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(From yocto-docs rev: cd4c5e9928866f910ac97cf3e0612e6245da30bd) Signed-off-by: Paul Barker <pbarker@konsulko.com> Signed-off-by: Richard Purdie <richard.purdie@linuxfoundation.org>
221 lines
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ReStructuredText
221 lines
10 KiB
ReStructuredText
.. SPDX-License-Identifier: CC-BY-SA-2.0-UK
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************
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Introduction
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************
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eSDK Introduction
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=================
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Welcome to the Yocto Project Application Development and the Extensible
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Software Development Kit (eSDK) manual. This manual provides information
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that explains how to use both the Yocto Project extensible and standard
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SDKs to develop applications and images.
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.. note::
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Prior to the 2.0 Release of the Yocto Project, application
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development was primarily accomplished through the use of the
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Application Development Toolkit (ADT) and the availability of
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stand-alone cross-development toolchains and other tools. With the
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2.1 Release of the Yocto Project, application development has
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transitioned to within a tool-rich extensible SDK and the more
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traditional standard SDK.
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All SDKs consist of the following:
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- *Cross-Development Toolchain*: This toolchain contains a compiler,
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debugger, and various miscellaneous tools.
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- *Libraries, Headers, and Symbols*: The libraries, headers, and
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symbols are specific to the image (i.e. they match the image).
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- *Environment Setup Script*: This ``*.sh`` file, once run, sets up the
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cross-development environment by defining variables and preparing for
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SDK use.
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Additionally, an extensible SDK has tools that allow you to easily add
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new applications and libraries to an image, modify the source of an
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existing component, test changes on the target hardware, and easily
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integrate an application into the :term:`OpenEmbedded Build System`.
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You can use an SDK to independently develop and test code that is
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destined to run on some target machine. SDKs are completely
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self-contained. The binaries are linked against their own copy of
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``libc``, which results in no dependencies on the target system. To
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achieve this, the pointer to the dynamic loader is configured at install
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time since that path cannot be dynamically altered. This is the reason
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for a wrapper around the ``populate_sdk`` and ``populate_sdk_ext``
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archives.
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Another feature for the SDKs is that only one set of cross-compiler
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toolchain binaries are produced for any given architecture. This feature
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takes advantage of the fact that the target hardware can be passed to
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``gcc`` as a set of compiler options. Those options are set up by the
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environment script and contained in variables such as
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:term:`CC` and
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:term:`LD`. This reduces the space needed
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for the tools. Understand, however, that every target still needs a
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sysroot because those binaries are target-specific.
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The SDK development environment consists of the following:
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- The self-contained SDK, which is an architecture-specific
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cross-toolchain and matching sysroots (target and native) all built
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by the OpenEmbedded build system (e.g. the SDK). The toolchain and
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sysroots are based on a :term:`Metadata`
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configuration and extensions, which allows you to cross-develop on
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the host machine for the target hardware. Additionally, the
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extensible SDK contains the ``devtool`` functionality.
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- The Quick EMUlator (QEMU), which lets you simulate target hardware.
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QEMU is not literally part of the SDK. You must build and include
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this emulator separately. However, QEMU plays an important role in
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the development process that revolves around use of the SDK.
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In summary, the extensible and standard SDK share many features.
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However, the extensible SDK has powerful development tools to help you
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more quickly develop applications. Following is a table that summarizes
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the primary differences between the standard and extensible SDK types
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when considering which to build:
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+-----------------------+-----------------------+-----------------------+
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| *Feature* | *Standard SDK* | *Extensible SDK* |
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+=======================+=======================+=======================+
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| Toolchain | Yes | Yes [1]_ |
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+-----------------------+-----------------------+-----------------------+
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| Debugger | Yes | Yes [1]_ |
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+-----------------------+-----------------------+-----------------------+
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| Size | 100+ MBytes | 1+ GBytes (or 300+ |
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| | | MBytes for minimal |
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| | | w/toolchain) |
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+-----------------------+-----------------------+-----------------------+
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| ``devtool`` | No | Yes |
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+-----------------------+-----------------------+-----------------------+
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| Build Images | No | Yes |
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+-----------------------+-----------------------+-----------------------+
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| Updateable | No | Yes |
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+-----------------------+-----------------------+-----------------------+
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| Managed Sysroot [2]_ | No | Yes |
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+-----------------------+-----------------------+-----------------------+
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| Installed Packages | No [3]_ | Yes [4]_ |
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+-----------------------+-----------------------+-----------------------+
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| Construction | Packages | Shared State |
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+-----------------------+-----------------------+-----------------------+
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.. [1] Extensible SDK contains the toolchain and debugger if :term:`SDK_EXT_TYPE`
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is "full" or :term:`SDK_INCLUDE_TOOLCHAIN` is "1", which is the default.
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.. [2] Sysroot is managed through the use of ``devtool``. Thus, it is less
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likely that you will corrupt your SDK sysroot when you try to add
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additional libraries.
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.. [3] You can add runtime package management to the standard SDK but it is not
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supported by default.
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.. [4] You must build and make the shared state available to extensible SDK
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users for "packages" you want to enable users to install.
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The Cross-Development Toolchain
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-------------------------------
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The :term:`Cross-Development Toolchain` consists
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of a cross-compiler, cross-linker, and cross-debugger that are used to
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develop user-space applications for targeted hardware. Additionally, for
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an extensible SDK, the toolchain also has built-in ``devtool``
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functionality. This toolchain is created by running a SDK installer
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script or through a :term:`Build Directory` that is based on
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your metadata configuration or extension for your targeted device. The
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cross-toolchain works with a matching target sysroot.
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Sysroots
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--------
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The native and target sysroots contain needed headers and libraries for
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generating binaries that run on the target architecture. The target
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sysroot is based on the target root filesystem image that is built by
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the OpenEmbedded build system and uses the same metadata configuration
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used to build the cross-toolchain.
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The QEMU Emulator
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-----------------
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The QEMU emulator allows you to simulate your hardware while running
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your application or image. QEMU is not part of the SDK but is made
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available a number of different ways:
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- If you have cloned the ``poky`` Git repository to create a
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:term:`Source Directory` and you have
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sourced the environment setup script, QEMU is installed and
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automatically available.
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- If you have downloaded a Yocto Project release and unpacked it to
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create a Source Directory and you have sourced the environment setup
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script, QEMU is installed and automatically available.
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- If you have installed the cross-toolchain tarball and you have
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sourced the toolchain's setup environment script, QEMU is also
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installed and automatically available.
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SDK Development Model
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=====================
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Fundamentally, the SDK fits into the development process as follows:
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.. image:: figures/sdk-environment.png
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:align: center
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The SDK is installed on any machine and can be used to develop applications,
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images, and kernels. An SDK can even be used by a QA Engineer or Release
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Engineer. The fundamental concept is that the machine that has the SDK
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installed does not have to be associated with the machine that has the
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Yocto Project installed. A developer can independently compile and test
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an object on their machine and then, when the object is ready for
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integration into an image, they can simply make it available to the
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machine that has the Yocto Project. Once the object is available, the
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image can be rebuilt using the Yocto Project to produce the modified
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image.
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You just need to follow these general steps:
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1. *Install the SDK for your target hardware:* For information on how to
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install the SDK, see the "`Installing the
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SDK <#sdk-installing-the-sdk>`__" section.
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2. *Download or Build the Target Image:* The Yocto Project supports
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several target architectures and has many pre-built kernel images and
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root filesystem images.
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If you are going to develop your application on hardware, go to the
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:yocto_dl:`machines </releases/yocto/yocto-&DISTRO;/machines/>` download area and choose a
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target machine area from which to download the kernel image and root
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filesystem. This download area could have several files in it that
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support development using actual hardware. For example, the area
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might contain ``.hddimg`` files that combine the kernel image with
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the filesystem, boot loaders, and so forth. Be sure to get the files
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you need for your particular development process.
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If you are going to develop your application and then run and test it
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using the QEMU emulator, go to the
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:yocto_dl:`machines/qemu </releases/yocto/yocto-&DISTRO;/machines/qemu>` download area. From this
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area, go down into the directory for your target architecture (e.g.
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``qemux86_64`` for an Intel-based 64-bit architecture). Download the
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kernel, root filesystem, and any other files you need for your
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process.
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.. note::
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To use the root filesystem in QEMU, you need to extract it. See
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the "
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Extracting the Root Filesystem
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" section for information on how to extract the root filesystem.
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3. *Develop and Test your Application:* At this point, you have the
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tools to develop your application. If you need to separately install
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and use the QEMU emulator, you can go to `QEMU Home
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Page <https://wiki.qemu.org/Main_Page>`__ to download and learn about
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the emulator. See the ":doc:`/dev-manual/qemu`" chapter in the
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Yocto Project Development Tasks Manual for information on using QEMU
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within the Yocto Project.
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The remainder of this manual describes how to use the extensible and
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standard SDKs. Information also exists in appendix form that describes
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how you can build, install, and modify an SDK.
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