the Yocto Project extensible and standard SDKs to develop applications and images.
All SDKs consist of the following:
Cross-Development Toolchain: This toolchain contains a compiler, debugger, and various miscellaneous tools.
Libraries, Headers, and Symbols: The libraries, headers, and symbols are specific to the image (i.e. they match the image).
Environment Setup Script:
This *.sh
file, once run, sets up the
cross-development environment by defining variables and
preparing for SDK use.
Additionally, an extensible SDK has tools that allow you to easily add new applications and libraries to an image, modify the source of an existing component, test changes on the target hardware, and easily integrate an application into the OpenEmbedded build system.
You can use an SDK to independently develop and test code
that is destined to run on some target machine.
SDKs are completely self-contained.
The binaries are linked against their own copy of
libc
, which results in no dependencies
on the target system.
To achieve this, the pointer to the dynamic loader is
configured at install time since that path cannot be dynamically
altered.
This is the reason for a wrapper around the
populate_sdk
and
populate_sdk_ext
archives.
Another feature for the SDKs is that only one set of cross-compiler
toolchain binaries are produced for any given architecture.
This feature takes advantage of the fact that the target hardware can
be passed to gcc
as a set of compiler options.
Those options are set up by the environment script and contained in
variables such as
CC
and
LD
.
This reduces the space needed for the tools.
Understand, however, that every target still needs a sysroot because
those binaries are target-specific.
The SDK development environment consists of the following:
The self-contained SDK, which is an
architecture-specific cross-toolchain and
matching sysroots (target and native) all built by the
OpenEmbedded build system (e.g. the SDK).
The toolchain and sysroots are based on a
Metadata
configuration and extensions,
which allows you to cross-develop on the host machine for the
target hardware.
Additionally, the extensible SDK contains the
devtool
functionality.
The Quick EMUlator (QEMU), which lets you simulate target hardware. QEMU is not literally part of the SDK. You must build and include this emulator separately. However, QEMU plays an important role in the development process that revolves around use of the SDK.
In summary, the extensible and standard SDK share many features. However, the extensible SDK has powerful development tools to help you more quickly develop applications. Following is a table that summarizes the primary differences between the standard and extensible SDK types when considering which to build:
Feature | Standard SDK | Extensible SDK |
---|---|---|
Toolchain | Yes | Yes* |
Debugger | Yes | Yes* |
Size | 100+ MBytes | 1+ GBytes (or 300+ MBytes for minimal w/toolchain) |
devtool | No | Yes |
Build Images | No | Yes |
Updateable | No | Yes |
Managed Sysroot** | No | Yes |
Installed Packages | No*** | Yes**** |
Construction | Packages | Shared State |
* Extensible SDK contains the toolchain and debugger ifSDK_EXT_TYPE
is "full" orSDK_INCLUDE_TOOLCHAIN
is "1", which is the default. ** Sysroot is managed through the use ofdevtool
. Thus, it is less likely that you will corrupt your SDK sysroot when you try to add additional libraries. *** You can add runtime package management to the standard SDK but it is not supported by default. **** You must build and make the shared state available to extensible SDK users for "packages" you want to enable users to install.
The
Cross-Development Toolchain
consists of a cross-compiler, cross-linker, and cross-debugger
that are used to develop user-space applications for targeted
hardware.
Additionally, for an extensible SDK, the toolchain also has
built-in devtool
functionality.
This toolchain is created by running a SDK installer script
or through a
Build Directory
that is based on your metadata configuration or extension for
your targeted device.
The cross-toolchain works with a matching target sysroot.
The native and target sysroots contain needed headers and libraries for generating binaries that run on the target architecture. The target sysroot is based on the target root filesystem image that is built by the OpenEmbedded build system and uses the same metadata configuration used to build the cross-toolchain.
The QEMU emulator allows you to simulate your hardware while running your application or image. QEMU is not part of the SDK but is made available a number of different ways:
If you have cloned the poky
Git
repository to create a
Source Directory
and you have sourced the environment setup script, QEMU is
installed and automatically available.
If you have downloaded a Yocto Project release and unpacked it to create a Source Directory and you have sourced the environment setup script, QEMU is installed and automatically available.
If you have installed the cross-toolchain tarball and you have sourced the toolchain's setup environment script, QEMU is also installed and automatically available.
Fundamentally, the SDK fits into the development process as follows:
The SDK is installed on any machine and can be used to develop applications, images, and kernels. An SDK can even be used by a QA Engineer or Release Engineer. The fundamental concept is that the machine that has the SDK installed does not have to be associated with the machine that has the Yocto Project installed. A developer can independently compile and test an object on their machine and then, when the object is ready for integration into an image, they can simply make it available to the machine that has the Yocto Project. Once the object is available, the image can be rebuilt using the Yocto Project to produce the modified image.
You just need to follow these general steps:
Install the SDK for your target hardware: For information on how to install the SDK, see the "Installing the SDK" section.
Download or Build the Target Image: The Yocto Project supports several target architectures and has many pre-built kernel images and root filesystem images.
If you are going to develop your application on
hardware, go to the
machines
download area and choose a target machine area
from which to download the kernel image and root filesystem.
This download area could have several files in it that
support development using actual hardware.
For example, the area might contain
.hddimg
files that combine the
kernel image with the filesystem, boot loaders, and
so forth.
Be sure to get the files you need for your particular
development process.
If you are going to develop your application and
then run and test it using the QEMU emulator, go to the
machines/qemu
download area.
From this area, go down into the directory for your
target architecture (e.g. qemux86_64
for an Intel®-based
64-bit architecture).
Download the kernel, root filesystem, and any other files you
need for your process.
Develop and Test your Application: At this point, you have the tools to develop your application. If you need to separately install and use the QEMU emulator, you can go to QEMU Home Page to download and learn about the emulator. See the "Using the Quick EMUlator (QEMU)" chapter in the Yocto Project Development Tasks Manual for information on using QEMU within the Yocto Project.
The remainder of this manual describes how to use the extensible and standard SDKs. Information also exists in appendix form that describes how you can build, install, and modify an SDK.
Table of Contents
devtool
in Your SDK Workflowdevtool add
This chapter describes the extensible SDK and how to install it.
Information covers the pieces of the SDK, how to install it, and
presents a look at using the devtool
functionality.
The extensible SDK makes it easy to add new applications and libraries
to an image, modify the source for an existing component, test
changes on the target hardware, and ease integration into the rest of
the
OpenEmbedded build system.
In addition to the functionality available through
devtool
, you can alternatively make use of the
toolchain directly, for example from Makefile and Autotools.
See the
"Using the SDK Toolchain Directly"
chapter for more information.
The extensible SDK provides a cross-development toolchain and
libraries tailored to the contents of a specific image.
You would use the Extensible SDK if you want a toolchain experience
supplemented with the powerful set of devtool
commands tailored for the Yocto Project environment.
The installed extensible SDK consists of several files and
directories.
Basically, it contains an SDK environment setup script, some
configuration files, an internal build system, and the
devtool
functionality.
The first thing you need to do is install the SDK on your
Build Host
by running the *.sh
installation script.
You can download a tarball installer, which includes the
pre-built toolchain, the runqemu
script, the internal build system, devtool
,
and support files from the appropriate
toolchain
directory within the Index of Releases.
Toolchains are available for several 32-bit and 64-bit
architectures with the x86_64
directories,
respectively.
The toolchains the Yocto Project provides are based off the
core-image-sato
and
core-image-minimal
images and contain
libraries appropriate for developing against that image.
The names of the tarball installer scripts are such that a string representing the host system appears first in the filename and then is immediately followed by a string representing the target architecture. An extensible SDK has the string "-ext" as part of the name. Following is the general form:
poky-glibc-host_system
-image_type
-arch
-toolchain-ext-release_version
.sh Where:host_system
is a string representing your development system: i686 or x86_64.image_type
is the image for which the SDK was built: core-image-sato or core-image-minimalarch
is a string representing the tuned target architecture: aarch64, armv5e, core2-64, i586, mips32r2, mips64, ppc7400, or cortexa8hf-neonrelease_version
is a string representing the release number of the Yocto Project: 3.0.1, 3.0.1+snapshot
For example, the following SDK installer is for a 64-bit
development host system and a i586-tuned target architecture
based off the SDK for core-image-sato
and
using the current 3.0.1 snapshot:
poky-glibc-x86_64-core-image-sato-i586-toolchain-ext-3.0.1.sh
The SDK and toolchains are self-contained and by default are
installed into the poky_sdk
folder in your
home directory.
You can choose to install the extensible SDK in any location when
you run the installer.
However, because files need to be written under that directory
during the normal course of operation, the location you choose
for installation must be writable for whichever
users need to use the SDK.
The following command shows how to run the installer given a
toolchain tarball for a 64-bit x86 development host system and
a 64-bit x86 target architecture.
The example assumes the SDK installer is located in
~/Downloads/
and has execution rights.
$ ./Downloads/poky-glibc-x86_64-core-image-minimal-core2-64-toolchain-ext-2.5.sh Poky (Yocto Project Reference Distro) Extensible SDK installer version 2.5 ========================================================================== Enter target directory for SDK (default: ~/poky_sdk): You are about to install the SDK to "/home/scottrif/poky_sdk". Proceed [Y/n]? Y Extracting SDK..............done Setting it up... Extracting buildtools... Preparing build system... Parsing recipes: 100% |##################################################################| Time: 0:00:52 Initialising tasks: 100% |###############################################################| Time: 0:00:00 Checking sstate mirror object availability: 100% |#######################################| Time: 0:00:00 Loading cache: 100% |####################################################################| Time: 0:00:00 Initialising tasks: 100% |###############################################################| Time: 0:00:00 done SDK has been successfully set up and is ready to be used. Each time you wish to use the SDK in a new shell session, you need to source the environment setup script e.g. $ . /home/scottrif/poky_sdk/environment-setup-core2-64-poky-linux
Once you have the SDK installed, you must run the SDK environment
setup script before you can actually use the SDK.
This setup script resides in the directory you chose when you
installed the SDK, which is either the default
poky_sdk
directory or the directory you
chose during installation.
Before running the script, be sure it is the one that matches the
architecture for which you are developing.
Environment setup scripts begin with the string
"environment-setup
" and include as part of
their name the tuned target architecture.
As an example, the following commands set the working directory
to where the SDK was installed and then source the environment
setup script.
In this example, the setup script is for an IA-based
target machine using i586 tuning:
$ cd /home/scottrif/poky_sdk $ source environment-setup-core2-64-poky-linux SDK environment now set up; additionally you may now run devtool to perform development tasks. Run devtool --help for further details.
Running the setup script defines many environment variables needed
in order to use the SDK (e.g. PATH
,
CC
,
LD
,
and so forth).
If you want to see all the environment variables the script
exports, examine the installation file itself.
devtool
in Your SDK Workflow¶
The cornerstone of the extensible SDK is a command-line tool
called devtool
.
This tool provides a number of features that help
you build, test and package software within the extensible SDK, and
optionally integrate it into an image built by the OpenEmbedded
build system.
devtool
is not limited to
the extensible SDK.
You can use devtool
to help you easily
develop any project whose build output must be part of an
image built using the build system.
The devtool
command line is organized
similarly to
Git in that it
has a number of sub-commands for each function.
You can run devtool --help
to see all the
commands.
devtool
Quick Reference"
in the Yocto Project Reference Manual for a
devtool
quick reference.
Three devtool
subcommands exist that provide
entry-points into development:
devtool add
:
Assists in adding new software to be built.
devtool modify
:
Sets up an environment to enable you to modify the source of
an existing component.
devtool upgrade
:
Updates an existing recipe so that you can build it for
an updated set of source files.
As with the build system, "recipes" represent software packages
within devtool
.
When you use devtool add
, a recipe is
automatically created.
When you use devtool modify
, the specified
existing recipe is used in order to determine where to get the
source code and how to patch it.
In both cases, an environment is set up so that when you build the
recipe a source tree that is under your control is used in order to
allow you to make changes to the source as desired.
By default, new recipes and the source go into a "workspace"
directory under the SDK.
The remainder of this section presents the
devtool add
,
devtool modify
, and
devtool upgrade
workflows.
devtool add
to Add an Application¶
The devtool add
command generates
a new recipe based on existing source code.
This command takes advantage of the
workspace
layer that many devtool
commands
use.
The command is flexible enough to allow you to extract source
code into both the workspace or a separate local Git repository
and to use existing code that does not need to be extracted.
Depending on your particular scenario, the arguments and options
you use with devtool add
form different
combinations.
The following diagram shows common development flows
you would use with the devtool add
command:
Generating the New Recipe:
The top part of the flow shows three scenarios by which
you could use devtool add
to
generate a recipe based on existing source code.
In a shared development environment, it is typical for other developers to be responsible for various areas of source code. As a developer, you are probably interested in using that source code as part of your development within the Yocto Project. All you need is access to the code, a recipe, and a controlled area in which to do your work.
Within the diagram, three possible scenarios
feed into the devtool add
workflow:
Left: The left scenario in the figure represents a common situation where the source code does not exist locally and needs to be extracted. In this situation, the source code is extracted to the default workspace - you do not want the files in some specific location outside of the workspace. Thus, everything you need will be located in the workspace:
$ devtool add recipe fetchuri
With this command, devtool
extracts the upstream source files into a local
Git repository within the
sources
folder.
The command then creates a recipe named
recipe
and a
corresponding append file in the workspace.
If you do not provide
recipe
, the command
makes an attempt to determine the recipe name.
Middle: The middle scenario in the figure also represents a situation where the source code does not exist locally. In this case, the code is again upstream and needs to be extracted to some local area - this time outside of the default workspace.
devtool
always creates
a Git repository locally during the
extraction.
Furthermore, the first positional argument
srctree
in this
case identifies where the
devtool add
command
will locate the extracted code outside of the
workspace.
You need to specify an empty directory:
$ devtool add recipe srctree fetchuri
In summary, the source code is pulled from
fetchuri
and
extracted into the location defined by
srctree
as a local
Git repository.
Within workspace,
devtool
creates a
recipe named recipe
along with an associated append file.
Right:
The right scenario in the figure represents a
situation where the
srctree
has been
previously prepared outside of the
devtool
workspace.
The following command provides a new recipe name and identifies the existing source tree location:
$ devtool add recipe srctree
The command examines the source code and
creates a recipe named
recipe
for the code
and places the recipe into the workspace.
Because the extracted source code already
exists, devtool
does not
try to relocate the source code into the
workspace - only the new recipe is placed
in the workspace.
Aside from a recipe folder, the command
also creates an associated append folder and
places an initial
*.bbappend
file within.
Edit the Recipe:
You can use devtool edit-recipe
to open up the editor as defined by the
$EDITOR
environment variable
and modify the file:
$ devtool edit-recipe recipe
From within the editor, you can make modifications to the recipe that take affect when you build it later.
Build the Recipe or Rebuild the Image: The next step you take depends on what you are going to do with the new code.
If you need to eventually move the build output
to the target hardware, use the following
devtool
command:
$ devtool build recipe
On the other hand, if you want an image to
contain the recipe's packages from the workspace
for immediate deployment onto a device (e.g. for
testing purposes), you can use
the devtool build-image
command:
$ devtool build-image image
Deploy the Build Output:
When you use the devtool build
command to build out your recipe, you probably want to
see if the resulting build output works as expected
on the target hardware.
You can deploy your build output to that target
hardware by using the
devtool deploy-target
command:
$ devtool deploy-target recipe target
The target
is a live target
machine running as an SSH server.
You can, of course, also deploy the image you
build to actual hardware by using the
devtool build-image
command.
However, devtool
does not provide
a specific command that allows you to deploy the
image to actual hardware.
Finish Your Work With the Recipe:
The devtool finish
command creates
any patches corresponding to commits in the local
Git repository, moves the new recipe to a more permanent
layer, and then resets the recipe so that the recipe is
built normally rather than from the workspace.
$ devtool finish recipe layer
As mentioned, the
devtool finish
command moves the
final recipe to its permanent layer.
As a final process of the
devtool finish
command, the state
of the standard layers and the upstream source is
restored so that you can build the recipe from those
areas rather than the workspace.
devtool reset
command to put things back should you decide you
do not want to proceed with your work.
If you do use this command, realize that the source
tree is preserved.
devtool modify
to Modify the Source of an Existing Component¶
The devtool modify
command prepares the
way to work on existing code that already has a local recipe in
place that is used to build the software.
The command is flexible enough to allow you to extract code
from an upstream source, specify the existing recipe, and
keep track of and gather any patch files from other developers
that are associated with the code.
Depending on your particular scenario, the arguments and options
you use with devtool modify
form different
combinations.
The following diagram shows common development flows for the
devtool modify
command:
Preparing to Modify the Code:
The top part of the flow shows three scenarios by which
you could use devtool modify
to
prepare to work on source files.
Each scenario assumes the following:
The recipe exists locally in a layer external
to the devtool
workspace.
The source files exist either upstream in an un-extracted state or locally in a previously extracted state.
The typical situation is where another developer has created a layer for use with the Yocto Project and their recipe already resides in that layer. Furthermore, their source code is readily available either upstream or locally.
Left:
The left scenario in the figure represents a
common situation where the source code does
not exist locally and it needs to be extracted
from an upstream source.
In this situation, the source is extracted
into the default devtool
workspace location.
The recipe, in this scenario, is in its own
layer outside the workspace
(i.e.
meta-
layername
).
The following command identifies the recipe and, by default, extracts the source files:
$ devtool modify recipe
Once devtool
locates the
recipe, devtool
uses the
recipe's
SRC_URI
statements to locate the source code and any
local patch files from other developers.
With this scenario, no
srctree
argument
exists.
Consequently, the default behavior of the
devtool modify
command is
to extract the source files pointed to by the
SRC_URI
statements into a
local Git structure.
Furthermore, the location for the extracted
source is the default area within the
devtool
workspace.
The result is that the command sets up both
the source code and an append file within the
workspace while the recipe remains in its
original location.
Additionally, if you have any non-patch
local files (i.e. files referred to with
file://
entries in
SRC_URI
statement excluding
*.patch/
or
*.diff
), these files are
copied to an
oe-local-files
folder
under the newly created source tree.
Copying the files here gives you a convenient
area from which you can modify the files.
Any changes or additions you make to those
files are incorporated into the build the next
time you build the software just as are other
changes you might have made to the source.
Middle: The middle scenario in the figure represents a situation where the source code also does not exist locally. In this case, the code is again upstream and needs to be extracted to some local area as a Git repository. The recipe, in this scenario, is again local and in its own layer outside the workspace.
The following command tells
devtool
the recipe with
which to work and, in this case, identifies a
local area for the extracted source files that
exists outside of the default
devtool
workspace:
$ devtool modify recipe srctree
srctree
using
the devtool
command.
As with all extractions, the command uses
the recipe's SRC_URI
statements to locate the source files and any
associated patch files.
Non-patch files are copied to an
oe-local-files
folder
under the newly created source tree.
Once the files are located, the command
by default extracts them into
srctree
.
Within workspace,
devtool
creates an append
file for the recipe.
The recipe remains in its original location but
the source files are extracted to the location
you provide with
srctree
.
Right:
The right scenario in the figure represents a
situation where the source tree
(srctree
) already
exists locally as a previously extracted Git
structure outside of the
devtool
workspace.
In this example, the recipe also exists
elsewhere locally in its own layer.
The following command tells
devtool
the recipe
with which to work, uses the "-n" option to
indicate source does not need to be extracted,
and uses srctree
to
point to the previously extracted source files:
$ devtool modify -n recipe srctree
If an oe-local-files
subdirectory happens to exist and it contains
non-patch files, the files are used.
However, if the subdirectory does not exist and
you run the devtool finish
command, any non-patch files that might exist
next to the recipe are removed because it
appears to devtool
that
you have deleted those files.
Once the
devtool modify
command
finishes, it creates only an append file for
the recipe in the devtool
workspace.
The recipe and the source code remain in their
original locations.
Edit the Source:
Once you have used the
devtool modify
command, you are
free to make changes to the source files.
You can use any editor you like to make and save
your source code modifications.
Build the Recipe or Rebuild the Image: The next step you take depends on what you are going to do with the new code.
If you need to eventually move the build output
to the target hardware, use the following
devtool
command:
$ devtool build recipe
On the other hand, if you want an image to
contain the recipe's packages from the workspace
for immediate deployment onto a device (e.g. for
testing purposes), you can use
the devtool build-image
command:
$ devtool build-image image
Deploy the Build Output:
When you use the devtool build
command to build out your recipe, you probably want to
see if the resulting build output works as expected
on target hardware.
You can deploy your build output to that target
hardware by using the
devtool deploy-target
command:
$ devtool deploy-target recipe target
The target
is a live target
machine running as an SSH server.
You can, of course, use other methods to deploy
the image you built using the
devtool build-image
command to
actual hardware.
devtool
does not provide
a specific command to deploy the image to actual
hardware.
Finish Your Work With the Recipe:
The devtool finish
command creates
any patches corresponding to commits in the local
Git repository, updates the recipe to point to them
(or creates a .bbappend
file to do
so, depending on the specified destination layer), and
then resets the recipe so that the recipe is built
normally rather than from the workspace.
$ devtool finish recipe layer
devtool finish
command.
Because there is no need to move the recipe,
devtool finish
either updates the
original recipe in the original layer or the command
creates a .bbappend
file in a
different layer as provided by
layer
.
Any work you did in the
oe-local-files
directory is
preserved in the original files next to the recipe
during the devtool finish
command.
As a final process of the
devtool finish
command, the state
of the standard layers and the upstream source is
restored so that you can build the recipe from those
areas rather than from the workspace.
devtool reset
command to put things back should you decide you
do not want to proceed with your work.
If you do use this command, realize that the source
tree is preserved.
devtool upgrade
to Create a Version of the Recipe that Supports a Newer Version of the Software¶
The devtool upgrade
command upgrades
an existing recipe to that of a more up-to-date version
found upstream.
Throughout the life of software, recipes continually undergo
version upgrades by their upstream publishers.
You can use the devtool upgrade
workflow to make sure your recipes you are using for builds
are up-to-date with their upstream counterparts.
devtool upgrade
happens to be one.
You can read about all the methods by which you can
upgrade recipes in the
"Upgrading Recipes"
section of the Yocto Project Development Tasks Manual.
The devtool upgrade
command is flexible
enough to allow you to specify source code revision and
versioning schemes, extract code into or out of the
devtool
workspace,
and work with any source file forms that the
fetchers
support.
The following diagram shows the common development flow
used with the devtool upgrade
command:
Initiate the Upgrade:
The top part of the flow shows the typical scenario by
which you use the devtool upgrade
command.
The following conditions exist:
The recipe exists in a local layer external
to the devtool
workspace.
The source files for the new release
exist in the same location pointed to by
SRC_URI
in the recipe (e.g. a tarball with the new
version number in the name, or as a different
revision in the upstream Git repository).
A common situation is where third-party software has undergone a revision so that it has been upgraded. The recipe you have access to is likely in your own layer. Thus, you need to upgrade the recipe to use the newer version of the software:
$ devtool upgrade -V version recipe
By default, the devtool upgrade
command extracts source code into the
sources
directory in the
workspace.
If you want the code extracted to any other location,
you need to provide the
srctree
positional argument
with the command as follows:
$ devtool upgrade -V version recipe srctree
If the source files pointed to by the
SRC_URI
statement in the recipe
are in a Git repository, you must provide the "-S"
option and specify a revision for the software.
Once devtool
locates the
recipe, it uses the SRC_URI
variable to locate the source code and any local patch
files from other developers.
The result is that the command sets up the source
code, the new version of the recipe, and an append file
all within the workspace.
Additionally, if you have any non-patch
local files (i.e. files referred to with
file://
entries in
SRC_URI
statement excluding
*.patch/
or
*.diff
), these files are
copied to an
oe-local-files
folder
under the newly created source tree.
Copying the files here gives you a convenient
area from which you can modify the files.
Any changes or additions you make to those
files are incorporated into the build the next
time you build the software just as are other
changes you might have made to the source.
Resolve any Conflicts created by the Upgrade:
Conflicts could exist due to the software being
upgraded to a new version.
Conflicts occur if your recipe specifies some patch
files in SRC_URI
that conflict
with changes made in the new version of the software.
For such cases, you need to resolve the conflicts
by editing the source and following the normal
git rebase
conflict resolution
process.
Before moving onto the next step, be sure to resolve any such conflicts created through use of a newer or different version of the software.
Build the Recipe or Rebuild the Image: The next step you take depends on what you are going to do with the new code.
If you need to eventually move the build output
to the target hardware, use the following
devtool
command:
$ devtool build recipe
On the other hand, if you want an image to
contain the recipe's packages from the workspace
for immediate deployment onto a device (e.g. for
testing purposes), you can use
the devtool build-image
command:
$ devtool build-image image
Deploy the Build Output:
When you use the devtool build
command or bitbake
to build
your recipe, you probably want to see if the resulting
build output works as expected on target hardware.
You can deploy your build output to that target
hardware by using the
devtool deploy-target
command:
$ devtool deploy-target recipe target
The target
is a live target
machine running as an SSH server.
You can, of course, also deploy the image you
build using the
devtool build-image
command
to actual hardware.
However, devtool
does not provide
a specific command that allows you to do this.
Finish Your Work With the Recipe:
The devtool finish
command creates
any patches corresponding to commits in the local
Git repository, moves the new recipe to a more
permanent layer, and then resets the recipe so that
the recipe is built normally rather than from the
workspace.
Any work you did in the
oe-local-files
directory is
preserved in the original files next to the recipe
during the devtool finish
command.
If you specify a destination layer that is the same as the original source, then the old version of the recipe and associated files are removed prior to adding the new version.
$ devtool finish recipe layer
As a final process of the
devtool finish
command, the state
of the standard layers and the upstream source is
restored so that you can build the recipe from those
areas rather than the workspace.
devtool reset
command to put things back should you decide you
do not want to proceed with your work.
If you do use this command, realize that the source
tree is preserved.
devtool add
¶
The devtool add
command automatically creates
a recipe based on the source tree you provide with the command.
Currently, the command has support for the following:
Autotools (autoconf
and
automake
)
CMake
Scons
qmake
Plain Makefile
Out-of-tree kernel module
Binary package (i.e. "-b" option)
Node.js module
Python modules that use setuptools
or distutils
Apart from binary packages, the determination of how a source tree
should be treated is automatic based on the files present within
that source tree.
For example, if a CMakeLists.txt
file is found,
then the source tree is assumed to be using
CMake and is treated accordingly.
The remainder of this section covers specifics regarding how parts of the recipe are generated.
If you do not specify a name and version on the command
line, devtool add
uses various metadata
within the source tree in an attempt to determine
the name and version of the software being built.
Based on what the tool determines, devtool
sets the name of the created recipe file accordingly.
If devtool
cannot determine the name and
version, the command prints an error.
For such cases, you must re-run the command and provide
the name and version, just the name, or just the version as
part of the command line.
Sometimes the name or version determined from the source tree might be incorrect. For such a case, you must reset the recipe:
$ devtool reset -n recipename
After running the devtool reset
command,
you need to run devtool add
again and
provide the name or the version.
The devtool add
command attempts to
detect build-time dependencies and map them to other recipes
in the system.
During this mapping, the command fills in the names of those
recipes as part of the
DEPENDS
variable within the recipe.
If a dependency cannot be mapped, devtool
places a comment in the recipe indicating such.
The inability to map a dependency can result from naming not
being recognized or because the dependency simply is not
available.
For cases where the dependency is not available, you must use
the devtool add
command to add an
additional recipe that satisfies the dependency.
Once you add that recipe, you need to update the
DEPENDS
variable in the original recipe
to include the new recipe.
If you need to add runtime dependencies, you can do so by adding the following to your recipe:
RDEPENDS_${PN} += "dependency1 dependency2 ...
"
devtool add
command often cannot
distinguish between mandatory and optional dependencies.
Consequently, some of the detected dependencies might
in fact be optional.
When in doubt, consult the documentation or the configure
script for the software the recipe is building for further
details.
In some cases, you might find you can substitute the
dependency with an option that disables the associated
functionality passed to the configure script.
The devtool add
command attempts to
determine if the software you are adding is able to be
distributed under a common, open-source license.
If so, the command sets the
LICENSE
value accordingly.
You should double-check the value added by the command against
the documentation or source files for the software you are
building and, if necessary, update that
LICENSE
value.
The devtool add
command also sets the
LIC_FILES_CHKSUM
value to point to all files that appear to be license-related.
Realize that license statements often appear in comments at
the top of source files or within the documentation.
In such cases, the command does not recognize those license
statements.
Consequently, you might need to amend the
LIC_FILES_CHKSUM
variable to point to one
or more of those comments if present.
Setting LIC_FILES_CHKSUM
is particularly
important for third-party software.
The mechanism attempts to ensure correct licensing should you
upgrade the recipe to a newer upstream version in future.
Any change in licensing is detected and you receive an error
prompting you to check the license text again.
If the devtool add
command cannot
determine licensing information, devtool
sets the LICENSE
value to "CLOSED" and
leaves the LIC_FILES_CHKSUM
value unset.
This behavior allows you to continue with development even
though the settings are unlikely to be correct in all cases.
You should check the documentation or source files for the
software you are building to determine the actual license.
The use of Make by itself is very common in both proprietary
and open-source software.
Unfortunately, Makefiles are often not written with
cross-compilation in mind.
Thus, devtool add
often cannot do very
much to ensure that these Makefiles build correctly.
It is very common, for example, to explicitly call
gcc
instead of using the
CC
variable.
Usually, in a cross-compilation environment,
gcc
is the compiler for the build host
and the cross-compiler is named something similar to
arm-poky-linux-gnueabi-gcc
and might
require arguments (e.g. to point to the associated sysroot
for the target machine).
When writing a recipe for Makefile-only software, keep the following in mind:
You probably need to patch the Makefile to use
variables instead of hardcoding tools within the
toolchain such as gcc
and
g++
.
The environment in which Make runs is set up with
various standard variables for compilation (e.g.
CC
, CXX
, and
so forth) in a similar manner to the environment set
up by the SDK's environment setup script.
One easy way to see these variables is to run the
devtool build
command on the
recipe and then look in
oe-logs/run.do_compile
.
Towards the top of this file, a list of environment
variables exists that are being set.
You can take advantage of these variables within the
Makefile.
If the Makefile sets a default for a variable using "=",
that default overrides the value set in the environment,
which is usually not desirable.
For this case, you can either patch the Makefile
so it sets the default using the "?=" operator, or
you can alternatively force the value on the
make
command line.
To force the value on the command line, add the
variable setting to
EXTRA_OEMAKE
or
PACKAGECONFIG_CONFARGS
within the recipe.
Here is an example using EXTRA_OEMAKE
:
EXTRA_OEMAKE += "'CC=${CC}' 'CXX=${CXX}'"
In the above example, single quotes are used around the variable settings as the values are likely to contain spaces because required default options are passed to the compiler.
Hardcoding paths inside Makefiles is often problematic in a cross-compilation environment. This is particularly true because those hardcoded paths often point to locations on the build host and thus will either be read-only or will introduce contamination into the cross-compilation because they are specific to the build host rather than the target. Patching the Makefile to use prefix variables or other path variables is usually the way to handle this situation.
Sometimes a Makefile runs target-specific commands such
as ldconfig
.
For such cases, you might be able to apply patches that
remove these commands from the Makefile.
Often, you need to build additional tools that run on the
build host
as opposed to the target.
You should indicate this requirement by using one of the
following methods when you run
devtool add
:
Specify the name of the recipe such that it ends with "-native". Specifying the name like this produces a recipe that only builds for the build host.
Specify the "‐‐also-native" option with the
devtool add
command.
Specifying this option creates a recipe file that still
builds for the target but also creates a variant with
a "-native" suffix that builds for the build host.
You can use the devtool add
command two
different ways to add Node.js modules: 1) Through
npm
and, 2) from a repository or local
source.
Use the following form to add Node.js modules through
npm
:
$ devtool add "npm://registry.npmjs.org;name=forever;version=0.15.1"
The name and version parameters are mandatory. Lockdown and shrinkwrap files are generated and pointed to by the recipe in order to freeze the version that is fetched for the dependencies according to the first time. This also saves checksums that are verified on future fetches. Together, these behaviors ensure the reproducibility and integrity of the build.
You must use quotes around the URL.
The devtool add
does not require
the quotes, but the shell considers ";" as a splitter
between multiple commands.
Thus, without the quotes,
devtool add
does not receive the
other parts, which results in several "command not
found" errors.
In order to support adding Node.js modules, a
nodejs
recipe must be part
of your SDK.
As mentioned earlier, you can also add Node.js modules
directly from a repository or local source tree.
To add modules this way, use devtool add
in the following form:
$ devtool add https://github.com/diversario/node-ssdp
In this example, devtool
fetches the
specified Git repository, detects the code as Node.js
code, fetches dependencies using npm
, and
sets
SRC_URI
accordingly.
When building a recipe using the
devtool build
command, the typical build
progresses as follows:
Fetch the source
Unpack the source
Configure the source
Compile the source
Install the build output
Package the installed output
For recipes in the workspace, fetching and unpacking is disabled
as the source tree has already been prepared and is persistent.
Each of these build steps is defined as a function (task), usually
with a "do_" prefix (e.g.
do_fetch
,
do_unpack
,
and so forth).
These functions are typically shell scripts but can instead be
written in Python.
If you look at the contents of a recipe, you will see that the
recipe does not include complete instructions for building the
software.
Instead, common functionality is encapsulated in classes inherited
with the inherit
directive.
This technique leaves the recipe to describe just the things that
are specific to the software being built.
A
base
class exists that is implicitly inherited by all recipes and
provides the functionality that most recipes typically need.
The remainder of this section presents information useful when working with recipes.
After the first run of the devtool build
command, recipes that were previously created using the
devtool add
command or whose sources were
modified using the devtool modify
command contain symbolic links created within the source tree:
oe-logs
:
This link points to the directory in which log files
and run scripts for each build step are created.
oe-workdir
:
This link points to the temporary work area for the
recipe.
The following locations under
oe-workdir
are particularly
useful:
image/
:
Contains all of the files installed during
the
do_install
stage.
Within a recipe, this directory is referred
to by the expression
${
D
}
.
sysroot-destdir/
:
Contains a subset of files installed within
do_install
that have
been put into the shared sysroot.
For more information, see the
"Sharing Files Between Recipes"
section.
packages-split/
:
Contains subdirectories for each package
produced by the recipe.
For more information, see the
"Packaging"
section.
You can use these links to get more information on what is happening at each build step.
If the software your recipe is building uses GNU autoconf,
then a fixed set of arguments is passed to it to enable
cross-compilation plus any extras specified by
EXTRA_OECONF
or
PACKAGECONFIG_CONFARGS
set within the recipe.
If you wish to pass additional options, add them to
EXTRA_OECONF
or
PACKAGECONFIG_CONFARGS
.
Other supported build tools have similar variables
(e.g.
EXTRA_OECMAKE
for CMake,
EXTRA_OESCONS
for Scons, and so forth).
If you need to pass anything on the make
command line, you can use EXTRA_OEMAKE
or the
PACKAGECONFIG_CONFARGS
variables to do so.
You can use the devtool configure-help
command
to help you set the arguments listed in the previous paragraph.
The command determines the exact options being passed, and shows
them to you along with any custom arguments specified through
EXTRA_OECONF
or
PACKAGECONFIG_CONFARGS
.
If applicable, the command also shows you the output of the
configure script's "‐‐help" option as a reference.
Recipes often need to use files provided by other recipes on the build host. For example, an application linking to a common library needs access to the library itself and its associated headers. The way this access is accomplished within the extensible SDK is through the sysroot. One sysroot exists per "machine" for which the SDK is being built. In practical terms, this means a sysroot exists for the target machine, and a sysroot exists for the build host.
Recipes should never write files directly into the sysroot.
Instead, files should be installed into standard locations
during the
do_install
task within the
${
D
}
directory.
A subset of these files automatically goes into the sysroot.
The reason for this limitation is that almost all files that go
into the sysroot are cataloged in manifests in order to ensure
they can be removed later when a recipe is modified or removed.
Thus, the sysroot is able to remain free from stale files.
Packaging is not always particularly relevant within the extensible SDK. However, if you examine how build output gets into the final image on the target device, it is important to understand packaging because the contents of the image are expressed in terms of packages and not recipes.
During the
do_package
task, files installed during the
do_install
task are split into one main package, which is almost always
named the same as the recipe, and into several other packages.
This separation exists because not all of those installed files
are useful in every image.
For example, you probably do not need any of the documentation
installed in a production image.
Consequently, for each recipe the documentation files are
separated into a -doc
package.
Recipes that package software containing optional modules or
plugins might undergo additional package splitting as well.
After building a recipe, you can see where files have gone by
looking in the oe-workdir/packages-split
directory, which contains a subdirectory for each package.
Apart from some advanced cases, the
PACKAGES
and
FILES
variables controls splitting.
The PACKAGES
variable lists all of the
packages to be produced, while the FILES
variable specifies which files to include in each package by
using an override to specify the package.
For example, FILES_${PN}
specifies the
files to go into the main package (i.e. the main package has
the same name as the recipe and
${
PN
}
evaluates to the recipe name).
The order of the PACKAGES
value is
significant.
For each installed file, the first package whose
FILES
value matches the file is the
package into which the file goes.
Defaults exist for both the PACKAGES
and
FILES
variables.
Consequently, you might find you do not even need to set these
variables in your recipe unless the software the recipe is
building installs files into non-standard locations.
If you use the devtool deploy-target
command to write a recipe's build output to the target, and
you are working on an existing component of the system, then you
might find yourself in a situation where you need to restore the
original files that existed prior to running the
devtool deploy-target
command.
Because the devtool deploy-target
command
backs up any files it overwrites, you can use the
devtool undeploy-target
command to restore
those files and remove any other files the recipe deployed.
Consider the following example:
$ devtool undeploy-target lighttpd root@192.168.7.2
If you have deployed multiple applications, you can remove them all using the "-a" option thus restoring the target device to its original state:
$ devtool undeploy-target -a root@192.168.7.2
Information about files deployed to the target as well as any backed up files are stored on the target itself. This storage, of course, requires some additional space on the target machine.
devtool deploy-target
and
devtool undeploy-target
commands do not
currently interact with any package management system on the
target device (e.g. RPM or OPKG).
Consequently, you should not intermingle
devtool deploy-target
and package
manager operations on the target device.
Doing so could result in a conflicting set of files.
Out of the box the extensible SDK typically only comes with a small
number of tools and libraries.
A minimal SDK starts mostly empty and is populated on-demand.
Sometimes you must explicitly install extra items into the SDK.
If you need these extra items, you can first search for the items
using the devtool search
command.
For example, suppose you need to link to libGL but you are not sure
which recipe provides libGL.
You can use the following command to find out:
$ devtool search libGL mesa A free implementation of the OpenGL API
Once you know the recipe (i.e. mesa
in this
example), you can install it:
$ devtool sdk-install mesa
By default, the devtool sdk-install
command
assumes the item is available in pre-built form from your SDK
provider.
If the item is not available and it is acceptable to build the item
from source, you can add the "-s" option as follows:
$ devtool sdk-install -s mesa
It is important to remember that building the item from source
takes significantly longer than installing the pre-built artifact.
Also, if no recipe exists for the item you want to add to the SDK,
you must instead add the item using the
devtool add
command.
If you are working with an installed extensible SDK that gets occasionally updated (e.g. a third-party SDK), then you will need to manually "pull down" the updates into the installed SDK.
To update your installed SDK, use devtool
as
follows:
$ devtool sdk-update
The previous command assumes your SDK provider has set the default
update URL for you through the
SDK_UPDATE_URL
variable as described in the
"Providing Updates to the Extensible SDK After Installation"
section.
If the SDK provider has not set that default URL, you need to
specify it yourself in the command as follows:
$ devtool sdk-update path_to_update_directory
You might need to produce an SDK that contains your own custom libraries. A good example would be if you were a vendor with customers that use your SDK to build their own platform-specific software and those customers need an SDK that has custom libraries. In such a case, you can produce a derivative SDK based on the currently installed SDK fairly easily by following these steps:
If necessary, install an extensible SDK that you want to use as a base for your derivative SDK.
Source the environment script for the SDK.
Add the extra libraries or other components you want by
using the devtool add
command.
Run the devtool build-sdk
command.
The previous steps take the recipes added to the workspace and construct a new SDK installer that contains those recipes and the resulting binary artifacts. The recipes go into their own separate layer in the constructed derivative SDK, which leaves the workspace clean and ready for users to add their own recipes.
Table of Contents
This chapter describes the standard SDK and how to install it. Information includes unique installation and setup aspects for the standard SDK.
You can use a standard SDK to work on Makefile and Autotools-based projects. See the "Using the SDK Toolchain Directly" chapter for more information.
The Standard SDK provides a cross-development toolchain and
libraries tailored to the contents of a specific image.
You would use the Standard SDK if you want a more traditional
toolchain experience as compared to the extensible SDK, which
provides an internal build system and the
devtool
functionality.
The installed Standard SDK consists of several files and directories. Basically, it contains an SDK environment setup script, some configuration files, and host and target root filesystems to support usage. You can see the directory structure in the "Installed Standard SDK Directory Structure" section.
The first thing you need to do is install the SDK on your
Build Host
by running the *.sh
installation script.
You can download a tarball installer, which includes the
pre-built toolchain, the runqemu
script, and support files from the appropriate
toolchain
directory within the Index of Releases.
Toolchains are available for several 32-bit and 64-bit
architectures with the x86_64
directories,
respectively.
The toolchains the Yocto Project provides are based off the
core-image-sato
and
core-image-minimal
images and contain
libraries appropriate for developing against that image.
The names of the tarball installer scripts are such that a string representing the host system appears first in the filename and then is immediately followed by a string representing the target architecture.
poky-glibc-host_system
-image_type
-arch
-toolchain-release_version
.sh Where:host_system
is a string representing your development system: i686 or x86_64.image_type
is the image for which the SDK was built: core-image-minimal or core-image-sato.arch
is a string representing the tuned target architecture: aarch64, armv5e, core2-64, i586, mips32r2, mips64, ppc7400, or cortexa8hf-neon.release_version
is a string representing the release number of the Yocto Project: 3.0.1, 3.0.1+snapshot
For example, the following SDK installer is for a 64-bit
development host system and a i586-tuned target architecture
based off the SDK for core-image-sato
and
using the current 3.0.1 snapshot:
poky-glibc-x86_64-core-image-sato-i586-toolchain-3.0.1.sh
The SDK and toolchains are self-contained and by default are
installed into the poky_sdk
folder in your
home directory.
You can choose to install the extensible SDK in any location when
you run the installer.
However, because files need to be written under that directory
during the normal course of operation, the location you choose
for installation must be writable for whichever
users need to use the SDK.
The following command shows how to run the installer given a
toolchain tarball for a 64-bit x86 development host system and
a 64-bit x86 target architecture.
The example assumes the SDK installer is located in
~/Downloads/
and has execution rights.
$ ./Downloads/poky-glibc-x86_64-core-image-sato-i586-toolchain-3.0.1.sh Poky (Yocto Project Reference Distro) SDK installer version 3.0.1 =============================================================== Enter target directory for SDK (default: /opt/poky/3.0.1): You are about to install the SDK to "/opt/poky/3.0.1". Proceed [Y/n]? Y Extracting SDK........................................ ..............................done Setting it up...done SDK has been successfully set up and is ready to be used. Each time you wish to use the SDK in a new shell session, you need to source the environment setup script e.g. $ . /opt/poky/3.0.1/environment-setup-i586-poky-linux
Again, reference the "Installed Standard SDK Directory Structure" section for more details on the resulting directory structure of the installed SDK.
Once you have the SDK installed, you must run the SDK environment
setup script before you can actually use the SDK.
This setup script resides in the directory you chose when you
installed the SDK, which is either the default
/opt/poky/3.0.1
directory or the directory
you chose during installation.
Before running the script, be sure it is the one that matches the
architecture for which you are developing.
Environment setup scripts begin with the string
"environment-setup
" and include as part of
their name the tuned target architecture.
As an example, the following commands set the working directory
to where the SDK was installed and then source the environment
setup script.
In this example, the setup script is for an IA-based
target machine using i586 tuning:
$ source /opt/poky/3.0.1/environment-setup-i586-poky-linux
When you run the setup script, the same environment variables are defined as are when you run the setup script for an extensible SDK. See the "Running the Extensible SDK Environment Setup Script" section for more information.
Table of Contents
You can use the SDK toolchain directly with Makefile and Autotools-based projects.
Once you have a suitable cross-development toolchain installed, it is very easy to develop a project using the GNU Autotools-based workflow, which is outside of the OpenEmbedded build system.
The following figure presents a simple Autotools workflow.
Follow these steps to create a simple Autotools-based "Hello World" project:
Create a Working Directory and Populate It: Create a clean directory for your project and then make that directory your working location.
$ mkdir $HOME/helloworld $ cd $HOME/helloworld
After setting up the directory, populate it with files
needed for the flow.
You need a project source file, a file to help with
configuration, and a file to help create the Makefile,
and a README file:
hello.c
,
configure.ac
,
Makefile.am
, and
README
, respectively.
Use the following command to create an empty README file, which is required by GNU Coding Standards:
$ touch README
Create the remaining three files as follows:
hello.c
:
#include <stdio.h> main() { printf("Hello World!\n"); }
configure.ac
:
AC_INIT(hello,0.1) AM_INIT_AUTOMAKE([foreign]) AC_PROG_CC AC_CONFIG_FILES(Makefile) AC_OUTPUT
Makefile.am
:
bin_PROGRAMS = hello hello_SOURCES = hello.c
Source the Cross-Toolchain Environment Setup File: As described earlier in the manual, installing the cross-toolchain creates a cross-toolchain environment setup script in the directory that the SDK was installed. Before you can use the tools to develop your project, you must source this setup script. The script begins with the string "environment-setup" and contains the machine architecture, which is followed by the string "poky-linux". For this example, the command sources a script from the default SDK installation directory that uses the 32-bit Intel x86 Architecture and the Zeus Yocto Project release:
$ source /opt/poky/3.0.1/environment-setup-i586-poky-linux
Create the configure
Script:
Use the autoreconf
command to
generate the configure
script.
$ autoreconf
The autoreconf
tool takes care
of running the other Autotools such as
aclocal
,
autoconf
, and
automake
.
configure.ac
, which
autoreconf
runs, that indicate
missing files, you can use the "-i" option, which
ensures missing auxiliary files are copied to the build
host.
Cross-Compile the Project:
This command compiles the project using the
cross-compiler.
The
CONFIGURE_FLAGS
environment variable provides the minimal arguments for
GNU configure:
$ ./configure ${CONFIGURE_FLAGS}
For an Autotools-based project, you can use the
cross-toolchain by just passing the appropriate host
option to configure.sh
.
The host option you use is derived from the name of the
environment setup script found in the directory in which
you installed the cross-toolchain.
For example, the host option for an ARM-based target that
uses the GNU EABI is
armv5te-poky-linux-gnueabi
.
You will notice that the name of the script is
environment-setup-armv5te-poky-linux-gnueabi
.
Thus, the following command works to update your project
and rebuild it using the appropriate cross-toolchain tools:
$ ./configure --host=armv5te-poky-linux-gnueabi --with-libtool-sysroot=sysroot_dir
Make and Install the Project: These two commands generate and install the project into the destination directory:
$ make $ make install DESTDIR=./tmp
This next command is a simple way to verify the installation of your project. Running the command prints the architecture on which the binary file can run. This architecture should be the same architecture that the installed cross-toolchain supports.
$ file ./tmp/usr/local/bin/hello
Execute Your Project: To execute the project, you would need to run it on your target hardware. If your target hardware happens to be your build host, you could run the project as follows:
$ ./tmp/usr/local/bin/hello
As expected, the project displays the "Hello World!" message.
Simple Makefile-based projects use and interact with the
cross-toolchain environment variables established when you run
the cross-toolchain environment setup script.
The environment variables are subject to general
make
rules.
This section presents a simple Makefile development flow and provides an example that lets you see how you can use cross-toolchain environment variables and Makefile variables during development.
The main point of this section is to explain the following three cases regarding variable behavior:
Case 1 - No Variables Set in the
Makefile
Map to Equivalent
Environment Variables Set in the SDK Setup Script:
Because matching variables are not specifically set in the
Makefile
, the variables retain their
values based on the environment setup script.
Case 2 - Variables Are Set in the Makefile that
Map to Equivalent Environment Variables from the SDK
Setup Script:
Specifically setting matching variables in the
Makefile
during the build results in
the environment settings of the variables being
overwritten.
In this case, the variables you set in the
Makefile
are used.
Case 3 - Variables Are Set Using the Command Line
that Map to Equivalent Environment Variables from the
SDK Setup Script:
Executing the Makefile
from the
command line results in the environment variables being
overwritten.
In this case, the command-line content is used.
make
, the
variables from the SDK setup script take precedence:
$ make -e target
The remainder of this section presents a simple Makefile example that demonstrates these variable behaviors.
In a new shell environment variables are not established for the
SDK until you run the setup script.
For example, the following commands show a null value for the
compiler variable (i.e.
CC
).
$ echo ${CC} $
Running the SDK setup script for a 64-bit build host and an
i586-tuned target architecture for a
core-image-sato
image using the current
3.0.1 Yocto Project release and then echoing that variable
shows the value established through the script:
$ source /opt/poky/3.0.1/environment-setup-i586-poky-linux $ echo ${CC} i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux
To illustrate variable use, work through this simple "Hello World!" example:
Create a Working Directory and Populate It: Create a clean directory for your project and then make that directory your working location.
$ mkdir $HOME/helloworld $ cd $HOME/helloworld
After setting up the directory, populate it with files
needed for the flow.
You need a main.c
file from which you
call your function, a module.h
file
to contain headers, and a module.c
that defines your function.
Create the three files as follows:
main.c
:
#include "module.h" void sample_func(); int main() { sample_func(); return 0; }
module.h
:
#include <stdio.h> void sample_func();
module.c
:
#include "module.h" void sample_func() { printf("Hello World!"); printf("\n"); }
Source the Cross-Toolchain Environment Setup File: As described earlier in the manual, installing the cross-toolchain creates a cross-toolchain environment setup script in the directory that the SDK was installed. Before you can use the tools to develop your project, you must source this setup script. The script begins with the string "environment-setup" and contains the machine architecture, which is followed by the string "poky-linux". For this example, the command sources a script from the default SDK installation directory that uses the 32-bit Intel x86 Architecture and the Zeus Yocto Project release:
$ source /opt/poky/3.0.1/environment-setup-i586-poky-linux
Create the Makefile
:
For this example, the Makefile contains two lines that
can be used to set the CC
variable.
One line is identical to the value that is set when you
run the SDK environment setup script, and the other line
sets CC
to "gcc", the default GNU
compiler on the build host:
# CC=i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux # CC="gcc" all: main.o module.o ${CC} main.o module.o -o target_bin main.o: main.c module.h ${CC} -I . -c main.c module.o: module.c module.h ${CC} -I . -c module.c clean: rm -rf *.o rm target_bin
Make the Project:
Use the make
command to create the
binary output file.
Because variables are commented out in the Makefile,
the value used for CC
is the value
set when the SDK environment setup file was run:
$ make i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux -I . -c main.c i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux -I . -c module.c i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux main.o module.o -o target_bin
From the results of the previous command, you can see that
the compiler used was the compiler established through
the CC
variable defined in the
setup script.
You can override the CC
environment variable with the same variable as set from
the Makefile by uncommenting the line in the Makefile
and running make
again.
$ make clean rm -rf *.o rm target_bin # # Edit the Makefile by uncommenting the line that sets CC to "gcc" # $ make gcc -I . -c main.c gcc -I . -c module.c gcc main.o module.o -o target_bin
As shown in the previous example, the cross-toolchain compiler is not used. Rather, the default compiler is used.
This next case shows how to override a variable
by providing the variable as part of the command line.
Go into the Makefile and re-insert the comment character
so that running make
uses
the established SDK compiler.
However, when you run make
, use a
command-line argument to set CC
to "gcc":
$ make clean rm -rf *.o rm target_bin # # Edit the Makefile to comment out the line setting CC to "gcc" # $ make i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux -I . -c main.c i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux -I . -c module.c i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux main.o module.o -o target_bin $ make clean rm -rf *.o rm target_bin $ make CC="gcc" gcc -I . -c main.c gcc -I . -c module.c gcc main.o module.o -o target_bin
In the previous case, the command-line argument overrides the SDK environment variable.
In this last case, edit Makefile again to use the
"gcc" compiler but then use the "-e" option on the
make
command line:
$ make clean rm -rf *.o rm target_bin # # Edit the Makefile to use "gcc" # $ make gcc -I . -c main.c gcc -I . -c module.c gcc main.o module.o -o target_bin $ make clean rm -rf *.o rm target_bin $ make -e i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux -I . -c main.c i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux -I . -c module.c i586-poky-linux-gcc -m32 -march=i586 --sysroot=/opt/poky/2.5/sysroots/i586-poky-linux main.o module.o -o target_bin
In the previous case, the "-e" option forces
make
to use the SDK environment
variables regardless of the values in the Makefile.
Execute Your Project:
To execute the project (i.e.
target_bin
), use the following
command:
$ ./target_bin Hello World!
target_bin
and your build host
differs in architecture from that of the target
machine, you need to run your project on the target
device.
As expected, the project displays the "Hello World!" message.
Table of Contents
You can use existing, pre-built toolchains by locating and running an SDK installer script that ships with the Yocto Project. Using this method, you select and download an architecture-specific SDK installer and then run the script to hand-install the toolchain.
Follow these steps to locate and hand-install the toolchain:
Go to the Installers Directory: Go to http://downloads.yoctoproject.org/releases/yocto/yocto-3.0.1/toolchain/
Open the Folder for Your Build Host:
Open the folder that matches your
build host
(i.e. i686
for 32-bit machines or
x86_64
for 64-bit machines).
Locate and Download the SDK Installer: You need to find and download the installer appropriate for your build host, target hardware, and image type.
The installer files (*.sh
) follow
this naming convention:
poky-glibc-host_system
-core-image-type
-arch
-toolchain[-ext]-release
.sh Where:host_system
is a string representing your development system: "i686" or "x86_64"type
is a string representing the image: "sato" or "minimal"arch
is a string representing the target architecture: "aarch64", "armv5e", "core2-64", "coretexa8hf-neon", "i586", "mips32r2", "mips64", or "ppc7400"release
is the version of Yocto Project. NOTE: The standard SDK installer does not have the "-ext" string as part of the filename.
The toolchains provided by the Yocto Project are based off of
the core-image-sato
and
core-image-minimal
images and contain
libraries appropriate for developing against those images.
For example, if your build host is a 64-bit x86 system
and you need an extended SDK for a 64-bit core2 target, go
into the x86_64
folder and download the
following installer:
poky-glibc-x86_64-core-image-sato-core2-64-toolchain-ext-3.0.1.sh
Run the Installer:
Be sure you have execution privileges and run the installer.
Following is an example from the Downloads
directory:
$ ~/Downloads/poky-glibc-x86_64-core-image-sato-core2-64-toolchain-ext-3.0.1.sh
During execution of the script, you choose the root location for the toolchain. See the "Installed Standard SDK Directory Structure" section and the "Installed Extensible SDK Directory Structure" section for more information.
As an alternative to locating and downloading an SDK installer, you can build the SDK installer. Follow these steps:
Set Up the Build Environment: Be sure you are set up to use BitBake in a shell. See the "Preparing the Build Host" section in the Yocto Project Development Tasks Manual for information on how to get a build host ready that is either a native Linux machine or a machine that uses CROPS.
Clone the poky
Repository:
You need to have a local copy of the Yocto Project
Source Directory
(i.e. a local poky
repository).
See the
"Cloning the poky
Repository"
and possibly the
"Checking Out by Branch in Poky"
and
"Checking Out by Tag in Poky"
sections all in the Yocto Project Development Tasks Manual for
information on how to clone the poky
repository and check out the appropriate branch for your work.
Initialize the Build Environment:
While in the root directory of the Source Directory (i.e.
poky
), run the
oe-init-build-env
environment setup script to define the OpenEmbedded
build environment on your build host.
$ source oe-init-build-env
Among other things, the script creates the
Build Directory,
which is build
in this case
and is located in the Source Directory.
After the script runs, your current working directory
is set to the build
directory.
Make Sure You Are Building an Installer for the Correct Machine:
Check to be sure that your
MACHINE
variable in the local.conf
file in your
Build Directory matches the architecture for which you are
building.
Make Sure Your SDK Machine is Correctly Set:
If you are building a toolchain designed to run on an
architecture that differs from your current development host
machine (i.e. the build host), be sure that the
SDKMACHINE
variable in the local.conf
file in your
Build Directory is correctly set.
SDKMACHINE
value must be
set for the architecture of the machine you are using to
build the installer.
If SDKMACHINE
is not set appropriately,
the build fails and provides an error message similar to
the following:
The extensible SDK can currently only be built for the same architecture as the machine being built on - SDK_ARCH is set to i686 (likely via setting SDKMACHINE) which is different from the architecture of the build machine (x86_64). Unable to continue.
Build the SDK Installer:
To build the SDK installer for a standard SDK and populate
the SDK image, use the following command form.
Be sure to replace image
with
an image (e.g. "core-image-sato"):
$ bitbake image
-c populate_sdk
You can do the same for the extensible SDK using this command form:
$ bitbake image
-c populate_sdk_ext
These commands produce an SDK installer that contains the sysroot that matches your target root filesystem.
When the bitbake
command completes,
the SDK installer will be in
tmp/deploy/sdk
in the Build Directory.
By default, the previous BitBake command does not
build static binaries.
If you want to use the toolchain to build these
types of libraries, you need to be sure your SDK
has the appropriate static development libraries.
Use the
TOOLCHAIN_TARGET_TASK
variable inside your local.conf
file before building the SDK installer.
Doing so ensures that the eventual SDK installation
process installs the appropriate library packages
as part of the SDK.
Following is an example using
libc
static development
libraries:
TOOLCHAIN_TARGET_TASK_append = " libc-staticdev"
Run the Installer:
You can now run the SDK installer from
tmp/deploy/sdk
in the Build Directory.
Following is an example:
$ cd ~/poky/build/tmp/deploy/sdk $ ./poky-glibc-x86_64-core-image-sato-core2-64-toolchain-ext-3.0.1.sh
During execution of the script, you choose the root location for the toolchain. See the "Installed Standard SDK Directory Structure" section and the "Installed Extensible SDK Directory Structure" section for more information.
After installing the toolchain, for some use cases you might need to separately extract a root filesystem:
You want to boot the image using NFS.
You want to use the root filesystem as the target sysroot.
You want to develop your target application using the root filesystem as the target sysroot.
Follow these steps to extract the root filesystem:
Locate and Download the Tarball for the Pre-Built Root Filesystem Image File: You need to find and download the root filesystem image file that is appropriate for your target system. These files are kept in machine-specific folders in the Index of Releases in the "machines" directory.
The machine-specific folders of the "machines" directory
contain tarballs (*.tar.bz2
) for supported
machines.
These directories also contain flattened root filesystem
image files (*.ext4
), which you can use
with QEMU directly.
The pre-built root filesystem image files follow these naming conventions:
core-image-profile
-arch
.tar.bz2 Where:profile
is the filesystem image's profile: lsb, lsb-dev, lsb-sdk, minimal, minimal-dev, minimal-initramfs, sato, sato-dev, sato-sdk, sato-sdk-ptest. For information on these types of image profiles, see the "Images" chapter in the Yocto Project Reference Manual.arch
is a string representing the target architecture: beaglebone-yocto, beaglebone-yocto-lsb, edgerouter, edgerouter-lsb, genericx86, genericx86-64, genericx86-64-lsb, genericx86-lsb, mpc8315e-rdb, mpc8315e-rdb-lsb, and qemu*.
The root filesystems provided by the Yocto Project are based
off of the core-image-sato
and
core-image-minimal
images.
For example, if you plan on using a BeagleBone device
as your target hardware and your image is a
core-image-sato-sdk
image, you can download the following file:
core-image-sato-sdk-beaglebone-yocto.tar.bz2
Initialize the Cross-Development Environment:
You must source
the cross-development
environment setup script to establish necessary environment
variables.
This script is located in the top-level directory in
which you installed the toolchain (e.g.
poky_sdk
).
Following is an example based on the toolchain installed in the "Locating Pre-Built SDK Installers" section:
$ source ~/poky_sdk/environment-setup-core2-64-poky-linux
Extract the Root Filesystem:
Use the runqemu-extract-sdk
command
and provide the root filesystem image.
Following is an example command that extracts the root
filesystem from a previously built root filesystem image that
was downloaded from the
Index of Releases.
This command extracts the root filesystem into the
core2-64-sato
directory:
$ runqemu-extract-sdk ~/Downloads/core-image-sato-sdk-beaglebone-yocto.tar.bz2 ~/beaglebone-sato
You could now point to the target sysroot at
beablebone-sato
.
The following figure shows the resulting directory structure after
you install the Standard SDK by running the *.sh
SDK installation script:
The installed SDK consists of an environment setup script for the SDK,
a configuration file for the target, a version file for the target,
and the root filesystem (sysroots
) needed to
develop objects for the target system.
Within the figure, italicized text is used to indicate replaceable
portions of the file or directory name.
For example,
install_dir
/version
is the directory where the SDK is installed.
By default, this directory is /opt/poky/
.
And, version
represents the specific
snapshot of the SDK (e.g. 3.0.1
).
Furthermore, target
represents the target
architecture (e.g. i586
) and
host
represents the development system's
architecture (e.g. x86_64
).
Thus, the complete names of the two directories within the
sysroots
could be
i586-poky-linux
and
x86_64-pokysdk-linux
for the target and host,
respectively.
The following figure shows the resulting directory structure after
you install the Extensible SDK by running the *.sh
SDK installation script:
The installed directory structure for the extensible SDK is quite different than the installed structure for the standard SDK. The extensible SDK does not separate host and target parts in the same manner as does the standard SDK. The extensible SDK uses an embedded copy of the OpenEmbedded build system, which has its own sysroots.
Of note in the directory structure are an environment setup script for the SDK, a configuration file for the target, a version file for the target, and log files for the OpenEmbedded build system preparation script run by the installer and BitBake.
Within the figure, italicized text is used to indicate replaceable
portions of the file or directory name.
For example,
install_dir
is the directory where the SDK
is installed, which is poky_sdk
by default, and
target
represents the target
architecture (e.g. i586
).
Table of Contents
This appendix describes customizations you can apply to the extensible SDK.
The extensible SDK primarily consists of a pre-configured copy of
the OpenEmbedded build system from which it was produced.
Thus, the SDK's configuration is derived using that build system and
the filters shown in the following list.
When these filters are present, the OpenEmbedded build system applies
them against local.conf
and
auto.conf
:
Variables whose values start with "/" are excluded since the assumption is that those values are paths that are likely to be specific to the build host.
Variables listed in
SDK_LOCAL_CONF_BLACKLIST
are excluded.
These variables are not allowed through from the OpenEmbedded
build system configuration into the extensible SDK
configuration.
Typically, these variables are specific to the machine on
which the build system is running and could be problematic
as part of the extensible SDK configuration.
For a list of the variables excluded by default, see the
SDK_LOCAL_CONF_BLACKLIST
in the glossary of the Yocto Project Reference Manual.
Variables listed in
SDK_LOCAL_CONF_WHITELIST
are included.
Including a variable in the value of
SDK_LOCAL_CONF_WHITELIST
overrides either
of the previous two filters.
The default value is blank.
Classes inherited globally with
INHERIT
that are listed in
SDK_INHERIT_BLACKLIST
are disabled.
Using SDK_INHERIT_BLACKLIST
to disable
these classes is the typical method to disable classes that
are problematic or unnecessary in the SDK context.
The default value blacklists the
buildhistory
and
icecc
classes.
Additionally, the contents of conf/sdk-extra.conf
,
when present, are appended to the end of
conf/local.conf
within the produced SDK, without
any filtering.
The sdk-extra.conf
file is particularly useful
if you want to set a variable value just for the SDK and not the
OpenEmbedded build system used to create the SDK.
In most cases, the extensible SDK defaults should work with your build host's setup. However, some cases exist for which you might consider making adjustments:
If your SDK configuration inherits additional classes
using the
INHERIT
variable and you do not need or want those classes enabled in
the SDK, you can blacklist them by adding them to the
SDK_INHERIT_BLACKLIST
variable as described in the fourth bullet of the previous
section.
SDK_INHERIT_BLACKLIST
is set using
the "?=" operator.
Consequently, you will need to either define the entire
list by using the "=" operator, or you will need to append
a value using either "_append" or the "+=" operator.
You can learn more about these operators in the
"Basic Syntax"
section of the BitBake User Manual.
.
If you have classes or recipes that add additional tasks to the standard build flow (i.e. the tasks execute as the recipe builds as opposed to being called explicitly), then you need to do one of the following:
After ensuring the tasks are
shared state
tasks (i.e. the output of the task is saved to and
can be restored from the shared state cache) or
ensuring the tasks are able to be produced quickly from
a task that is a shared state task, add the task name
to the value of
SDK_RECRDEP_TASKS
.
Disable the tasks if they are added by a class and
you do not need the functionality the class provides
in the extensible SDK.
To disable the tasks, add the class to the
SDK_INHERIT_BLACKLIST
variable
as described in the previous section.
Generally, you want to have a shared state mirror set up so users of the SDK can add additional items to the SDK after installation without needing to build the items from source. See the "Providing Additional Installable Extensible SDK Content" section for information.
If you want users of the SDK to be able to easily update the
SDK, you need to set the
SDK_UPDATE_URL
variable.
For more information, see the
"Providing Updates to the Extensible SDK After Installation"
section.
If you have adjusted the list of files and directories that
appear in
COREBASE
(other than layers that are enabled through
bblayers.conf
), then you must list these
files in
COREBASE_FILES
so that the files are copied into the SDK.
If your OpenEmbedded build system setup uses a different
environment setup script other than
oe-init-build-env
,
then you must set
OE_INIT_ENV_SCRIPT
to point to the environment setup script you use.
COREBASE_FILES
variable as previously
described.
You can change the displayed title for the SDK installer by setting
the
SDK_TITLE
variable and then rebuilding the the SDK installer.
For information on how to build an SDK installer, see the
"Building an SDK Installer"
section.
By default, this title is derived from
DISTRO_NAME
when it is set.
If the DISTRO_NAME
variable is not set, the title
is derived from the
DISTRO
variable.
The
populate_sdk_base
class defines the default value of the SDK_TITLE
variable as follows:
SDK_TITLE ??= "${@d.getVar('DISTRO_NAME') or d.getVar('DISTRO')} SDK"
While several ways exist to change this variable, an efficient method
is to set the variable in your distribution's configuration file.
Doing so creates an SDK installer title that applies across your
distribution.
As an example, assume you have your own layer for your distribution
named "meta-mydistro" and you are using the same type of file
hierarchy as does the default "poky" distribution.
If so, you could update the SDK_TITLE
variable
in the
~/meta-mydistro/conf/distro/mydistro.conf
file
using the following form:
SDK_TITLE = "your_title
"
When you make changes to your configuration or to the metadata and
if you want those changes to be reflected in installed SDKs, you need
to perform additional steps.
These steps make it possible for anyone using the installed SDKs to
update the installed SDKs by using the
devtool sdk-update
command:
Create a directory that can be shared over HTTP or HTTPS. You can do this by setting up a web server such as an Apache HTTP Server or Nginx server in the cloud to host the directory. This directory must contain the published SDK.
Set the
SDK_UPDATE_URL
variable to point to the corresponding HTTP or HTTPS URL.
Setting this variable causes any SDK built to default to that
URL and thus, the user does not have to pass the URL to the
devtool sdk-update
command as described
in the
"Applying Updates to an Installed Extensible SDK"
section.
Build the extensible SDK normally (i.e., use the
bitbake -c populate_sdk_ext
imagename
command).
Publish the SDK using the following command:
$ oe-publish-sdksome_path
/sdk-installer.shpath_to_shared_http_directory
You must repeat this step each time you rebuild the SDK with changes that you want to make available through the update mechanism.
Completing the above steps allows users of the existing installed
SDKs to simply run devtool sdk-update
to
retrieve and apply the latest updates.
See the
"Applying Updates to an Installed Extensible SDK"
section for further information.
When you build the installer for the Extensible SDK, the default
installation directory for the SDK is based on the
DISTRO
and
SDKEXTPATH
variables from within the
populate_sdk_base
class as follows:
SDKEXTPATH ??= "~/${@d.getVar('DISTRO')}_sdk"
You can change this default installation directory by specifically
setting the SDKEXTPATH
variable.
While a number of ways exist through which you can set this variable,
the method that makes the most sense is to set the variable in your
distribution's configuration file.
Doing so creates an SDK installer default directory that applies
across your distribution.
As an example, assume you have your own layer for your distribution
named "meta-mydistro" and you are using the same type of file
hierarchy as does the default "poky" distribution.
If so, you could update the SDKEXTPATH
variable
in the
~/meta-mydistro/conf/distro/mydistro.conf
file
using the following form:
SDKEXTPATH = "some_path_for_your_installed_sdk
"
After building your installer, running it prompts the user for
acceptance of the
some_path_for_your_installed_sdk
directory
as the default location to install the Extensible SDK.
If you want the users of an extensible SDK you build to be able to add items to the SDK without requiring the users to build the items from source, you need to do a number of things:
Ensure the additional items you want the user to be able to install are already built:
Build the items explicitly. You could use one or more "meta" recipes that depend on lists of other recipes.
Build the "world" target and set
EXCLUDE_FROM_WORLD_pn-
recipename
for the recipes you do not want built.
See the
EXCLUDE_FROM_WORLD
variable for additional information.
Expose the sstate-cache
directory
produced by the build.
Typically, you expose this directory by making it available
through an
Apache HTTP Server
or
Nginx
server.
Set the appropriate configuration so that the produced SDK
knows how to find the configuration.
The variable you need to set is
SSTATE_MIRRORS
:
SSTATE_MIRRORS = "file://.* http://example
.com/some_path
/sstate-cache/PATH"
You can set the SSTATE_MIRRORS
variable
in two different places:
If the mirror value you are setting is appropriate to
be set for both the OpenEmbedded build system that is
actually building the SDK and the SDK itself (i.e. the
mirror is accessible in both places or it will fail
quickly on the OpenEmbedded build system side, and its
contents will not interfere with the build), then you
can set the variable in your
local.conf
or custom distro
configuration file.
You can then "whitelist" the variable through
to the SDK by adding the following:
SDK_LOCAL_CONF_WHITELIST = "SSTATE_MIRRORS"
Alternatively, if you just want to set the
SSTATE_MIRRORS
variable's value
for the SDK alone, create a
conf/sdk-extra.conf
file either in
your
Build Directory
or within any layer and put your
SSTATE_MIRRORS
setting within
that file.
SSTATE_MIRRORS
.
By default, the extensible SDK bundles the shared state artifacts for
everything needed to reconstruct the image for which the SDK was built.
This bundling can lead to an SDK installer file that is a Gigabyte or
more in size.
If the size of this file causes a problem, you can build an SDK that
has just enough in it to install and provide access to the
devtool command
by setting the following in your
configuration:
SDK_EXT_TYPE = "minimal"
Setting
SDK_EXT_TYPE
to "minimal" produces an SDK installer that is around 35 Mbytes in
size, which downloads and installs quickly.
You need to realize, though, that the minimal installer does not
install any libraries or tools out of the box.
These libraries and tools must be installed either "on the fly" or
through actions you perform using devtool
or
explicitly with the devtool sdk-install
command.
In most cases, when building a minimal SDK you need to also enable
bringing in the information on a wider range of packages produced by
the system.
Requiring this wider range of information is particularly true
so that devtool add
is able to effectively map
dependencies it discovers in a source tree to the appropriate recipes.
Additionally, the information enables the
devtool search
command to return useful results.
To facilitate this wider range of information, you would need to set the following:
SDK_INCLUDE_PKGDATA = "1"
See the
SDK_INCLUDE_PKGDATA
variable for additional information.
Setting the SDK_INCLUDE_PKGDATA
variable as
shown causes the "world" target to be built so that information
for all of the recipes included within it are available.
Having these recipes available increases build time significantly and
increases the size of the SDK installer by 30-80 Mbytes depending on
how many recipes are included in your configuration.
You can use
EXCLUDE_FROM_WORLD_pn-
recipename
for recipes you want to exclude.
However, it is assumed that you would need to be building the "world"
target if you want to provide additional items to the SDK.
Consequently, building for "world" should not represent undue
overhead in most cases.
SDK_EXT_TYPE
to "minimal",
then providing a shared state mirror is mandatory so that items
can be installed as needed.
See the
"Providing Additional Installable Extensible SDK Content"
section for more information.
You can explicitly control whether or not to include the toolchain
when you build an SDK by setting the
SDK_INCLUDE_TOOLCHAIN
variable to "1".
In particular, it is useful to include the toolchain when you
have set SDK_EXT_TYPE
to "minimal", which by
default, excludes the toolchain.
Also, it is helpful if you are building a small SDK for use with
an IDE or some
other tool where you do not want to take extra steps to install a
toolchain.
Table of Contents
This appendix presents customizations you can apply to the standard SDK.
When you build a standard SDK using the
bitbake -c populate_sdk
, a default set of
packages is included in the resulting SDK.
The
TOOLCHAIN_HOST_TASK
and
TOOLCHAIN_TARGET_TASK
variables control the set of packages adding to the SDK.
If you want to add individual packages to the toolchain that runs on
the host, simply add those packages to the
TOOLCHAIN_HOST_TASK
variable.
Similarly, if you want to add packages to the default set that is
part of the toolchain that runs on the target, add the packages to the
TOOLCHAIN_TARGET_TASK
variable.
You can include API documentation as well as any other
documentation provided by recipes with the standard SDK by
adding "api-documentation" to the
DISTRO_FEATURES
variable:
DISTRO_FEATURES_append = " api-documentation"
Setting this variable as shown here causes the OpenEmbedded build system to build the documentation and then include it in the standard SDK.