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+.. SPDX-License-Identifier: CC-BY-SA-2.0-UK
+
+************
+Introduction
+************
+
+eSDK Introduction
+=================
+
+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.
+
+.. note::
+
+ Prior to the 2.0 Release of the Yocto Project, application
+ development was primarily accomplished through the use of the
+ Application Development Toolkit (ADT) and the availability of
+ stand-alone cross-development toolchains and other tools. With the
+ 2.1 Release of the Yocto Project, application development has
+ transitioned to within a tool-rich extensible SDK and the more
+ traditional standard SDK.
+
+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 :term:`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
+:term:`CC` and
+:term:`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 :term:`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 [1]_ |
++-----------------------+-----------------------+-----------------------+
+| Debugger | Yes | Yes [1]_ |
++-----------------------+-----------------------+-----------------------+
+| Size | 100+ MBytes | 1+ GBytes (or 300+ |
+| | | MBytes for minimal |
+| | | w/toolchain) |
++-----------------------+-----------------------+-----------------------+
+| ``devtool`` | No | Yes |
++-----------------------+-----------------------+-----------------------+
+| Build Images | No | Yes |
++-----------------------+-----------------------+-----------------------+
+| Updateable | No | Yes |
++-----------------------+-----------------------+-----------------------+
+| Managed Sysroot [2]_ | No | Yes |
++-----------------------+-----------------------+-----------------------+
+| Installed Packages | No [3]_ | Yes [4]_ |
++-----------------------+-----------------------+-----------------------+
+| Construction | Packages | Shared State |
++-----------------------+-----------------------+-----------------------+
+
+.. [1] Extensible SDK contains the toolchain and debugger if :term:`SDK_EXT_TYPE`
+ is "full" or :term:`SDK_INCLUDE_TOOLCHAIN` is "1", which is the default.
+.. [2] Sysroot is managed through the use of ``devtool``. Thus, it is less
+ likely that you will corrupt your SDK sysroot when you try to add
+ additional libraries.
+.. [3] You can add runtime package management to the standard SDK but it is not
+ supported by default.
+.. [4] 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
+-------------------------------
+
+The :term:`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 :term:`Build Directory` that is based on
+your metadata configuration or extension for your targeted device. The
+cross-toolchain works with a matching target sysroot.
+
+Sysroots
+--------
+
+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
+-----------------
+
+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
+ :term:`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.
+
+SDK Development Model
+=====================
+
+Fundamentally, the SDK fits into the development process as follows:
+
+.. image:: figures/sdk-environment.png
+ :align: center
+
+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:
+
+1. *Install the SDK for your target hardware:* For information on how to
+ install the SDK, see the "`Installing the
+ SDK <#sdk-installing-the-sdk>`__" section.
+
+2. *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
+ :yocto_dl:`machines </releases/yocto/yocto-&DISTRO;/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
+ :yocto_dl:`machines/qemu </releases/yocto/yocto-&DISTRO;/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.
+
+ .. note::
+
+ To use the root filesystem in QEMU, you need to extract it. See
+ the "
+ Extracting the Root Filesystem
+ " section for information on how to extract the root filesystem.
+
+3. *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 <http://wiki.qemu.org/Main_Page>`__ to download and learn about
+ the emulator. See the ":doc:`/dev-manual/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.