Complete Yocto mirror with license table for TQMa6UL (2038-compliance)

- 264 license table entries with exact download URLs (224/264 resolved)
- Complete sources/ directory with all BitBake recipes
- Build configuration: tqma6ul-multi-mba6ulx, spaetzle (musl)
- Full traceability for Softwarefreigabeantrag
- GCC 13.4.0, Linux 6.6.102, U-Boot 2023.04, musl 1.2.4
- License distribution: GPL-2.0 (24), MIT (23), GPL-2.0+ (18), BSD-3 (16)
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.. SPDX-License-Identifier: CC-BY-SA-2.0-UK
*****************************************
The Yocto Project Development Environment
*****************************************
This chapter takes a look at the Yocto Project development environment.
The chapter provides Yocto Project Development environment concepts that
help you understand how work is accomplished in an open source
environment, which is very different as compared to work accomplished in
a closed, proprietary environment.
Specifically, this chapter addresses open source philosophy, source
repositories, workflows, Git, and licensing.
Open Source Philosophy
======================
Open source philosophy is characterized by software development directed
by peer production and collaboration through an active community of
developers. Contrast this to the more standard centralized development
models used by commercial software companies where a finite set of
developers produces a product for sale using a defined set of procedures
that ultimately result in an end product whose architecture and source
material are closed to the public.
Open source projects conceptually have differing concurrent agendas,
approaches, and production. These facets of the development process can
come from anyone in the public (community) who has a stake in the
software project. The open source environment contains new copyright,
licensing, domain, and consumer issues that differ from the more
traditional development environment. In an open source environment, the
end product, source material, and documentation are all available to the
public at no cost.
A benchmark example of an open source project is the Linux kernel, which
was initially conceived and created by Finnish computer science student
Linus Torvalds in 1991. Conversely, a good example of a non-open source
project is the Windows family of operating systems developed by
Microsoft Corporation.
Wikipedia has a good :wikipedia:`historical description of the Open Source
Philosophy <Open_source>`. You can also find helpful information on how
to participate in the Linux Community
`here <https://www.kernel.org/doc/html/latest/process/index.html>`__.
The Development Host
====================
A development host or :term:`Build Host` is key to
using the Yocto Project. Because the goal of the Yocto Project is to
develop images or applications that run on embedded hardware,
development of those images and applications generally takes place on a
system not intended to run the software --- the development host.
You need to set up a development host in order to use it with the Yocto
Project. Most find that it is best to have a native Linux machine
function as the development host. However, it is possible to use a
system that does not run Linux as its operating system as your
development host. When you have a Mac or Windows-based system, you can
set it up as the development host by using
`CROPS <https://github.com/crops/poky-container>`__, which leverages
`Docker Containers <https://www.docker.com/>`__. Once you take the steps
to set up a CROPS machine, you effectively have access to a shell
environment that is similar to what you see when using a Linux-based
development host. For the steps needed to set up a system using CROPS,
see the
":ref:`dev-manual/start:setting up to use cross platforms (crops)`"
section in
the Yocto Project Development Tasks Manual.
If your development host is going to be a system that runs a Linux
distribution, you must still take steps to prepare the system
for use with the Yocto Project. You need to be sure that the Linux
distribution on the system is one that supports the Yocto Project. You
also need to be sure that the correct set of host packages are installed
that allow development using the Yocto Project. For the steps needed to
set up a development host that runs Linux, see the
":ref:`dev-manual/start:setting up a native linux host`"
section in the Yocto Project Development Tasks Manual.
Once your development host is set up to use the Yocto Project, there
are several ways of working in the Yocto Project environment:
- *Command Lines, BitBake, and Shells:* Traditional development in the
Yocto Project involves using the :term:`OpenEmbedded Build System`,
which uses
BitBake, in a command-line environment from a shell on your
development host. You can accomplish this from a host that is a
native Linux machine or from a host that has been set up with CROPS.
Either way, you create, modify, and build images and applications all
within a shell-based environment using components and tools available
through your Linux distribution and the Yocto Project.
For a general flow of the build procedures, see the
":ref:`dev-manual/building:building a simple image`"
section in the Yocto Project Development Tasks Manual.
- *Board Support Package (BSP) Development:* Development of BSPs
involves using the Yocto Project to create and test layers that allow
easy development of images and applications targeted for specific
hardware. To development BSPs, you need to take some additional steps
beyond what was described in setting up a development host.
The :doc:`/bsp-guide/index` provides BSP-related development
information. For specifics on development host preparation, see the
":ref:`bsp-guide/bsp:preparing your build host to work with bsp layers`"
section in the Yocto Project Board Support Package (BSP) Developer's
Guide.
- *Kernel Development:* If you are going to be developing kernels using
the Yocto Project you likely will be using ``devtool``. A workflow
using ``devtool`` makes kernel development quicker by reducing
iteration cycle times.
The :doc:`/kernel-dev/index` provides kernel-related
development information. For specifics on development host
preparation, see the
":ref:`kernel-dev/common:preparing the build host to work on the kernel`"
section in the Yocto Project Linux Kernel Development Manual.
- *Using Toaster:* The other Yocto Project development method that
involves an interface that effectively puts the Yocto Project into
the background is Toaster. Toaster provides an interface to the
OpenEmbedded build system. The interface enables you to configure and
run your builds. Information about builds is collected and stored in
a database. You can use Toaster to configure and start builds on
multiple remote build servers.
For steps that show you how to set up your development host to use
Toaster and on how to use Toaster in general, see the
:doc:`/toaster-manual/index`.
- *Using the VSCode Extension:* You can use the `Yocto Project BitBake
<https://marketplace.visualstudio.com/items?itemName=yocto-project.yocto-bitbake>`__
extension for Visual Studio Code to start your BitBake builds through a
graphical user interface.
Learn more about the VSCode Extension on the `extension's marketplace page
<https://marketplace.visualstudio.com/items?itemName=yocto-project.yocto-bitbake>`__.
Yocto Project Source Repositories
=================================
The Yocto Project team maintains complete source repositories for all
Yocto Project files at :yocto_git:`/`. This web-based source
code browser is organized into categories by function such as IDE
Plugins, Matchbox, Poky, Yocto Linux Kernel, and so forth. From the
interface, you can click on any particular item in the "Name" column and
see the URL at the bottom of the page that you need to clone a Git
repository for that particular item. Having a local Git repository of
the :term:`Source Directory`, which
is usually named "poky", allows you to make changes, contribute to the
history, and ultimately enhance the Yocto Project's tools, Board Support
Packages, and so forth.
For any supported release of Yocto Project, you can also go to the
:yocto_home:`Yocto Project Website <>` and select the "DOWNLOADS"
item from the "SOFTWARE" menu and get a released tarball of the ``poky``
repository, any supported BSP tarball, or Yocto Project tools. Unpacking
these tarballs gives you a snapshot of the released files.
.. note::
- The recommended method for setting up the Yocto Project
:term:`Source Directory` and the files
for supported BSPs (e.g., ``meta-intel``) is to use
:ref:`overview-manual/development-environment:git`
to create a local copy of the upstream repositories.
- Be sure to always work in matching branches for both the selected
BSP repository and the Source Directory (i.e. ``poky``)
repository. For example, if you have checked out the "&DISTRO_NAME_NO_CAP;"
branch of ``poky`` and you are going to use ``meta-intel``, be
sure to checkout the "&DISTRO_NAME_NO_CAP;" branch of ``meta-intel``.
In summary, here is where you can get the project files needed for
development:
- :yocto_git:`Source Repositories: <>` This area contains Poky, Yocto
documentation, metadata layers, and Linux kernel. You can create local
copies of Git repositories for each of these areas.
.. image:: figures/source-repos.png
:width: 100%
For steps on how to view and access these upstream Git repositories,
see the ":ref:`dev-manual/start:accessing source repositories`"
Section in the Yocto Project Development Tasks Manual.
- :yocto_dl:`Yocto release archives: </releases/yocto>` This is where you can
download tarballs corresponding to each Yocto Project release. Downloading
and extracting these files does not produce a local copy of a Git repository
but rather a snapshot corresponding to a particular release.
- :yocto_home:`DOWNLOADS page </software-overview/downloads/>`:
The :yocto_home:`Yocto Project website <>` includes a "DOWNLOADS" page accessible
through the "SOFTWARE" menu that allows you to download any Yocto
Project release, tool, and Board Support Package (BSP) in tarball
form. The hyperlinks point to the tarballs under
:yocto_dl:`/releases/yocto/`.
.. image:: figures/yp-download.png
:width: 100%
For steps on how to use the "DOWNLOADS" page, see the
":ref:`dev-manual/start:using the downloads page`"
section in the Yocto Project Development Tasks Manual.
Git Workflows and the Yocto Project
===================================
Developing using the Yocto Project likely requires the use of
:ref:`overview-manual/development-environment:git`.
Git is a free, open source distributed version control
system used as part of many collaborative design environments. This
section provides workflow concepts using the Yocto Project and Git. In
particular, the information covers basic practices that describe roles
and actions in a collaborative development environment.
.. note::
If you are familiar with this type of development environment, you
might not want to read this section.
The Yocto Project files are maintained using Git in "branches" whose Git
histories track every change and whose structures provide branches for
all diverging functionality. Although there is no need to use Git, many
open source projects do so.
For the Yocto Project, a key individual called the "maintainer" is
responsible for the integrity of the development branch of a given Git
repository. The development branch is the "upstream" repository from which
final or most recent builds of a project occur. The maintainer is
responsible for accepting changes from other developers and for
organizing the underlying branch structure to reflect release strategies
and so forth.
.. note::
For information on finding out who is responsible for (maintains) a
particular area of code in the Yocto Project, see the
":doc:`../contributor-guide/identify-component`"
section of the Yocto Project and OpenEmbedded Contributor Guide.
The Yocto Project ``poky`` Git repository also has an upstream
contribution Git repository named ``poky-contrib``. You can see all the
branches in this repository using the web interface of the
:yocto_git:`Source Repositories <>` organized within the "Poky Support"
area. These branches hold changes (commits) to the project that have
been submitted or committed by the Yocto Project development team and by
community members who contribute to the project. The maintainer
determines if the changes are qualified to be moved from the "contrib"
branches into the "master" branch of the Git repository.
Developers (including contributing community members) create and
maintain cloned repositories of upstream branches. The cloned
repositories are local to their development platforms and are used to
develop changes. When a developer is satisfied with a particular feature
or change, they "push" the change to the appropriate "contrib"
repository.
Developers are responsible for keeping their local repository up-to-date
with whatever upstream branch they are working against. They are also
responsible for straightening out any conflicts that might arise within
files that are being worked on simultaneously by more than one person.
All this work is done locally on the development host before anything is
pushed to a "contrib" area and examined at the maintainer's level.
There is a somewhat formal method by which developers commit changes and
push them into the "contrib" area and subsequently request that the
maintainer include them into an upstream branch. This process is called
"submitting a patch" or "submitting a change." For information on
submitting patches and changes, see the
":doc:`../contributor-guide/submit-changes`" section in the Yocto Project
and OpenEmbedded Contributor Guide.
In summary, there is a single point of entry for changes into the
development branch of the Git repository, which is controlled by the
project's maintainer. A set of developers independently
develop, test, and submit changes to "contrib" areas for the maintainer
to examine. The maintainer then chooses which changes are going to
become a permanent part of the project.
.. image:: svg/git-workflow.*
:width: 100%
While each development environment is unique, there are some best
practices or methods that help development run smoothly. The following
list describes some of these practices. For more information about Git
workflows, see the workflow topics in the `Git Community
Book <https://book.git-scm.com>`__.
- *Make Small Changes:* It is best to keep the changes you commit small
as compared to bundling many disparate changes into a single commit.
This practice not only keeps things manageable but also allows the
maintainer to more easily include or refuse changes.
- *Make Complete Changes:* It is also good practice to leave the
repository in a state that allows you to still successfully build
your project. In other words, do not commit half of a feature, then
add the other half as a separate, later commit. Each commit should
take you from one buildable project state to another buildable state.
- *Use Branches Liberally:* It is very easy to create, use, and delete
local branches in your working Git repository on the development
host. You can name these branches anything you like. It is helpful to
give them names associated with the particular feature or change on
which you are working. Once you are done with a feature or change and
have merged it into your local development branch, simply discard the
temporary branch.
- *Merge Changes:* The ``git merge`` command allows you to take the
changes from one branch and fold them into another branch. This
process is especially helpful when more than a single developer might
be working on different parts of the same feature. Merging changes
also automatically identifies any collisions or "conflicts" that
might happen as a result of the same lines of code being altered by
two different developers.
- *Manage Branches:* Because branches are easy to use, you should use a
system where branches indicate varying levels of code readiness. For
example, you can have a "work" branch to develop in, a "test" branch
where the code or change is tested, a "stage" branch where changes
are ready to be committed, and so forth. As your project develops,
you can merge code across the branches to reflect ever-increasing
stable states of the development.
- *Use Push and Pull:* The push-pull workflow is based on the concept
of developers "pushing" local commits to a remote repository, which
is usually a contribution repository. This workflow is also based on
developers "pulling" known states of the project down into their
local development repositories. The workflow easily allows you to
pull changes submitted by other developers from the upstream
repository into your work area ensuring that you have the most recent
software on which to develop. The Yocto Project has two scripts named
``create-pull-request`` and ``send-pull-request`` that ship with the
release to facilitate this workflow. You can find these scripts in
the ``scripts`` folder of the :term:`Source Directory`. For information
on how to use these scripts, see the
":ref:`contributor-guide/submit-changes:using scripts to push a change upstream and request a pull`"
section in the Yocto Project and OpenEmbedded Contributor Guide.
- *Patch Workflow:* This workflow allows you to notify the maintainer
through an email that you have a change (or patch) you would like
considered for the development branch of the Git repository. To send
this type of change, you format the patch and then send the email
using the Git commands ``git format-patch`` and ``git send-email``.
For information on how to use these scripts, see the
":doc:`../contributor-guide/submit-changes`" section in the Yocto Project
and OpenEmbedded Contributor Guide.
Git
===
The Yocto Project makes extensive use of Git, which is a free, open
source distributed version control system. Git supports distributed
development, non-linear development, and can handle large projects. It
is best that you have some fundamental understanding of how Git tracks
projects and how to work with Git if you are going to use the Yocto
Project for development. This section provides a quick overview of how
Git works and provides you with a summary of some essential Git
commands.
.. note::
- For more information on Git, see
https://git-scm.com/documentation.
- If you need to download Git, it is recommended that you add Git to
your system through your distribution's "software store" (e.g. for
Ubuntu, use the Ubuntu Software feature). For the Git download
page, see https://git-scm.com/download.
- For information beyond the introductory nature in this section,
see the ":ref:`dev-manual/start:locating yocto project source files`"
section in the Yocto Project Development Tasks Manual.
Repositories, Tags, and Branches
--------------------------------
As mentioned briefly in the previous section and also in the
":ref:`overview-manual/development-environment:git workflows and the yocto project`"
section, the Yocto Project maintains source repositories at :yocto_git:`/`.
If you look at this web-interface of the repositories, each item is a separate
Git repository.
Git repositories use branching techniques that track content change (not
files) within a project (e.g. a new feature or updated documentation).
Creating a tree-like structure based on project divergence allows for
excellent historical information over the life of a project. This
methodology also allows for an environment from which you can do lots of
local experimentation on projects as you develop changes or new
features.
A Git repository represents all development efforts for a given project.
For example, the Git repository ``poky`` contains all changes and
developments for that repository over the course of its entire life.
That means that all changes that make up all releases are captured. The
repository maintains a complete history of changes.
You can create a local copy of any repository by "cloning" it with the
``git clone`` command. When you clone a Git repository, you end up with
an identical copy of the repository on your development system. Once you
have a local copy of a repository, you can take steps to develop
locally. For examples on how to clone Git repositories, see the
":ref:`dev-manual/start:locating yocto project source files`"
section in the Yocto Project Development Tasks Manual.
It is important to understand that Git tracks content change and not
files. Git uses "branches" to organize different development efforts.
For example, the ``poky`` repository has several branches that include
the current "&DISTRO_NAME_NO_CAP;" branch, the "master" branch, and many
branches for past Yocto Project releases. You can see all the branches
by going to :yocto_git:`/poky/` and clicking on the
``[...]`` link beneath the "Branch" heading.
Each of these branches represents a specific area of development. The
"master" branch represents the current or most recent development. All
other branches represent offshoots of the "master" branch.
When you create a local copy of a Git repository, the copy has the same
set of branches as the original. This means you can use Git to create a
local working area (also called a branch) that tracks a specific
development branch from the upstream source Git repository. In other
words, you can define your local Git environment to work on any
development branch in the repository. To help illustrate, consider the
following example Git commands::
$ cd ~
$ git clone git://git.yoctoproject.org/poky -b &DISTRO_NAME_NO_CAP;
In the previous example
after moving to the home directory, the ``git clone`` command creates a
local copy of the upstream ``poky`` Git repository and checks out a
local branch named "&DISTRO_NAME_NO_CAP;", which tracks the upstream
"origin/&DISTRO_NAME_NO_CAP;" branch. Changes you make while in this
branch would ultimately affect the upstream "&DISTRO_NAME_NO_CAP;" branch
of the ``poky`` repository.
It is important to understand that when you create and checkout a local
working branch based on a branch name, your local environment matches
the "tip" of that particular development branch at the time you created
your local branch, which could be different from the files in the
"master" branch of the upstream repository. In other words, creating and
checking out a local branch based on the "&DISTRO_NAME_NO_CAP;" branch
name is not the same as checking out the "master" branch in the
repository. Keep reading to see how you create a local snapshot of a
Yocto Project Release.
Git uses "tags" to mark specific changes in a repository branch
structure. Typically, a tag is used to mark a special point such as the
final change (or commit) before a project is released. You can see the
tags used with the ``poky`` Git repository by going to :yocto_git:`/poky/`
and clicking on the ``[...]`` link beneath the "Tag" heading.
Some key tags for the ``poky`` repository are ``jethro-14.0.3``,
``morty-16.0.1``, ``pyro-17.0.0``, and
``&DISTRO_NAME_NO_CAP;-&DISTRO;``. These tags represent Yocto Project
releases.
When you create a local copy of the Git repository, you also have access
to all the tags in the upstream repository. Similar to branches, you can
create and checkout a local working Git branch based on a tag name. When
you do this, you get a snapshot of the Git repository that reflects the
state of the files when the change was made associated with that tag.
The most common use is to checkout a working branch that matches a
specific Yocto Project release. Here is an example::
$ cd ~
$ git clone git://git.yoctoproject.org/poky
$ cd poky
$ git fetch --tags
$ git checkout tags/rocko-18.0.0 -b my_rocko-18.0.0
In this example, the name
of the top-level directory of your local Yocto Project repository is
``poky``. After moving to the ``poky`` directory, the ``git fetch``
command makes all the upstream tags available locally in your
repository. Finally, the ``git checkout`` command creates and checks out
a branch named "my-rocko-18.0.0" that is based on the upstream branch
whose "HEAD" matches the commit in the repository associated with the
"rocko-18.0.0" tag. The files in your repository now exactly match that
particular Yocto Project release as it is tagged in the upstream Git
repository. It is important to understand that when you create and
checkout a local working branch based on a tag, your environment matches
a specific point in time and not the entire development branch (i.e.
from the "tip" of the branch backwards).
Basic Commands
--------------
Git has an extensive set of commands that lets you manage changes and
perform collaboration over the life of a project. Conveniently though,
you can manage with a small set of basic operations and workflows once
you understand the basic philosophy behind Git. You do not have to be an
expert in Git to be functional. A good place to look for instruction on
a minimal set of Git commands is
`here <https://git-scm.com/documentation>`__.
The following list of Git commands briefly describes some basic Git
operations as a way to get started. As with any set of commands, this
list (in most cases) simply shows the base command and omits the many
arguments it supports. See the Git documentation for complete
descriptions and strategies on how to use these commands:
- *git init:* Initializes an empty Git repository. You cannot use
Git commands unless you have a ``.git`` repository.
- *git clone:* Creates a local clone of a Git repository that is on
equal footing with a fellow developer's Git repository or an upstream
repository.
- *git add:* Locally stages updated file contents to the index that
Git uses to track changes. You must stage all files that have changed
before you can commit them.
- *git commit:* Creates a local "commit" that documents the changes
you made. Only changes that have been staged can be committed.
Commits are used for historical purposes, for determining if a
maintainer of a project will allow the change, and for ultimately
pushing the change from your local Git repository into the project's
upstream repository.
- *git status:* Reports any modified files that possibly need to be
staged and gives you a status of where you stand regarding local
commits as compared to the upstream repository.
- *git checkout branch-name:* Changes your local working branch and
in this form assumes the local branch already exists. This command is
analogous to "cd".
- *git checkout -b working-branch upstream-branch:* Creates and
checks out a working branch on your local machine. The local branch
tracks the upstream branch. You can use your local branch to isolate
your work. It is a good idea to use local branches when adding
specific features or changes. Using isolated branches facilitates
easy removal of changes if they do not work out.
- *git branch:* Displays the existing local branches associated
with your local repository. The branch that you have currently
checked out is noted with an asterisk character.
- *git branch -D branch-name:* Deletes an existing local branch.
You need to be in a local branch other than the one you are deleting
in order to delete branch-name.
- *git pull \-\-rebase*: Retrieves information from an upstream Git
repository and places it in your local Git repository. You use this
command to make sure you are synchronized with the repository from
which you are basing changes (e.g. the "&DISTRO_NAME_NO_CAP;"
branch). The ``--rebase`` option ensures that any local commits you
have in your branch are preserved at the top of your local branch.
- *git push repo-name local-branch:upstream-branch:* Sends
all your committed local changes to the upstream Git repository that
your local repository is tracking (e.g. a contribution repository).
The maintainer of the project draws from these repositories to merge
changes (commits) into the appropriate branch of project's upstream
repository.
- *git merge:* Combines or adds changes from one local branch of
your repository with another branch. When you create a local Git
repository, the default branch may be named "main". A typical
workflow is to create a temporary branch that is based off "main"
that you would use for isolated work. You would make your changes in
that isolated branch, stage and commit them locally, switch to the
"main" branch, and then use the ``git merge`` command to apply the
changes from your isolated branch into the currently checked out
branch (e.g. "main"). After the merge is complete and if you are
done with working in that isolated branch, you can safely delete the
isolated branch.
- *git cherry-pick commits:* Choose and apply specific commits from
one branch into another branch. There are times when you might not be
able to merge all the changes in one branch with another but need to
pick out certain ones.
- *gitk:* Provides a GUI view of the branches and changes in your
local Git repository. This command is a good way to graphically see
where things have diverged in your local repository.
.. note::
You need to install the
gitk
package on your development system to use this command.
- *git log:* Reports a history of your commits to the repository.
This report lists all commits regardless of whether you have pushed
them upstream or not.
- *git diff:* Displays line-by-line differences between a local
working file and the same file as understood by Git. This command is
useful to see what you have changed in any given file.
Licensing
=========
Because open source projects are open to the public, they have different
licensing structures in place. License evolution for both Open Source
and Free Software has an interesting history. If you are interested in
this history, you can find basic information here:
- :wikipedia:`Open source license history <Open-source_license>`
- :wikipedia:`Free software license history <Free_software_license>`
In general, the Yocto Project is broadly licensed under the
Massachusetts Institute of Technology (MIT) License. MIT licensing
permits the reuse of software within proprietary software as long as the
license is distributed with that software. Patches to the Yocto Project
follow the upstream licensing scheme. You can find information on the
MIT license :wikipedia:`here <MIT_License>`.
When you build an image using the Yocto Project, the build process uses
a known list of licenses to ensure compliance. You can find this list in
the :term:`Source Directory` at ``meta/files/common-licenses``. Once the
build completes, the list of all licenses found and used during that build
are kept in the :term:`Build Directory` at ``tmp/deploy/licenses``.
If a module requires a license that is not in the base list, the build
process generates a warning during the build. These tools make it easier
for a developer to be certain of the licenses with which their shipped
products must comply. However, even with these tools it is still up to
the developer to resolve potential licensing issues.
The base list of licenses used by the build process is a combination of
the Software Package Data Exchange (SPDX) list and the Open Source
Initiative (OSI) projects. `SPDX Group <https://spdx.org>`__ is a working
group of the Linux Foundation that maintains a specification for a
standard format for communicating the components, licenses, and
copyrights associated with a software package.
`OSI <https://opensource.org>`__ is a corporation dedicated to the Open
Source Definition and the effort for reviewing and approving licenses
that conform to the Open Source Definition (OSD).
You can find a list of the combined SPDX and OSI licenses that the Yocto
Project uses in the ``meta/files/common-licenses`` directory in your
:term:`Source Directory`.
For information that can help you maintain compliance with various open
source licensing during the lifecycle of a product created using the
Yocto Project, see the
":ref:`dev-manual/licenses:maintaining open source license compliance during your product's lifecycle`"
section in the Yocto Project Development Tasks Manual.

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.. SPDX-License-Identifier: CC-BY-SA-2.0-UK
==========================================
Yocto Project Overview and Concepts Manual
==========================================
|
.. toctree::
:caption: Table of Contents
:numbered:
intro
yp-intro
development-environment
concepts
.. include:: /boilerplate.rst

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.. SPDX-License-Identifier: CC-BY-SA-2.0-UK
**********************************************
The Yocto Project Overview and Concepts Manual
**********************************************
Welcome
=======
Welcome to the Yocto Project Overview and Concepts Manual! This manual
introduces the Yocto Project by providing concepts, software overviews,
best-known-methods (BKMs), and any other high-level introductory
information suitable for a new Yocto Project user.
Here is what you can get from this manual:
- :ref:`overview-manual/yp-intro:introducing the yocto project`\ *:*
This chapter provides an introduction to the Yocto Project. You will learn
about features and challenges of the Yocto Project, the layer model,
components and tools, development methods, the
:term:`Poky` reference distribution, the
OpenEmbedded build system workflow, and some basic Yocto terms.
- :ref:`overview-manual/development-environment:the yocto project development environment`\ *:*
This chapter helps you get started understanding the Yocto Project
development environment. You will learn about open source, development hosts,
Yocto Project source repositories, workflows using Git and the Yocto
Project, a Git primer, and information about licensing.
- :doc:`/overview-manual/concepts` *:* This
chapter presents various concepts regarding the Yocto Project. You
can find conceptual information about components, development,
cross-toolchains, and so forth.
This manual does not give you the following:
- *Step-by-step Instructions for Development Tasks:* Instructional
procedures reside in other manuals within the Yocto Project
documentation set. For example, the :doc:`/dev-manual/index`
provides examples on how to perform
various development tasks. As another example, the
:doc:`/sdk-manual/index` manual contains detailed
instructions on how to install an SDK, which is used to develop
applications for target hardware.
- *Reference Material:* This type of material resides in an appropriate
reference manual. For example, system variables are documented in the
:doc:`/ref-manual/index`. As another
example, the :doc:`/bsp-guide/index` contains reference information on
BSPs.
- *Detailed Public Information Not Specific to the Yocto Project:* For
example, exhaustive information on how to use the Source Control
Manager Git is better covered with Internet searches and official Git
Documentation than through the Yocto Project documentation.
Other Information
=================
Because this manual presents information for many different topics,
supplemental information is recommended for full comprehension. For
additional introductory information on the Yocto Project, see the
:yocto_home:`Yocto Project Website <>`. If you want to build an image
with no knowledge of Yocto Project as a way of quickly testing it out,
see the :doc:`/brief-yoctoprojectqs/index` document.
For a comprehensive list of links and other documentation, see the
":ref:`Links and Related
Documentation <resources-links-and-related-documentation>`"
section in the Yocto Project Reference Manual.

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.. SPDX-License-Identifier: CC-BY-SA-2.0-UK
*****************************
Introducing the Yocto Project
*****************************
What is the Yocto Project?
==========================
The Yocto Project is an open source collaboration project that helps
developers create custom Linux-based systems that are designed for
embedded products regardless of the product's hardware architecture.
Yocto Project provides a flexible toolset and a development environment
that allows embedded device developers across the world to collaborate
through shared technologies, software stacks, configurations, and best
practices used to create these tailored Linux images.
Thousands of developers worldwide have discovered that Yocto Project
provides advantages in both systems and applications development,
archival and management benefits, and customizations used for speed,
footprint, and memory utilization. The project is a standard when it
comes to delivering embedded software stacks. The project allows
software customizations and build interchange for multiple hardware
platforms as well as software stacks that can be maintained and scaled.
.. image:: figures/key-dev-elements.png
:width: 100%
For further introductory information on the Yocto Project, you might be
interested in this
`article <https://www.embedded.com/electronics-blogs/say-what-/4458600/Why-the-Yocto-Project-for-my-IoT-Project->`__
by Drew Moseley and in this short introductory
`video <https://www.youtube.com/watch?v=utZpKM7i5Z4>`__.
The remainder of this section overviews advantages and challenges tied
to the Yocto Project.
Features
--------
Here are features and advantages of the Yocto Project:
- *Widely Adopted Across the Industry:* Many semiconductor, operating
system, software, and service vendors adopt and support the Yocto
Project in their products and services. For a look at the Yocto
Project community and the companies involved with the Yocto Project,
see the "COMMUNITY" and "ECOSYSTEM" tabs on the
:yocto_home:`Yocto Project <>` home page.
- *Architecture Agnostic:* Yocto Project supports Intel, ARM, MIPS,
AMD, PPC and other architectures. Most ODMs, OSVs, and chip vendors
create and supply BSPs that support their hardware. If you have
custom silicon, you can create a BSP that supports that architecture.
Aside from broad architecture support, the Yocto Project fully
supports a wide range of devices emulated by the Quick EMUlator
(QEMU).
- *Images and Code Transfer Easily:* Yocto Project output can easily
move between architectures without moving to new development
environments. Additionally, if you have used the Yocto Project to
create an image or application and you find yourself not able to
support it, commercial Linux vendors such as Wind River, Mentor
Graphics, Timesys, and ENEA could take it and provide ongoing
support. These vendors have offerings that are built using the Yocto
Project.
- *Flexibility:* Corporations use the Yocto Project many different
ways. One example is to create an internal Linux distribution as a
code base the corporation can use across multiple product groups.
Through customization and layering, a project group can leverage the
base Linux distribution to create a distribution that works for their
product needs.
- *Ideal for Constrained Embedded and IoT devices:* Unlike a full Linux
distribution, you can use the Yocto Project to create exactly what
you need for embedded devices. You only add the feature support or
packages that you absolutely need for the device. For devices that
have display hardware, you can use available system components such
as X11, Wayland, GTK+, Qt, Clutter, and SDL (among others) to create
a rich user experience. For devices that do not have a display or
where you want to use alternative UI frameworks, you can choose to
not build these components.
- *Comprehensive Toolchain Capabilities:* Toolchains for supported
architectures satisfy most use cases. However, if your hardware
supports features that are not part of a standard toolchain, you can
easily customize that toolchain through specification of
platform-specific tuning parameters. And, should you need to use a
third-party toolchain, mechanisms built into the Yocto Project allow
for that.
- *Mechanism Rules Over Policy:* Focusing on mechanism rather than
policy ensures that you are free to set policies based on the needs
of your design instead of adopting decisions enforced by some system
software provider.
- *Uses a Layer Model:* The Yocto Project :ref:`layer
infrastructure <overview-manual/yp-intro:the yocto project layer model>`
groups related functionality into separate bundles. You can incrementally
add these grouped functionalities to your project as needed. Using layers to
isolate and group functionality reduces project complexity and
redundancy, allows you to easily extend the system, make
customizations, and keep functionality organized.
- *Supports Partial Builds:* You can build and rebuild individual
packages as needed. Yocto Project accomplishes this through its
:ref:`overview-manual/concepts:shared state cache` (sstate) scheme.
Being able to build and debug components individually eases project
development.
- *Releases According to a Strict Schedule:* Major releases occur on a
:doc:`six-month cycle </ref-manual/release-process>`
predictably in October and April. The most recent two releases
support point releases to address common vulnerabilities and
exposures. This predictability is crucial for projects based on the
Yocto Project and allows development teams to plan activities.
- *Rich Ecosystem of Individuals and Organizations:* For open source
projects, the value of community is very important. Support forums,
expertise, and active developers who continue to push the Yocto
Project forward are readily available.
- *Binary Reproducibility:* The Yocto Project allows you to be very
specific about dependencies and achieves very high percentages of
binary reproducibility (e.g. 99.8% for ``core-image-minimal``). When
distributions are not specific about which packages are pulled in and
in what order to support dependencies, other build systems can
arbitrarily include packages.
- *License Manifest:* The Yocto Project provides a :ref:`license
manifest <dev-manual/licenses:maintaining open source license compliance during your product's lifecycle>`
for review by people who need to track the use of open source
licenses (e.g. legal teams).
Challenges
----------
Here are challenges you might encounter when developing using the Yocto Project:
- *Steep Learning Curve:* The Yocto Project has a steep learning curve
and has many different ways to accomplish similar tasks. It can be
difficult to choose between such ways.
- *Understanding What Changes You Need to Make For Your Design Requires
Some Research:* Beyond the simple tutorial stage, understanding what
changes need to be made for your particular design can require a
significant amount of research and investigation. For information
that helps you transition from trying out the Yocto Project to using
it for your project, see the ":ref:`what-i-wish-id-known:what i wish i'd known about yocto project`" and
":ref:`transitioning-to-a-custom-environment:transitioning to a custom environment for systems development`"
documents on the Yocto Project website.
- *Project Workflow Could Be Confusing:* The :ref:`Yocto Project
workflow <overview-manual/development-environment:the yocto project development environment>`
could be confusing if you are used to traditional desktop and server
software development.
In a desktop development environment, there are mechanisms to easily pull
and install new packages, which are typically pre-compiled binaries
from servers accessible over the Internet. Using the Yocto Project,
you must modify your configuration and rebuild to add additional
packages.
- *Working in a Cross-Build Environment Can Feel Unfamiliar:* When
developing code to run on a target, compilation, execution, and
testing done on the actual target can be faster than running a
BitBake build on a development host and then deploying binaries to
the target for test. While the Yocto Project does support development
tools on the target, the additional step of integrating your changes
back into the Yocto Project build environment would be required.
Yocto Project supports an intermediate approach that involves making
changes on the development system within the BitBake environment and
then deploying only the updated packages to the target.
The Yocto Project :term:`OpenEmbedded Build System`
produces packages
in standard formats (i.e. RPM, DEB, IPK, and TAR). You can deploy
these packages into the running system on the target by using
utilities on the target such as ``rpm`` or ``ipk``.
- *Initial Build Times Can be Significant:* Long initial build times
are unfortunately unavoidable due to the large number of packages
initially built from scratch for a fully functioning Linux system.
Once that initial build is completed, however, the shared-state
(sstate) cache mechanism Yocto Project uses keeps the system from
rebuilding packages that have not been "touched" since the last
build. The sstate mechanism significantly reduces times for
successive builds.
The Yocto Project Layer Model
=============================
The Yocto Project's "Layer Model" is a development model for embedded
and IoT Linux creation that distinguishes the Yocto Project from other
simple build systems. The Layer Model simultaneously supports
collaboration and customization. Layers are repositories that contain
related sets of instructions that tell the :term:`OpenEmbedded Build System`
what to do. You can
collaborate, share, and reuse layers.
Layers can contain changes to previous instructions or settings at any
time. This powerful override capability is what allows you to customize
previously supplied collaborative or community layers to suit your
product requirements.
You use different layers to logically separate information in your
build. As an example, you could have BSP, GUI, distro configuration,
middleware, or application layers. Putting your entire build into one
layer limits and complicates future customization and reuse. Isolating
information into layers, on the other hand, helps simplify future
customizations and reuse. You might find it tempting to keep everything
in one layer when working on a single project. However, the more modular
your Metadata, the easier it is to cope with future changes.
.. note::
- Use Board Support Package (BSP) layers from silicon vendors when
possible.
- Familiarize yourself with the
:yocto_home:`Yocto Project Compatible Layers </software-overview/layers/>`
or the :oe_layerindex:`OpenEmbedded Layer Index <>`.
The latter contains more layers but they are less universally
validated.
- Layers support the inclusion of technologies, hardware components,
and software components. The :ref:`Yocto Project
Compatible <dev-manual/layers:making sure your layer is compatible with yocto project>`
designation provides a minimum level of standardization that
contributes to a strong ecosystem. "YP Compatible" is applied to
appropriate products and software components such as BSPs, other
OE-compatible layers, and related open-source projects, allowing
the producer to use Yocto Project badges and branding assets.
To illustrate how layers are used to keep things modular, consider
machine customizations. These types of customizations typically reside
in a special layer, rather than a general layer, called a BSP Layer.
Furthermore, the machine customizations should be isolated from recipes
and Metadata that support a new GUI environment, for example. This
situation gives you a couple of layers: one for the machine
configurations, and one for the GUI environment. It is important to
understand, however, that the BSP layer can still make machine-specific
additions to recipes within the GUI environment layer without polluting
the GUI layer itself with those machine-specific changes. You can
accomplish this through a recipe that is a BitBake append
(``.bbappend``) file, which is described later in this section.
.. note::
For general information on BSP layer structure, see the
:doc:`/bsp-guide/index`.
The :term:`Source Directory`
contains both general layers and BSP layers right out of the box. You
can easily identify layers that ship with a Yocto Project release in the
Source Directory by their names. Layers typically have names that begin
with the string ``meta-``.
.. note::
It is not a requirement that a layer name begin with the prefix
``meta-``, but it is a commonly accepted standard in the Yocto Project
community.
For example, if you were to examine the :yocto_git:`tree view </poky/tree/>`
of the ``poky`` repository, you will see several layers: ``meta``,
``meta-skeleton``, ``meta-selftest``, ``meta-poky``, and
``meta-yocto-bsp``. Each of these repositories represents a distinct
layer.
For procedures on how to create layers, see the
":ref:`dev-manual/layers:understanding and creating layers`"
section in the Yocto Project Development Tasks Manual.
Components and Tools
====================
The Yocto Project employs a collection of components and tools used by
the project itself, by project developers, and by those using the Yocto
Project. These components and tools are open source projects and
metadata that are separate from the reference distribution
(:term:`Poky`) and the :term:`OpenEmbedded Build System`. Most of the
components and tools are downloaded separately.
This section provides brief overviews of the components and tools
associated with the Yocto Project.
Development Tools
-----------------
Here are tools that help you develop images and applications using
the Yocto Project:
- *CROPS:* `CROPS <https://github.com/crops/poky-container/>`__ is an
open source, cross-platform development framework that leverages
`Docker Containers <https://www.docker.com/>`__. CROPS provides an
easily managed, extensible environment that allows you to build
binaries for a variety of architectures on Windows, Linux and Mac OS
X hosts.
- *devtool:* This command-line tool is available as part of the
extensible SDK (eSDK) and is its cornerstone. You can use ``devtool``
to help build, test, and package software within the eSDK. You can
use the tool to optionally integrate what you build into an image
built by the OpenEmbedded build system.
The ``devtool`` command employs a number of sub-commands that allow
you to add, modify, and upgrade recipes. As with the OpenEmbedded
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, both new recipes and the source go into a "workspace"
directory under the eSDK. The ``devtool upgrade`` command updates an
existing recipe so that you can build it for an updated set of source
files.
You can read about the ``devtool`` workflow in the Yocto Project
Application Development and Extensible Software Development Kit
(eSDK) Manual in the
":ref:`sdk-manual/extensible:using \`\`devtool\`\` in your sdk workflow`"
section.
- *Extensible Software Development Kit (eSDK):* The eSDK provides a
cross-development toolchain and libraries tailored to the contents of
a specific image. The eSDK 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 integrate into the rest of
the OpenEmbedded build system. The eSDK gives you a toolchain
experience supplemented with the powerful set of ``devtool`` commands
tailored for the Yocto Project environment.
For information on the eSDK, see the :doc:`/sdk-manual/index` Manual.
- *Toaster:* Toaster is a web interface to the Yocto Project
OpenEmbedded build system. Toaster allows you to configure, run, and
view information about builds. For information on Toaster, see the
:doc:`/toaster-manual/index`.
- *VSCode IDE Extension:* The `Yocto Project BitBake
<https://marketplace.visualstudio.com/items?itemName=yocto-project.yocto-bitbake>`__
extension for Visual Studio Code provides a rich set of features for working
with BitBake recipes. The extension provides syntax highlighting,
hover tips, and completion for BitBake files as well as embedded Python and
Bash languages. Additional views and commands allow you to efficiently
browse, build and edit recipes. It also provides SDK integration for
cross-compiling and debugging through ``devtool``.
Learn more about the VSCode Extension on the `extension's frontpage
<https://marketplace.visualstudio.com/items?itemName=yocto-project.yocto-bitbake>`__.
Production Tools
----------------
Here are tools that help with production related activities using the
Yocto Project:
- *Auto Upgrade Helper:* This utility when used in conjunction with the
:term:`OpenEmbedded Build System`
(BitBake and
OE-Core) automatically generates upgrades for recipes that are based
on new versions of the recipes published upstream. See
:ref:`dev-manual/upgrading-recipes:using the auto upgrade helper (auh)`
for how to set it up.
- *Recipe Reporting System:* The Recipe Reporting System tracks recipe
versions available for Yocto Project. The main purpose of the system
is to help you manage the recipes you maintain and to offer a dynamic
overview of the project. The Recipe Reporting System is built on top
of the :oe_layerindex:`OpenEmbedded Layer Index <>`, which
is a website that indexes OpenEmbedded-Core layers.
- *Patchwork:* `Patchwork <https://patchwork.yoctoproject.org/>`__
is a fork of a project originally started by
`OzLabs <https://ozlabs.org/>`__. The project is a web-based tracking
system designed to streamline the process of bringing contributions
into a project. The Yocto Project uses Patchwork as an organizational
tool to handle patches, which number in the thousands for every
release.
- *AutoBuilder:* AutoBuilder is a project that automates build tests
and quality assurance (QA). By using the public AutoBuilder, anyone
can determine the status of the current development branch of Poky.
.. note::
AutoBuilder is based on buildbot.
A goal of the Yocto Project is to lead the open source industry with
a project that automates testing and QA procedures. In doing so, the
project encourages a development community that publishes QA and test
plans, publicly demonstrates QA and test plans, and encourages
development of tools that automate and test and QA procedures for the
benefit of the development community.
You can learn more about the AutoBuilder used by the Yocto Project
Autobuilder :doc:`here </test-manual/understand-autobuilder>`.
- *Pseudo:* Pseudo is the Yocto Project implementation of
:manpage:`fakeroot <fakeroot(1)>`, which is used to run
commands in an environment that seemingly has root privileges.
During a build, it can be necessary to perform operations that
require system administrator privileges. For example, file ownership
or permissions might need to be defined. Pseudo is a tool that you
can either use directly or through the environment variable
``LD_PRELOAD``. Either method allows these operations to succeed
even without system administrator privileges.
Thanks to Pseudo, the Yocto Project never needs root privileges to
build images for your target system.
You can read more about Pseudo in the
":ref:`overview-manual/concepts:fakeroot and pseudo`" section.
Open-Embedded Build System Components
-------------------------------------
Here are components associated with the :term:`OpenEmbedded Build System`:
- *BitBake:* BitBake is a core component of the Yocto Project and is
used by the OpenEmbedded build system to build images. While BitBake
is key to the build system, BitBake is maintained separately from the
Yocto Project.
BitBake is a generic task execution engine that allows shell and
Python tasks to be run efficiently and in parallel while working
within complex inter-task dependency constraints. In short, BitBake
is a build engine that works through recipes written in a specific
format in order to perform sets of tasks.
You can learn more about BitBake in the :doc:`BitBake User
Manual <bitbake:index>`.
- *OpenEmbedded-Core:* OpenEmbedded-Core (OE-Core) is a common layer of
metadata (i.e. recipes, classes, and associated files) used by
OpenEmbedded-derived systems, which includes the Yocto Project. The
Yocto Project and the OpenEmbedded Project both maintain the
OpenEmbedded-Core. You can find the OE-Core metadata in the Yocto
Project :yocto_git:`Source Repositories </poky/tree/meta>`.
Historically, the Yocto Project integrated the OE-Core metadata
throughout the Yocto Project source repository reference system
(Poky). After Yocto Project Version 1.0, the Yocto Project and
OpenEmbedded agreed to work together and share a common core set of
metadata (OE-Core), which contained much of the functionality
previously found in Poky. This collaboration achieved a long-standing
OpenEmbedded objective for having a more tightly controlled and
quality-assured core. The results also fit well with the Yocto
Project objective of achieving a smaller number of fully featured
tools as compared to many different ones.
Sharing a core set of metadata results in Poky as an integration
layer on top of OE-Core. You can see that in this
:ref:`figure <overview-manual/yp-intro:what is the yocto project?>`.
The Yocto Project combines various components such as BitBake, OE-Core,
script "glue", and documentation for its build system.
Reference Distribution (Poky)
-----------------------------
Poky is the Yocto Project reference distribution. It contains the
:term:`OpenEmbedded Build System`
(BitBake and OE-Core) as well as a set of metadata to get you started
building your own distribution. See the figure in
":ref:`overview-manual/yp-intro:what is the yocto project?`"
section for an illustration that shows Poky and its relationship with
other parts of the Yocto Project.
To use the Yocto Project tools and components, you can download
(``clone``) Poky and use it to bootstrap your own distribution.
.. note::
Poky does not contain binary files. It is a working example of how to
build your own custom Linux distribution from source.
You can read more about Poky in the
":ref:`overview-manual/yp-intro:reference embedded distribution (poky)`"
section.
Packages for Finished Targets
-----------------------------
Here are components associated with packages for finished targets:
- *Matchbox:* Matchbox is an Open Source, base environment for the X
Window System running on non-desktop, embedded platforms such as
handhelds, set-top boxes, kiosks, and anything else for which screen
space, input mechanisms, or system resources are limited.
Matchbox consists of a number of interchangeable and optional
applications that you can tailor to a specific, non-desktop platform
to enhance usability in constrained environments.
You can find the Matchbox source in the Yocto Project
:yocto_git:`Source Repositories <>`.
- *Opkg:* Open PacKaGe management (opkg) is a lightweight package
management system based on the itsy package (ipkg) management system.
Opkg is written in C and resembles Advanced Package Tool (APT) and
Debian Package (dpkg) in operation.
Opkg is intended for use on embedded Linux devices and is used in
this capacity in the :oe_home:`OpenEmbedded <>` and
`OpenWrt <https://openwrt.org/>`__ projects, as well as the Yocto
Project.
.. note::
As best it can, opkg maintains backwards compatibility with ipkg
and conforms to a subset of Debian's policy manual regarding
control files.
You can find the opkg source in the Yocto Project
:yocto_git:`Source Repositories <>`.
Archived Components
-------------------
The Build Appliance is a virtual machine image that enables you to build
and boot a custom embedded Linux image with the Yocto Project using a
non-Linux development system.
Historically, the Build Appliance was the second of three methods by
which you could use the Yocto Project on a system that was not native to
Linux.
#. *Hob:* Hob, which is now deprecated and is no longer available since
the 2.1 release of the Yocto Project provided a rudimentary,
GUI-based interface to the Yocto Project. Toaster has fully replaced
Hob.
#. *Build Appliance:* Post Hob, the Build Appliance became available. It
was never recommended that you use the Build Appliance as a
day-to-day production development environment with the Yocto Project.
Build Appliance was useful as a way to try out development in the
Yocto Project environment.
#. *CROPS:* The final and best solution available now for developing
using the Yocto Project on a system not native to Linux is with
:ref:`CROPS <overview-manual/yp-intro:development tools>`.
Development Methods
===================
The Yocto Project development environment usually involves a
:term:`Build Host` and target
hardware. You use the Build Host to build images and develop
applications, while you use the target hardware to execute deployed
software.
This section provides an introduction to the choices or development
methods you have when setting up your Build Host. Depending on your
particular workflow preference and the type of operating system your
Build Host runs, you have several choices.
.. note::
For additional detail about the Yocto Project development
environment, see the ":doc:`/overview-manual/development-environment`"
chapter.
- *Native Linux Host:* By far the best option for a Build Host. A
system running Linux as its native operating system allows you to
develop software by directly using the
:term:`BitBake` tool. You can
accomplish all aspects of development from a regular shell in a
supported Linux distribution.
For information on how to set up a Build Host on a system running
Linux as its native operating system, see the
":ref:`dev-manual/start:setting up a native linux host`"
section in the Yocto Project Development Tasks Manual.
- *CROss PlatformS (CROPS):* Typically, you use
`CROPS <https://github.com/crops/poky-container/>`__, which leverages
`Docker Containers <https://www.docker.com/>`__, to set up a Build
Host that is not running Linux (e.g. Microsoft Windows or macOS).
.. note::
You can, however, use CROPS on a Linux-based system.
CROPS is an open source, cross-platform development framework that
provides an easily managed, extensible environment for building
binaries targeted for a variety of architectures on Windows, macOS,
or Linux hosts. Once the Build Host is set up using CROPS, you can
prepare a shell environment to mimic that of a shell being used on a
system natively running Linux.
For information on how to set up a Build Host with CROPS, see the
":ref:`dev-manual/start:setting up to use cross platforms (crops)`"
section in the Yocto Project Development Tasks Manual.
- *Windows Subsystem For Linux (WSL 2):* You may use Windows Subsystem
For Linux version 2 to set up a Build Host using Windows 10 or later,
or Windows Server 2019 or later.
The Windows Subsystem For Linux allows Windows to run a real Linux
kernel inside of a lightweight virtual machine (VM).
For information on how to set up a Build Host with WSL 2, see the
":ref:`dev-manual/start:setting up to use windows subsystem for linux (wsl 2)`"
section in the Yocto Project Development Tasks Manual.
- *Toaster:* Regardless of what your Build Host is running, you can use
Toaster to develop software using the Yocto Project. Toaster is a web
interface to the Yocto Project's :term:`OpenEmbedded Build System`.
The interface allows you to configure and run your builds. Information
about builds is collected and stored in a database. You can use Toaster
to configure and start builds on multiple remote build servers.
For information about and how to use Toaster, see the
:doc:`/toaster-manual/index`.
- *Using the VSCode Extension:* You can use the `Yocto Project BitBake
<https://marketplace.visualstudio.com/items?itemName=yocto-project.yocto-bitbake>`__
extension for Visual Studio Code to start your BitBake builds through a
graphical user interface.
Learn more about the VSCode Extension on the `extension's marketplace page
<https://marketplace.visualstudio.com/items?itemName=yocto-project.yocto-bitbake>`__
Reference Embedded Distribution (Poky)
======================================
"Poky", which is pronounced *Pock*-ee, is the name of the Yocto
Project's reference distribution or Reference OS Kit. Poky contains the
:term:`OpenEmbedded Build System` (:term:`BitBake` and
:term:`OpenEmbedded-Core (OE-Core)`) as well as a set of
:term:`Metadata` to get you started building your own distro. In other
words, Poky is a base specification of the functionality needed for a
typical embedded system as well as the components from the Yocto Project
that allow you to build a distribution into a usable binary image.
Poky is a combined repository of BitBake, OpenEmbedded-Core (which is
found in ``meta``), ``meta-poky``, ``meta-yocto-bsp``, and documentation
provided all together and known to work well together. You can view
these items that make up the Poky repository in the
:yocto_git:`Source Repositories </poky/tree/>`.
.. note::
If you are interested in all the contents of the
poky
Git repository, see the ":ref:`ref-manual/structure:top-level core components`"
section in the Yocto Project Reference Manual.
The following figure illustrates what generally comprises Poky:
.. image:: figures/poky-reference-distribution.png
:width: 100%
- BitBake is a task executor and scheduler that is the heart of the
OpenEmbedded build system.
- ``meta-poky``, which is Poky-specific metadata.
- ``meta-yocto-bsp``, which are Yocto Project-specific Board Support
Packages (BSPs).
- OpenEmbedded-Core (OE-Core) metadata, which includes shared
configurations, global variable definitions, shared classes,
packaging, and recipes. Classes define the encapsulation and
inheritance of build logic. Recipes are the logical units of software
and images to be built.
- Documentation, which contains the Yocto Project source files used to
make the set of user manuals.
.. note::
While Poky is a "complete" distribution specification and is tested
and put through QA, you cannot use it as a product "out of the box"
in its current form.
To use the Yocto Project tools, you can use Git to clone (download) the
Poky repository then use your local copy of the reference distribution
to bootstrap your own distribution.
.. note::
Poky does not contain binary files. It is a working example of how to
build your own custom Linux distribution from source.
Poky has a regular, well established, six-month release cycle under its
own version. Major releases occur at the same time major releases (point
releases) occur for the Yocto Project, which are typically in the Spring
and Fall. For more information on the Yocto Project release schedule and
cadence, see the ":doc:`/ref-manual/release-process`" chapter in the
Yocto Project Reference Manual.
Much has been said about Poky being a "default configuration". A default
configuration provides a starting image footprint. You can use Poky out
of the box to create an image ranging from a shell-accessible minimal
image all the way up to a Linux Standard Base-compliant image that uses
a GNOME Mobile and Embedded (GMAE) based reference user interface called
Sato.
One of the most powerful properties of Poky is that every aspect of a
build is controlled by the metadata. You can use metadata to augment
these base image types by adding metadata :ref:`layers
<overview-manual/yp-intro:the yocto project layer model>` that extend
functionality.
These layers can provide, for example, an additional software stack for
an image type, add a board support package (BSP) for additional
hardware, or even create a new image type.
Metadata is loosely grouped into configuration files or package recipes.
A recipe is a collection of non-executable metadata used by BitBake to
set variables or define additional build-time tasks. A recipe contains
fields such as the recipe description, the recipe version, the license
of the package and the upstream source repository. A recipe might also
indicate that the build process uses autotools, make, distutils or any
other build process, in which case the basic functionality can be
defined by the classes it inherits from the OE-Core layer's class
definitions in ``./meta/classes``. Within a recipe you can also define
additional tasks as well as task prerequisites. Recipe syntax through
BitBake also supports both ``:prepend`` and ``:append`` operators as a
method of extending task functionality. These operators inject code into
the beginning or end of a task. For information on these BitBake
operators, see the
":ref:`bitbake-user-manual/bitbake-user-manual-metadata:appending and prepending (override style syntax)`"
section in the BitBake User's Manual.
The OpenEmbedded Build System Workflow
======================================
The :term:`OpenEmbedded Build System` uses a "workflow" to
accomplish image and SDK generation. The following figure overviews that
workflow:
.. image:: figures/YP-flow-diagram.png
:width: 100%
Here is a brief summary of the "workflow":
#. Developers specify architecture, policies, patches and configuration
details.
#. The build system fetches and downloads the source code from the
specified location. The build system supports standard methods such
as tarballs or source code repositories systems such as Git.
#. Once source code is downloaded, the build system extracts the sources
into a local work area where patches are applied and common steps for
configuring and compiling the software are run.
#. The build system then installs the software into a temporary staging
area where the binary package format you select (DEB, RPM, or IPK) is
used to roll up the software.
#. Different QA and sanity checks run throughout entire build process.
#. After the binaries are created, the build system generates a binary
package feed that is used to create the final root file image.
#. The build system generates the file system image and a customized
Extensible SDK (eSDK) for application development in parallel.
For a very detailed look at this workflow, see the
":ref:`overview-manual/concepts:openembedded build system concepts`" section.
Some Basic Terms
================
It helps to understand some basic fundamental terms when learning the
Yocto Project. Although there is a list of terms in the ":doc:`Yocto Project
Terms </ref-manual/terms>`" section of the Yocto Project
Reference Manual, this section provides the definitions of some terms
helpful for getting started:
- *Configuration Files:* Files that hold global definitions of
variables, user-defined variables, and hardware configuration
information. These files tell the :term:`OpenEmbedded Build System`
what to build and
what to put into the image to support a particular platform.
- *Extensible Software Development Kit (eSDK):* A custom SDK for
application developers. This eSDK allows developers to incorporate
their library and programming changes back into the image to make
their code available to other application developers. For information
on the eSDK, see the :doc:`/sdk-manual/index` manual.
- *Layer:* A collection of related recipes. Layers allow you to
consolidate related metadata to customize your build. Layers also
isolate information used when building for multiple architectures.
Layers are hierarchical in their ability to override previous
specifications. You can include any number of available layers from
the Yocto Project and customize the build by adding your own layers
after them. You can search the Layer Index for layers used within
Yocto Project.
For more detailed information on layers, see the
":ref:`dev-manual/layers:understanding and creating layers`"
section in the Yocto Project Development Tasks Manual. For a
discussion specifically on BSP Layers, see the
":ref:`bsp-guide/bsp:bsp layers`" section in the Yocto
Project Board Support Packages (BSP) Developer's Guide.
- *Metadata:* A key element of the Yocto Project is the Metadata that
is used to construct a Linux distribution and is contained in the
files that the OpenEmbedded build system parses when building an
image. In general, Metadata includes recipes, configuration files,
and other information that refers to the build instructions
themselves, as well as the data used to control what things get built
and the effects of the build. Metadata also includes commands and
data used to indicate what versions of software are used, from where
they are obtained, and changes or additions to the software itself
(patches or auxiliary files) that are used to fix bugs or customize
the software for use in a particular situation. OpenEmbedded-Core is
an important set of validated metadata.
- *OpenEmbedded Build System:* The terms "BitBake" and "build system"
are sometimes used for the OpenEmbedded Build System.
BitBake is a task scheduler and execution engine that parses
instructions (i.e. recipes) and configuration data. After a parsing
phase, BitBake creates a dependency tree to order the compilation,
schedules the compilation of the included code, and finally executes
the building of the specified custom Linux image (distribution).
BitBake is similar to the ``make`` tool.
During a build process, the build system tracks dependencies and
performs a native or cross-compilation of each package. As a first
step in a cross-build setup, the framework attempts to create a
cross-compiler toolchain (i.e. Extensible SDK) suited for the target
platform.
- *OpenEmbedded-Core (OE-Core):* OE-Core is metadata comprised of
foundation recipes, classes, and associated files that are meant to
be common among many different OpenEmbedded-derived systems,
including the Yocto Project. OE-Core is a curated subset of an
original repository developed by the OpenEmbedded community that has
been pared down into a smaller, core set of continuously validated
recipes. The result is a tightly controlled and quality-assured core
set of recipes.
You can see the Metadata in the ``meta`` directory of the Yocto
Project :yocto_git:`Source Repositories <>`.
- *Packages:* In the context of the Yocto Project, this term refers to
a recipe's packaged output produced by BitBake (i.e. a "baked
recipe"). A package is generally the compiled binaries produced from
the recipe's sources. You "bake" something by running it through
BitBake.
It is worth noting that the term "package" can, in general, have
subtle meanings. For example, the packages referred to in the
":ref:`ref-manual/system-requirements:required packages for the build host`"
section in the Yocto Project Reference Manual are compiled binaries
that, when installed, add functionality to your host Linux
distribution.
Another point worth noting is that historically within the Yocto
Project, recipes were referred to as packages --- thus, the existence
of several BitBake variables that are seemingly mis-named, (e.g.
:term:`PR`,
:term:`PV`, and
:term:`PE`).
- *Poky:* Poky is a reference embedded distribution and a reference
test configuration. Poky provides the following:
- A base-level functional distro used to illustrate how to customize
a distribution.
- A means by which to test the Yocto Project components (i.e. Poky
is used to validate the Yocto Project).
- A vehicle through which you can download the Yocto Project.
Poky is not a product level distro. Rather, it is a good starting
point for customization.
.. note::
Poky is an integration layer on top of OE-Core.
- *Recipe:* The most common form of metadata. A recipe contains a list
of settings and tasks (i.e. instructions) for building packages that
are then used to build the binary image. A recipe describes where you
get source code and which patches to apply. Recipes describe
dependencies for libraries or for other recipes as well as
configuration and compilation options. Related recipes are
consolidated into a layer.