Development Environment

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(New Application)
Line 2: Line 2:
  
 
= New Application =
 
= New Application =
* [[Toolchain|OpenMoko toolchain]]
+
* [[Toolchain]]
* Anjuta plugin[http://free-opensource.qvantel.net/mediawiki/index.php/Preity-plugin]
+
 
* [[OpenMokoFramework]]
 
* [[OpenMokoFramework]]
* [[Application Development FAQ]]
+
* Anjuta plugin[http://free-opensource.qvantel.net/mediawiki/index.php/Preity-plugin]
 +
* [[Host-based development with Xoo and Xephyr]]
  
 
= Develop with OE =
 
= Develop with OE =

Revision as of 14:20, 11 January 2008

If you want to create a new application, you might want to look at Toolchain first. However, if the dependency is complex or you want to modify something already in system, currently the easiest way to go is still using OpenEmbedded.

Contents

New Application

Develop with OE

After setting up the OE environment, making it build the latest component of OpenMoko is a must to avoid duplicated work. Refer to How to enable autorev to find out how to do it. Building for the first time will take a lot of time and occupy big disk space, but after that it will be reasonable. You will also need to remove the

INHERIT += "rm_work

line in your local.conf if it exists.

Now, for example, if you want to modify openmoko-sample2, you can do this to build it first:

bitbake openmoko-sample2

After that:

bitbake openmoko-sample2 -c devshell

You will be dropped to a shell that the environment is set to build the package. After the modification, usually a simple `make' will do the trick. You should be able to find the new binary under a hidden .libs directory if this package uses autotools.

Tips

  • You might find it convenient to replace the source directory with a symlink to the same directory under your OpenMoko svn tree, once you get more understanding to OE. You need to patch and configure the source again if you go this way.
  • If you don't want to use devshell, change directory to ${WORKDIR} directly (usually one level higher then the directory that devshell drops you to), do the modification, and invoke ./temp/run.do_compile.xxxx will also compile the source again.

Make ipkg for distributing

Multiple ways to do this:

  • make a patch and add it to the bb file. Rebuild.
  • bitbake oepnmoko-sample2 -c package_write
Personal tools

If you want to create a new application, you might want to look at Toolchain first. However, if the dependency is complex or you want to modify something already in system, currently the easiest way to go is still using OpenEmbedded.

New Application

Develop with OE

After setting up the OE environment, making it build the latest component of OpenMoko is a must to avoid duplicated work. Refer to How to enable autorev to find out how to do it. Building for the first time will take a lot of time and occupy big disk space, but after that it will be reasonable. You will also need to remove the

INHERIT += "rm_work

line in your local.conf if it exists.

Now, for example, if you want to modify openmoko-sample2, you can do this to build it first:

bitbake openmoko-sample2

After that:

bitbake openmoko-sample2 -c devshell

You will be dropped to a shell that the environment is set to build the package. After the modification, usually a simple `make' will do the trick. You should be able to find the new binary under a hidden .libs directory if this package uses autotools.

Tips

  • You might find it convenient to replace the source directory with a symlink to the same directory under your OpenMoko svn tree, once you get more understanding to OE. You need to patch and configure the source again if you go this way.
  • If you don't want to use devshell, change directory to ${WORKDIR} directly (usually one level higher then the directory that devshell drops you to), do the modification, and invoke ./temp/run.do_compile.xxxx will also compile the source again.

Make ipkg for distributing

Multiple ways to do this:

  • make a patch and add it to the bb file. Rebuild.
  • bitbake oepnmoko-sample2 -c package_write