# Technical Details

This chapter provides technical details for various parts of the Yocto Project. Currently, topics include Yocto Project components, cross-toolchain generation, shared state (sstate) cache, x32, Wayland support, and Licenses.

## Yocto Project Components

The BitBake task executor together with various types of configuration files form the OpenEmbedded Core. This section overviews these components by describing their use and how they interact.

BitBake handles the parsing and execution of the data files. The data itself is of various types:

- Recipes: Provides details about particular pieces of software.

- Class Data: Abstracts common build information (e.g. how to build a Linux kernel).

- Configuration Data: Defines machine-specific settings, policy decisions, and so forth. Configuration data acts as the glue to bind everything together.

BitBake knows how to combine multiple data sources together and refers to each data source as a layer. For information on layers, see the "Understanding and Creating Layers" section of the Yocto Project Development Manual.

Following are some brief details on these core components. For additional information on how these components interact during a build, see the "A Closer Look at the Yocto Project Development Environment" Chapter.

### BitBake

BitBake is the tool at the heart of the OpenEmbedded build system and is responsible for parsing the Metadata, generating a list of tasks from it, and then executing those tasks.

This section briefly introduces BitBake. If you want more information on BitBake, see the BitBake User Manual.

To see a list of the options BitBake supports, use either of the following commands:

         $ bitbake -h
         $ bitbake --help

The most common usage for BitBake is `bitbake packagename`, where `packagename` is the name of the package you want to build (referred to as the "target" in this manual). The target often equates to the first part of a recipe's filename (e.g. "foo" for a recipe named `foo_1.3.0-r0.bb`). So, to process the `matchbox-desktop_1.2.3.bb` recipe file, you might type the following:

         $ bitbake matchbox-desktop

Several different versions of `matchbox-desktop` might exist. BitBake chooses the one selected by the distribution configuration. You can get more details about how BitBake chooses between different target versions and providers in the "Preferences" section of the BitBake User Manual.

BitBake also tries to execute any dependent tasks first. So for example, before building `matchbox-desktop`, BitBake would build a cross compiler and `eglibc` if they had not already been built.

This release of the Yocto Project does not support the `glibc` GNU version of the Unix standard C library. By default, the OpenEmbedded build system builds with `eglibc`.

A useful BitBake option to consider is the `-k` or `--continue` option. This option instructs BitBake to try and continue processing the job as long as possible even after encountering an error. When an error occurs, the target that failed and those that depend on it cannot be remade. However, when you use this option other dependencies can still be processed.

### Metadata (Recipes)

Files that have the `.bb` suffix are "recipes" files. In general, a recipe contains information about a single piece of software. This information includes the location from which to download the unaltered source, any source patches to be applied to that source (if needed), which special configuration options to apply, how to compile the source files, and how to package the compiled output.

The term "package" is sometimes used to refer to recipes. However, since the word "package" is used for the packaged output from the OpenEmbedded build system (i.e. `.ipk` or `.deb` files), this document avoids using the term "package" when referring to recipes.

### Classes

Class files (`.bbclass`) contain information that is useful to share between Metadata files. An example is the `autotools` class, which contains common settings for any application that Autotools uses. The "Classes" chapter provides details about classes and how to use them.

### Configuration

The configuration files (`.conf`) define various configuration variables that govern the OpenEmbedded build process. These files fall into several areas that define machine configuration options, distribution configuration options, compiler tuning options, general common configuration options, and user configuration options in `local.conf`, which is found in the Build Directory.

## Cross-Development Toolchain Generation

The Yocto Project does most of the work for you when it comes to creating cross-development toolchains. This section provides some technical background on how cross-development toolchains are created and used. For more information on toolchains, you can also see the Yocto Project Application Developer's Guide.

In the Yocto Project development environment, cross-development toolchains are used to build the image and applications that run on the target hardware. With just a few commands, the OpenEmbedded build system creates these necessary toolchains for you.

The following figure shows a high-level build environment regarding toolchain construction and use.

Most of the work occurs on the Build Host. This is the machine used to build images and generally work within the the Yocto Project environment. When you run BitBake to create an image, the OpenEmbedded build system uses the host `gcc` compiler to bootstrap a cross-compiler named `gcc-cross`. The `gcc-cross` compiler is what BitBake uses to compile source files when creating the target image. You can think of `gcc-cross` simply as an automatically generated cross-compiler that is used internally within BitBake only.

The chain of events that occurs when `gcc-cross` is bootstrapped is as follows:

         gcc -> binutils-cross -> gcc-cross-initial -> linux-libc-headers -> eglibc-initial -> eglibc -> gcc-cross -> gcc-runtime

- `gcc`: The build host's GNU Compiler Collection (GCC).

- `binutils-cross`: The bare minimum binary utilities needed in order to run the `gcc-cross-initial` phase of the bootstrap operation.

- `gcc-cross-initial`: An early stage of the bootstrap process for creating the cross-compiler. This stage builds enough of the `gcc-cross`, the C library, and other pieces needed to finish building the final cross-compiler in later stages. This tool is a "native" package (i.e. it is designed to run on the build host).

- `linux-libc-headers`: Headers needed for the cross-compiler.

- `eglibc-initial`: An initial version of the Embedded GLIBC needed to bootstrap `eglibc`.

- `gcc-cross`: The final stage of the bootstrap process for the cross-compiler. This stage results in the actual cross-compiler that BitBake uses when it builds an image for a targeted device.

  If you are replacing this cross compiler toolchain with a custom version, you must replace `gcc-cross`.

  This tool is also a "native" package (i.e. it is designed to run on the build host).

- `gcc-runtime`: Runtime libraries resulting from the toolchain bootstrapping process. This tool produces a binary that consists of the runtime libraries need for the targeted device.

You can use the OpenEmbedded build system to build an installer for the relocatable SDK used to develop applications. When you run the installer, it installs the toolchain, which contains the development tools (e.g., the `gcc-cross-canadian`), `binutils-cross-canadian`, and other `nativesdk-*` tools you need to cross-compile and test your software. The figure shows the commands you use to easily build out this toolchain. This cross-development toolchain is built to execute on the `SDKMACHINE`, which might or might not be the same machine as the Build Host.

If your target architecture is supported by the Yocto Project, you can take advantage of pre-built images that ship with the Yocto Project and already contain cross-development toolchain installers.

Here is the bootstrap process for the relocatable toolchain:

         gcc -> binutils-crosssdk -> gcc-crosssdk-initial -> linux-libc-headers ->
            eglibc-initial -> nativesdk-eglibc -> gcc-crosssdk -> gcc-cross-canadian

- `gcc`: The build host's GNU Compiler Collection (GCC).

- `binutils-crosssdk`: The bare minimum binary utilities needed in order to run the `gcc-crosssdk-initial` phase of the bootstrap operation.

- `gcc-crosssdk-initial`: An early stage of the bootstrap process for creating the cross-compiler. This stage builds enough of the `gcc-crosssdk` and supporting pieces so that the final stage of the bootstrap process can produce the finished cross-compiler. This tool is a "native" binary that runs on the build host.

- `linux-libc-headers`: Headers needed for the cross-compiler.

- `eglibc-initial`: An initial version of the Embedded GLIBC needed to bootstrap `nativesdk-eglibc`.

- `nativesdk-eglibc`: The Embedded GLIBC needed to bootstrap the `gcc-crosssdk`.

- `gcc-crosssdk`: The final stage of the bootstrap process for the relocatable cross-compiler. The `gcc-crosssdk` is a transitory compiler and never leaves the build host. Its purpose is to help in the bootstrap process to create the eventual relocatable `gcc-cross-canadian` compiler, which is relocatable. This tool is also a "native" package (i.e. it is designed to run on the build host).

- `gcc-cross-canadian`: The final relocatable cross-compiler. When run on the `SDKMACHINE`, this tool produces executable code that runs on the target device. Only one cross-canadian compiler is produced per architecture since they can be targeted at different processor optimizations using configurations passed to the compiler through the compile commands. This circumvents the need for multiple compilers and thus reduces the size of the toolchains.

For information on advantages gained when building a cross-development toolchain installer, see the "Optionally Building a Toolchain Installer" section in the Yocto Project Application Developer's Guide.

## Shared State Cache

By design, the OpenEmbedded build system builds everything from scratch unless BitBake can determine that parts do not need to be rebuilt. Fundamentally, building from scratch is attractive as it means all parts are built fresh and there is no possibility of stale data causing problems. When developers hit problems, they typically default back to building from scratch so they know the state of things from the start.

Building an image from scratch is both an advantage and a disadvantage to the process. As mentioned in the previous paragraph, building from scratch ensures that everything is current and starts from a known state. However, building from scratch also takes much longer as it generally means rebuilding things that do not necessarily need to be rebuilt.

The Yocto Project implements shared state code that supports incremental builds. The implementation of the shared state code answers the following questions that were fundamental roadblocks within the OpenEmbedded incremental build support system:

- What pieces of the system have changed and what pieces have not changed?

- How are changed pieces of software removed and replaced?

- How are pre-built components that do not need to be rebuilt from scratch used when they are available?

For the first question, the build system detects changes in the "inputs" to a given task by creating a checksum (or signature) of the task's inputs. If the checksum changes, the system assumes the inputs have changed and the task needs to be rerun. For the second question, the shared state (sstate) code tracks which tasks add which output to the build process. This means the output from a given task can be removed, upgraded or otherwise manipulated. The third question is partly addressed by the solution for the second question assuming the build system can fetch the sstate objects from remote locations and install them if they are deemed to be valid.

The OpenEmbedded build system does not maintain `PR` information as part of the shared state packages. Consequently, considerations exist that affect maintaining shared state feeds. For information on how the OpenEmbedded build system works with packages and can track incrementing `PR` information, see the "Incrementing a Package Revision Number" section.

The rest of this section goes into detail about the overall incremental build architecture, the checksums (signatures), shared state, and some tips and tricks.

### Overall Architecture

When determining what parts of the system need to be built, BitBake works on a per-task basis rather than a per-recipe basis. You might wonder why using a per-task basis is preferred over a per-recipe basis. To help explain, consider having the IPK packaging backend enabled and then switching to DEB. In this case, the `do_install` and `do_package` task outputs are still valid. However, with a per-recipe approach, the build would not include the `.deb` files. Consequently, you would have to invalidate the whole build and rerun it. Rerunning everything is not the best solution. Also, in this case, the core must be "taught" much about specific tasks. This methodology does not scale well and does not allow users to easily add new tasks in layers or as external recipes without touching the packaged-staging core.

### Checksums (Signatures)

The shared state code uses a checksum, which is a unique signature of a task's inputs, to determine if a task needs to be run again. Because it is a change in a task's inputs that triggers a rerun, the process needs to detect all the inputs to a given task. For shell tasks, this turns out to be fairly easy because the build process generates a "run" shell script for each task and it is possible to create a checksum that gives you a good idea of when the task's data changes.

To complicate the problem, there are things that should not be included in the checksum. First, there is the actual specific build path of a given task - the `WORKDIR`. It does not matter if the work directory changes because it should not affect the output for target packages. Also, the build process has the objective of making native or cross packages relocatable. The checksum therefore needs to exclude `WORKDIR`. The simplistic approach for excluding the work directory is to set `WORKDIR` to some fixed value and create the checksum for the "run" script.

Another problem results from the "run" scripts containing functions that might or might not get called. The incremental build solution contains code that figures out dependencies between shell functions. This code is used to prune the "run" scripts down to the minimum set, thereby alleviating this problem and making the "run" scripts much more readable as a bonus.

So far we have solutions for shell scripts. What about Python tasks? The same approach applies even though these tasks are more difficult. The process needs to figure out what variables a Python function accesses and what functions it calls. Again, the incremental build solution contains code that first figures out the variable and function dependencies, and then creates a checksum for the data used as the input to the task.

Like the `WORKDIR` case, situations exist where dependencies should be ignored. For these cases, you can instruct the build process to ignore a dependency by using a line like the following:

         PACKAGE_ARCHS[vardepsexclude] = "MACHINE"

This example ensures that the `PACKAGE_ARCHS` variable does not depend on the value of `MACHINE`, even if it does reference it.

Equally, there are cases where we need to add dependencies BitBake is not able to find. You can accomplish this by using a line like the following:

          PACKAGE_ARCHS[vardeps] = "MACHINE"

This example explicitly adds the `MACHINE` variable as a dependency for `PACKAGE_ARCHS`.

Consider a case with in-line Python, for example, where BitBake is not able to figure out dependencies. When running in debug mode (i.e. using `-DDD`), BitBake produces output when it discovers something for which it cannot figure out dependencies. The Yocto Project team has currently not managed to cover those dependencies in detail and is aware of the need to fix this situation.

Thus far, this section has limited discussion to the direct inputs into a task. Information based on direct inputs is referred to as the "basehash" in the code. However, there is still the question of a task's indirect inputs - the things that were already built and present in the Build Directory. The checksum (or signature) for a particular task needs to add the hashes of all the tasks on which the particular task depends. Choosing which dependencies to add is a policy decision. However, the effect is to generate a master checksum that combines the basehash and the hashes of the task's dependencies.

At the code level, there are a variety of ways both the basehash and the dependent task hashes can be influenced. Within the BitBake configuration file, we can give BitBake some extra information to help it construct the basehash. The following statement effectively results in a list of global variable dependency excludes - variables never included in any checksum:

         BB_HASHBASE_WHITELIST ?= "TMPDIR FILE PATH PWD BB_TASKHASH BBPATH DL_DIR \
             SSTATE_DIR THISDIR FILESEXTRAPATHS FILE_DIRNAME HOME LOGNAME SHELL TERM \
             USER FILESPATH STAGING_DIR_HOST STAGING_DIR_TARGET COREBASE PRSERV_HOST \
             PRSERV_DUMPDIR PRSERV_DUMPFILE PRSERV_LOCKDOWN PARALLEL_MAKE \
             CCACHE_DIR EXTERNAL_TOOLCHAIN CCACHE CCACHE_DISABLE LICENSE_PATH SDKPKGSUFFIX"

The previous example excludes `WORKDIR` since that variable is actually constructed as a path within `TMPDIR`, which is on the whitelist.

The rules for deciding which hashes of dependent tasks to include through dependency chains are more complex and are generally accomplished with a Python function. The code in `meta/lib/oe/sstatesig.py` shows two examples of this and also illustrates how you can insert your own policy into the system if so desired. This file defines the two basic signature generators `OE-Core` uses: "OEBasic" and "OEBasicHash". By default, there is a dummy "noop" signature handler enabled in BitBake. This means that behavior is unchanged from previous versions. `OE-Core` uses the "OEBasicHash" signature handler by default through this setting in the `bitbake.conf` file:

         BB_SIGNATURE_HANDLER ?= "OEBasicHash"

The "OEBasicHash" `BB_SIGNATURE_HANDLER` is the same as the "OEBasic" version but adds the task hash to the stamp files. This results in any Metadata change that changes the task hash, automatically causing the task to be run again. This removes the need to bump `PR` values, and changes to Metadata automatically ripple across the build.

It is also worth noting that the end result of these signature generators is to make some dependency and hash information available to the build. This information includes:

- `BB_BASEHASH_task-`taskname: The base hashes for each task in the recipe.

- `BB_BASEHASH_`filename`:`taskname: The base hashes for each dependent task.

- `BBHASHDEPS_`filename`:`taskname: The task dependencies for each task.

- `BB_TASKHASH`: The hash of the currently running task.

### Shared State

Checksums and dependencies, as discussed in the previous section, solve half the problem of supporting a shared state. The other part of the problem is being able to use checksum information during the build and being able to reuse or rebuild specific components.

The `sstate` class is a relatively generic implementation of how to "capture" a snapshot of a given task. The idea is that the build process does not care about the source of a task's output. Output could be freshly built or it could be downloaded and unpacked from somewhere - the build process does not need to worry about its origin.

There are two types of output, one is just about creating a directory in `WORKDIR`. A good example is the output of either `do_install` or `do_package`. The other type of output occurs when a set of data is merged into a shared directory tree such as the sysroot.

The Yocto Project team has tried to keep the details of the implementation hidden in `sstate` class. From a user's perspective, adding shared state wrapping to a task is as simple as this `do_deploy` example taken from the `deploy` class:

         DEPLOYDIR = "${WORKDIR}/deploy-${PN}"
         SSTATETASKS += "do_deploy"
         do_deploy[sstate-name] = "deploy"
         do_deploy[sstate-inputdirs] = "${DEPLOYDIR}"
         do_deploy[sstate-outputdirs] = "${DEPLOY_DIR_IMAGE}"

         python do_deploy_setscene () {
             sstate_setscene(d)
         }
         addtask do_deploy_setscene
         do_deploy[dirs] = "${DEPLOYDIR} ${B}"

In this example, we add some extra flags to the task, a name field ("deploy"), an input directory where the task sends data, and the output directory where the data from the task should eventually be copied. We also add a `_setscene` variant of the task and add the task name to the `SSTATETASKS` list.

If you have a directory whose contents you need to preserve, you can do this with a line like the following:

         do_package[sstate-plaindirs] = "${PKGD} ${PKGDEST}"

This method, as well as the following example, also works for multiple directories.

         do_package[sstate-inputdirs] = "${PKGDESTWORK} ${SHLIBSWORKDIR}"
         do_package[sstate-outputdirs] = "${PKGDATA_DIR} ${SHLIBSDIR}"
         do_package[sstate-lockfile] = "${PACKAGELOCK}"

These methods also include the ability to take a lockfile when manipulating shared state directory structures since some cases are sensitive to file additions or removals.

Behind the scenes, the shared state code works by looking in `SSTATE_DIR` and `SSTATE_MIRRORS` for shared state files. Here is an example:

         SSTATE_MIRRORS ?= "\
         file://.* http://someserver.tld/share/sstate/PATH \n \
         file://.* file:///some/local/dir/sstate/PATH"

The shared state directory (`SSTATE_DIR`) is organized into two-character subdirectories, where the subdirectory names are based on the first two characters of the hash. If the shared state directory structure for a mirror has the same structure as `SSTATE_DIR`, you must specify "PATH" as part of the URI to enable the build system to map to the appropriate subdirectory.

The shared state package validity can be detected just by looking at the filename since the filename contains the task checksum (or signature) as described earlier in this section. If a valid shared state package is found, the build process downloads it and uses it to accelerate the task.

The build processes use the `*_setscene` tasks for the task acceleration phase. BitBake goes through this phase before the main execution code and tries to accelerate any tasks for which it can find shared state packages. If a shared state package for a task is available, the shared state package is used. This means the task and any tasks on which it is dependent are not executed.

As a real world example, the aim is when building an IPK-based image, only the `do_package_write_ipk` tasks would have their shared state packages fetched and extracted. Since the sysroot is not used, it would never get extracted. This is another reason why a task-based approach is preferred over a recipe-based approach, which would have to install the output from every task.

### Tips and Tricks

The code in the build system that supports incremental builds is not simple code. This section presents some tips and tricks that help you work around issues related to shared state code.

#### Debugging

When things go wrong, debugging needs to be straightforward. Because of this, the Yocto Project includes strong debugging tools:

- Whenever a shared state package is written out, so is a corresponding `.siginfo` file. This practice results in a pickled Python database of all the metadata that went into creating the hash for a given shared state package.

- If you run BitBake with the `--dump-signatures` (or `-S`) option, BitBake dumps out `.siginfo` files in the stamp directory for every task it would have executed instead of building the specified target package.

- There is a `bitbake-diffsigs` command that can process `.siginfo` files. If you specify one of these files, BitBake dumps out the dependency information in the file. If you specify two files, BitBake compares the two files and dumps out the differences between the two. This more easily helps answer the question of "What changed between X and Y?"

#### Invalidating Shared State

The OpenEmbedded build system uses checksums and shared state cache to avoid unnecessarily rebuilding tasks. Collectively, this scheme is known as "shared state code."

As with all schemes, this one has some drawbacks. It is possible that you could make implicit changes to your code that the checksum calculations do not take into account. These implicit changes affect a task's output but do not trigger the shared state code into rebuilding a recipe. Consider an example during which a tool changes its output. Assume that the output of `rpmdeps` changes. The result of the change should be that all the `package` and `package_write_rpm` shared state cache items become invalid. However, because the change to the output is external to the code and therefore implicit, the associated shared state cache items do not become invalidated. In this case, the build process uses the cached items rather than running the task again. Obviously, these types of implicit changes can cause problems.

To avoid these problems during the build, you need to understand the effects of any changes you make. Realize that changes you make directly to a function are automatically factored into the checksum calculation. Thus, these explicit changes invalidate the associated area of shared state cache. However, you need to be aware of any implicit changes that are not obvious changes to the code and could affect the output of a given task.

When you identify an implicit change, you can easily take steps to invalidate the cache and force the tasks to run. The steps you can take are as simple as changing a function's comments in the source code. For example, to invalidate package shared state files, change the comment statements of `do_package` or the comments of one of the functions it calls. Even though the change is purely cosmetic, it causes the checksum to be recalculated and forces the OpenEmbedded build system to run the task again.

For an example of a commit that makes a cosmetic change to invalidate shared state, see this commit.

## x32

x32 is a processor-specific Application Binary Interface (psABI) for x86_64. An ABI defines the calling conventions between functions in a processing environment. The interface determines what registers are used and what the sizes are for various C data types.

Some processing environments prefer using 32-bit applications even when running on Intel 64-bit platforms. Consider the i386 psABI, which is a very old 32-bit ABI for Intel 64-bit platforms. The i386 psABI does not provide efficient use and access of the Intel 64-bit processor resources, leaving the system underutilized. Now consider the x86_64 psABI. This ABI is newer and uses 64-bits for data sizes and program pointers. The extra bits increase the footprint size of the programs, libraries, and also increases the memory and file system size requirements. Executing under the x32 psABI enables user programs to utilize CPU and system resources more efficiently while keeping the memory footprint of the applications low. Extra bits are used for registers but not for addressing mechanisms.

### Support

This Yocto Project release supports the final specifications of x32 psABI. Support for x32 psABI exists as follows:

- You can create packages and images in x32 psABI format on x86_64 architecture targets.

- You can successfully build many recipes with the x32 toolchain.

- You can create and boot `core-image-minimal` and `core-image-sato` images.

### Completing x32

Future Plans for the x32 psABI in the Yocto Project include the following:

- Enhance and fix the few remaining recipes so they work with and support x32 toolchains.

- Enhance RPM Package Manager (RPM) support for x32 binaries.

- Support larger images.

### Using x32 Right Now

Follow these steps to use the x32 spABI:

- Enable the x32 psABI tuning file for `x86_64` machines by editing the `conf/local.conf` like this:

            MACHINE = "qemux86-64"
            DEFAULTTUNE = "x86-64-x32"
            baselib = "${@d.getVar('BASE_LIB_tune-' + (d.getVar('DEFAULTTUNE', True) \
               or 'INVALID'), True) or 'lib'}"
            #MACHINE = "genericx86"
            #DEFAULTTUNE = "core2-64-x32"

- As usual, use BitBake to build an image that supports the x32 psABI. Here is an example:

           $ bitbake core-image-sato

- As usual, run your image using QEMU:

           $ runqemu qemux86-64 core-image-sato

## Wayland

Wayland is a computer display server protocol that provides a method for compositing window managers to communicate directly with applications and video hardware and expects them to communicate with input hardware using other libraries. Using Wayland with supporting targets can result in better control over graphics frame rendering than an application might otherwise achieve.

The Yocto Project provides the Wayland protocol libraries and the reference Weston compositor as part of its release. This section describes what you need to do to implement Wayland and use the compositor when building an image for a supporting target.

### Support

The Wayland protocol libraries and the reference Weston compositor ship as integrated packages in the `meta` layer of the Source Directory. Specifically, you can find the recipes that build both Wayland and Weston at `meta/recipes-graphics/wayland`.

You can build both the Wayland and Weston packages for use only with targets that accept the Mesa 3D and Direct Rendering Infrastructure, which is also known as Mesa DRI. This implies that you cannot build and use the packages if your target uses, for example, the Intel Embedded Media and Graphics Driver (Intel EMGD) that overrides Mesa DRI.

Due to lack of EGL support, Weston 1.0.3 will not run directly on the emulated QEMU hardware. However, this version of Weston will run under X emulation without issues.

### Enabling Wayland in an Image

To enable Wayland, you need to enable it to be built and enable it to be included in the image.

#### Building

To cause Mesa to build the `wayland-egl` platform and Weston to build Wayland with Kernel Mode Setting (KMS) support, include the "wayland" flag in the `DISTRO_FEATURES` statement in your `local.conf` file:

         DISTRO_FEATURES_append = " wayland"

If X11 has been enabled elsewhere, Weston will build Wayland with X11 support

#### Installing

To install the Wayland feature into an image, you must include the following `CORE_IMAGE_EXTRA_INSTALL` statement in your `local.conf` file:

         CORE_IMAGE_EXTRA_INSTALL += "wayland weston"

### Running Weston

To run Weston inside X11, enabling it as described earlier and building a Sato image is sufficient. If you are running your image under Sato, a Weston Launcher appears in the "Utility" category.

Alternatively, you can run Weston through the command-line interpretor (CLI), which is better suited for development work. To run Weston under the CLI, you need to do the following after your image is built:

1. Run these commands to export `XDG_RUNTIME_DIR`:

            mkdir -p /tmp/$USER-weston
            chmod 0700 /tmp/$USER-weston
            export XDG_RUNTIME_DIR=/tmp/$USER-weston

2. Launch Weston in the shell:

            weston

## Licenses

This section describes the mechanism by which the OpenEmbedded build system tracks changes to licensing text. The section also describes how to enable commercially licensed recipes, which by default are disabled.

For information that can help you maintain compliance with various open source licensing during the lifecycle of the product, see the "Maintaining Open Source License Compliance During Your Project's Lifecycle" section in the Yocto Project Development Manual.

### Tracking License Changes

The license of an upstream project might change in the future. In order to prevent these changes going unnoticed, the `LIC_FILES_CHKSUM` variable tracks changes to the license text. The checksums are validated at the end of the configure step, and if the checksums do not match, the build will fail.

#### Specifying the `LIC_FILES_CHKSUM` Variable

The `LIC_FILES_CHKSUM` variable contains checksums of the license text in the source code for the recipe. Following is an example of how to specify `LIC_FILES_CHKSUM`:

         LIC_FILES_CHKSUM = "file://COPYING;md5=xxxx \
                             file://licfile1.txt;beginline=5;endline=29;md5=yyyy \
                             file://licfile2.txt;endline=50;md5=zzzz \
                             ..."

The build system uses the `S` variable as the default directory when searching files listed in `LIC_FILES_CHKSUM`. The previous example employs the default directory.

Consider this next example:

         LIC_FILES_CHKSUM = "file://src/ls.c;beginline=5;endline=16;\
                                             md5=bb14ed3c4cda583abc85401304b5cd4e"
         LIC_FILES_CHKSUM = "file://${WORKDIR}/license.html;md5=5c94767cedb5d6987c902ac850ded2c6"

The first line locates a file in `${S}/src/ls.c`. The second line refers to a file in `WORKDIR`.

Note that `LIC_FILES_CHKSUM` variable is mandatory for all recipes, unless the `LICENSE` variable is set to "CLOSED".

#### Explanation of Syntax

As mentioned in the previous section, the `LIC_FILES_CHKSUM` variable lists all the important files that contain the license text for the source code. It is possible to specify a checksum for an entire file, or a specific section of a file (specified by beginning and ending line numbers with the "beginline" and "endline" parameters, respectively). The latter is useful for source files with a license notice header, README documents, and so forth. If you do not use the "beginline" parameter, then it is assumed that the text begins on the first line of the file. Similarly, if you do not use the "endline" parameter, it is assumed that the license text ends with the last line of the file.

The "md5" parameter stores the md5 checksum of the license text. If the license text changes in any way as compared to this parameter then a mismatch occurs. This mismatch triggers a build failure and notifies the developer. Notification allows the developer to review and address the license text changes. Also note that if a mismatch occurs during the build, the correct md5 checksum is placed in the build log and can be easily copied to the recipe.

There is no limit to how many files you can specify using the `LIC_FILES_CHKSUM` variable. Generally, however, every project requires a few specifications for license tracking. Many projects have a "COPYING" file that stores the license information for all the source code files. This practice allows you to just track the "COPYING" file as long as it is kept up to date.

If you specify an empty or invalid "md5" parameter, BitBake returns an md5 mis-match error and displays the correct "md5" parameter value during the build. The correct parameter is also captured in the build log.

If the whole file contains only license text, you do not need to use the "beginline" and "endline" parameters.

### Enabling Commercially Licensed Recipes

By default, the OpenEmbedded build system disables components that have commercial or other special licensing requirements. Such requirements are defined on a recipe-by-recipe basis through the `LICENSE_FLAGS` variable definition in the affected recipe. For instance, the `poky/meta/recipes-multimedia/gstreamer/gst-plugins-ugly` recipe contains the following statement:

         LICENSE_FLAGS = "commercial"

Here is a slightly more complicated example that contains both an explicit recipe name and version (after variable expansion):

         LICENSE_FLAGS = "license_${PN}_${PV}"

In order for a component restricted by a `LICENSE_FLAGS` definition to be enabled and included in an image, it needs to have a matching entry in the global `LICENSE_FLAGS_WHITELIST` variable, which is a variable typically defined in your `local.conf` file. For example, to enable the `poky/meta/recipes-multimedia/gstreamer/gst-plugins-ugly` package, you could add either the string "commercial_gst-plugins-ugly" or the more general string "commercial" to `LICENSE_FLAGS_WHITELIST`. See the "License Flag Matching" section for a full explanation of how `LICENSE_FLAGS` matching works. Here is the example:

         LICENSE_FLAGS_WHITELIST = "commercial_gst-plugins-ugly"

Likewise, to additionally enable the package built from the recipe containing `LICENSE_FLAGS = "license_${PN}_${PV}"`, and assuming that the actual recipe name was `emgd_1.10.bb`, the following string would enable that package as well as the original `gst-plugins-ugly` package:

         LICENSE_FLAGS_WHITELIST = "commercial_gst-plugins-ugly license_emgd_1.10"

As a convenience, you do not need to specify the complete license string in the whitelist for every package. You can use an abbreviated form, which consists of just the first portion or portions of the license string before the initial underscore character or characters. A partial string will match any license that contains the given string as the first portion of its license. For example, the following whitelist string will also match both of the packages previously mentioned as well as any other packages that have licenses starting with "commercial" or "license".

         LICENSE_FLAGS_WHITELIST = "commercial license"

#### License Flag Matching

License flag matching allows you to control what recipes the OpenEmbedded build system includes in the build. Fundamentally, the build system attempts to match `LICENSE_FLAGS` strings found in recipes against `LICENSE_FLAGS_WHITELIST` strings found in the whitelist. A match causes the build system to include a recipe in the build, while failure to find a match causes the build system to exclude a recipe.

In general, license flag matching is simple. However, understanding some concepts will help you correctly and effectively use matching.

Before a flag defined by a particular recipe is tested against the contents of the whitelist, the expanded string `_${PN}` is appended to the flag. This expansion makes each `LICENSE_FLAGS` value recipe-specific. After expansion, the string is then matched against the whitelist. Thus, specifying `LICENSE_FLAGS = "commercial"` in recipe "foo", for example, results in the string `"commercial_foo"`. And, to create a match, that string must appear in the whitelist.

Judicious use of the `LICENSE_FLAGS` strings and the contents of the `LICENSE_FLAGS_WHITELIST` variable allows you a lot of flexibility for including or excluding recipes based on licensing. For example, you can broaden the matching capabilities by using license flags string subsets in the whitelist.

When using a string subset, be sure to use the part of the expanded string that precedes the appended underscore character (e.g. `usethispart_1.3`, `usethispart_1.4`, and so forth).

For example, simply specifying the string "commercial" in the whitelist matches any expanded `LICENSE_FLAGS` definition that starts with the string "commercial" such as "commercial_foo" and "commercial_bar", which are the strings the build system automatically generates for hypothetical recipes named "foo" and "bar" assuming those recipes simply specify the following:

         LICENSE_FLAGS = "commercial"

Thus, you can choose to exhaustively enumerate each license flag in the whitelist and allow only specific recipes into the image, or you can use a string subset that causes a broader range of matches to allow a range of recipes into the image.

This scheme works even if the `LICENSE_FLAGS` string already has `_${PN}` appended. For example, the build system turns the license flag "commercial_1.2_foo" into "commercial_1.2_foo_foo" and would match both the general "commercial" and the specific "commercial_1.2_foo" strings found in the whitelist, as expected.

Here are some other scenarios:

- You can specify a versioned string in the recipe such as "commercial_foo_1.2" in a "foo" recipe. The build system expands this string to "commercial_foo_1.2_foo". Combine this license flag with a whitelist that has the string "commercial" and you match the flag along with any other flag that starts with the string "commercial".

- Under the same circumstances, you can use "commercial_foo" in the whitelist and the build system not only matches "commercial_foo_1.2" but also matches any license flag with the string "commercial_foo", regardless of the version.

- You can be very specific and use both the package and version parts in the whitelist (e.g. "commercial_foo_1.2") to specifically match a versioned recipe.

#### Other Variables Related to Commercial Licenses

Other helpful variables related to commercial license handling exist and are defined in the `poky/meta/conf/distro/include/default-distrovars.inc` file:

         COMMERCIAL_AUDIO_PLUGINS ?= ""
         COMMERCIAL_VIDEO_PLUGINS ?= ""
         COMMERCIAL_QT = ""

If you want to enable these components, you can do so by making sure you have statements similar to the following in your `local.conf` configuration file:

         COMMERCIAL_AUDIO_PLUGINS = "gst-plugins-ugly-mad \
            gst-plugins-ugly-mpegaudioparse"
         COMMERCIAL_VIDEO_PLUGINS = "gst-plugins-ugly-mpeg2dec \
            gst-plugins-ugly-mpegstream gst-plugins-bad-mpegvideoparse"
         COMMERCIAL_QT ?= "qmmp"
         LICENSE_FLAGS_WHITELIST = "commercial_gst-plugins-ugly commercial_gst-plugins-bad commercial_qmmp"

Of course, you could also create a matching whitelist for those components using the more general "commercial" in the whitelist, but that would also enable all the other packages with `LICENSE_FLAGS` containing "commercial", which you may or may not want:

         LICENSE_FLAGS_WHITELIST = "commercial"

Specifying audio and video plug-ins as part of the `COMMERCIAL_AUDIO_PLUGINS` and `COMMERCIAL_VIDEO_PLUGINS` statements or commercial Qt components as part of the `COMMERCIAL_QT` statement (along with the enabling `LICENSE_FLAGS_WHITELIST`) includes the plug-ins or components into built images, thus adding support for media formats or components.