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<!DOCTYPE html>
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<nav>
<ul>
<li><a href="/">GrapheneOS</a></li>
<li><a href="/install">Install</a></li>
<li class="active"><a href="/build">Build</a></li>
<li><a href="/usage">Usage</a></li>
<li><a href="/faq">FAQ</a></li>
<li><a href="/releases">Releases</a></li>
<li><a href="/source">Source</a></li>
<li><a href="/donate">Donate</a></li>
<li><a href="/contact">Contact</a></li>
</ul>
</nav>
<div id="content">
<h1 id="build">
<a href="#build">Build</a>
</h1>
<p>This is a guide on building, modifying and contributing to GrapheneOS as a
developer.</p>
<h2 id="table-of-contents">
<a href="#table-of-contents">Table of contents</a>
</h2>
<ul>
<li><a href="#build-targets">Build targets</a></li>
<li><a href="#build-dependencies">Build dependencies</a></li>
<li><a href="#downloading-source-code">Downloading source code</a></li>
<li><a href="#development-branch">Development branch</a></li>
<li><a href="#stable-release">Stable release</a></li>
<li><a href="#updating-and-switching-branches-or-tags">Updating and switching branches or tags</a></li>
<li><a href="#kernel">Kernel</a></li>
<li><a href="#setting-up-the-os-build-environment">Setting up the OS build environment</a></li>
<li><a href="#reproducible-builds">Reproducible builds</a></li>
<li><a href="#extracting-vendor-files-for-pixel-devices">Extracting vendor files for Pixel devices</a></li>
<li><a href="#building">Building</a></li>
<li><a href="#faster-builds-for-development-use-only">Faster builds for development use only</a></li>
<li>
<a href="#generating-release-signing-keys">Generating release signing keys</a>
<ul>
<li><a href="#upgrading-to-android-10">Upgrading to Android 10</a></li>
</ul>
</li>
<li>
<a href="#generating-signed-factory-images-and-full-update-packages">Generating signed factory images and full update packages</a>
<ul>
<li><a href="#generating-delta-updates">Generating delta updates</a></li>
</ul>
</li>
<li>
<a href="#prebuilt-code">Prebuilt code</a>
<ul>
<li><a href="#browser-and-webview">Browser and WebView</a></li>
<li><a href="#prebuilt-apps">Prebuilt apps</a></li>
</ul>
</li>
<li><a href="#standalone-sdk">Standalone SDK</a></li>
<li>
<a href="#testing">Testing</a>
<ul>
<li><a href="#emulator">Emulator</a></li>
<li>
<a href="#compatibility-test-suite">Compatibility Test Suite</a>
<ul>
<li><a href="#compatibility-test-suite-download">Download</a></li>
<li><a href="#compatibility-test-suite-setup">Setup</a></li>
<li><a href="#compatibility-test-suite-run-modules">Run modules</a></li>
</ul>
</li>
</ul>
</li>
<li>
<a href="#development-guidelines">Development guidelines</a>
<ul>
<li><a href="#programming-languages">Programming languages</a></li>
<li><a href="#code-style">Code style</a></li>
<li><a href="#library-usage">Library usage</a></li>
</ul>
</li>
</ul>
<h2 id="build-targets">
<a href="#build-targets">Build targets</a>
</h2>
<p>Smartphone targets:</p>
<ul>
<li>aosp_taimen (Pixel 2 XL)</li>
<li>aosp_walleye (Pixel 2)</li>
<li>aosp_crosshatch (Pixel 3 XL)</li>
<li>aosp_blueline (Pixel 3)</li>
<li>aosp_bonito (Pixel 3a XL)</li>
<li>aosp_sargo (Pixel 3a)</li>
</ul>
<p>These are all fully supported production-ready targets supporting all the baseline
security features and receiving full monthly security updates covering all firmware,
kernel drivers, driver libraries / services and other device-specific code. A fully
signed user build for these devices is a proper GrapheneOS release. Newer generation
devices have stronger hardware / firmware security and hardware-based OS security
features and are better development devices for that reason. It's not possible to work
on everything via past generation devices. The best development devices are the Pixel
3, Pixel 3 XL, Pixel 3a and Pixel 3a XL.</p>
<p>Generic targets:</p>
<ul>
<li>aosp_arm</li>
<li>aosp_arm64</li>
<li>aosp_mips</li>
<li>aosp_mips64</li>
<li>aosp_x86</li>
<li>aosp_x86_64</li>
</ul>
<p>These generic targets can be used with the emulator along with many smartphones,
tablets and other devices. These targets don't receive full monthly security updates,
don't offer all of the baseline security features and are intended for development
usage.</p>
<p>Providing proper support for a device or generic device family requires providing
an up-to-date kernel and device support code including driver libraries, firmware and
device SELinux policy extensions. Other than some special cases like the emulator, the
generic targets rely on the device support code present on the device. Shipping all of
this is necessary for full security updates and is tied to enabling verified boot /
attestation. Pixel targets have a lot of device-specific hardening in the AOSP base
along with some in GrapheneOS which needs to be ported over too. For example, various
security features in the kernel including type-based Control Flow Integrity (CFI) and
the shadow call stack are currently specific to the kernels for these devices.</p>
<p>SDK emulator targets:</p>
<ul>
<li>sdk_phone_armv7</li>
<li>sdk_phone_arm64</li>
<li>sdk_phone_mips</li>
<li>sdk_phone_mips64</li>
<li>sdk_phone_x86</li>
<li>sdk_phone_x86_64</li>
</ul>
<p>These are extended versions of the generic targets with extra components for the
SDK. These targets don't receive full monthly security updates, don't provide all of
the baseline security features and are intended for development usage.</p>
<p>Board targets:</p>
<ul>
<li>hikey</li>
<li>hikey960</li>
</ul>
<p>The hikey and hikey960 targets are not actively tested and have unresolved upstream
memory corruption bugs uncovered by GrapheneOS security features. It boots, but there
are major issues with the graphics drivers among other problems. The intention is to
support them, but the necessary time has not yet been dedicated to it. These targets
don't receive full monthly security updates, don't provide all of the baseline
security features and are intended for development usage.</p>
<h2 id="build-dependencies">
<a href="#build-dependencies">Build dependencies</a>
</h2>
<ul>
<li>x86_64 Linux build environment (macOS is not supported, unlike AOSP which
partially supports it)</li>
<li>Android Open Source Project build dependencies</li>
<li>Linux kernel build dependencies</li>
<li>16GiB of memory or more</li>
<li>300GiB of free storage space</li>
</ul>
<h2 id="downloading-source-code">
<a href="#downloading-source-code">Downloading source code</a>
</h2>
<p>Since this is syncing the sources for the entire operating system and application
layer, it will use a lot of bandwidth and storage space.</p>
<p>You likely want to use the most recent stable tag, not the development branch, even
for developing a feature. It's easier to port between stable tags that are known to
work properly than dealing with a moving target.</p>
<h2 id="development-branch">
<a href="#development-branch">Development branch</a>
</h2>
<p>The <code>10</code> branch is the only active development branch for GrapheneOS
development. Older branches are no longer maintained. It is currently used for all
officially supported devices and should be used for the basis of ports to other
devices. Occasionally, some devices may be supported through device support branches
to avoid impacting other devices with changes needed to support them.</p>
<pre>mkdir grapheneos-10
cd grapheneos-10
repo init -u https://github.com/GrapheneOS/platform_manifest.git -b 10
repo sync -j32</pre>
<p>If your network is unreliable and <code>repo sync</code> fails, you can run the
<code>repo sync</code> command again as many times as needed for it to fully
succeed.</p>
<h2 id="stable-release">
<a href="#stable-release">Stable release</a>
</h2>
<p>Pick a specific build for a device from the <a href="/releases">releases page</a>
and download the source tree. Note that some devices use different Android Open Source
Project branches so they can end up with different tags. Make sure to use the correct
tag for a device. For devices without official support, use the latest tag for the
Pixel 3.</p>
<pre>mkdir grapheneos-TAG_NAME
cd grapheneos-TAG_NAME
repo init -u https://github.com/GrapheneOS/platform_manifest.git -b refs/tags/TAG_NAME</pre>
<p>Verify the manifest:</p>
<pre>gpg --recv-keys 65EEFE022108E2B708CBFCF7F9E712E59AF5F22A
gpg --recv-keys 4340D13570EF945E83810964E8AD3F819AB10E78
cd .repo/manifests
git verify-tag --raw $(git describe)
cd ../..</pre>
<p>Complete the source tree download:</p>
<pre>repo sync -j32</pre>
<p>Verify the source tree:</p>
<pre>repo forall -c 'git verify-tag --raw $(git describe)' || echo Verification failed!</pre>
<p>These instructions will be extended in the future to check the verify-tag
output.</p>
<p>Note that the repo command itself takes care of updating itself and uses gpg to
verify by default.</p>
<h2 id="updating-and-switching-branches-or-tags">
<a href="#updating-and-switching-branches-or-tags">Updating and switching branches or tags</a>
</h2>
<p>To update the source tree, run the <code>repo init</code> command again to select
the branch or tag and then run <code>repo sync -j32</code> again. You may need to add
<code>--force-sync</code> if a repository switched from one source to another,
such as when GrapheneOS forks an additional Android Open Source Project repository.
You don't need to start over to switch between different branches or tags. You may
need to run <code>repo init</code> again to continue down the same branch since
GrapheneOS only provides a stable history via tags.</p>
<h2 id="kernel">
<a href="#kernel">Kernel</a>
</h2>
<p>The kernel needs to be built in advance, since it uses a separate build system.</p>
<p>List of kernels corresponding to officially supported devices:</p>
<ul>
<li>Pixel 2, Pixel 2 XL: wahoo - separate taimen and walleye builds due to hardening</li>
<li>Pixel 3, Pixel 3 XL, Pixel 3a, Pixel 3a XL: crosshatch - separate crosshatch, blueline and bonito builds due to hardening</li>
</ul>
<p>As part of the hardening in GrapheneOS, it uses fully monolithic kernel builds with
dynamic kernel modules disabled. This improves the effectiveness of mitigations like
Control Flow Integrity benefiting from whole program analysis. It also reduces attack
surface and complexity including making the build system simpler. The kernel trees
marked as using a separate build above need to have the device variant passed to the
GrapheneOS kernel build script to select the device.</p>
<p>For the Pixel 3, Pixel 3 XL, Pixel 3a and Pixel 3a XL, the kernel repository uses
submodules for building in out-of-tree modules. You need to make sure the submodule
sources are updated before building. In the future, this should end up being handled
automatically by <code>repo</code>. There's no harm in running the submodule commands
for other devices as they will simply not do anything.</p>
<p>For example, to build the kernel for blueline:</p>
<pre>cd kernel/google/crosshatch
git submodule sync
git submodule update --init
./build.sh blueline</pre>
<p>The <code>kernel/google/wahoo</code> repository is for the Pixel 2 and Pixel 2 XL
and the <code>kernel/google/crosshatch</code> repository is for the Pixel 3, Pixel 3
XL, Pixel 3a and Pixel 3a XL.</p>
<h2 id="setting-up-the-os-build-environment">
<a href="#setting-up-the-os-build-environment">Setting up the OS build environment</a>
</h2>
<p>The build has to be done from bash as envsetup.sh is not compatible with other
shells like zsh.</p>
<p>Set up the build environment:</p>
<pre>source script/envsetup.sh</pre>
<p>Select the desired build target (<code>aosp_crosshatch</code> is the Pixel 3 XL):
<pre>choosecombo release aosp_crosshatch user</pre>
<p>For a development build, you may want to replace <code>user</code> with
<code>userdebug</code> in order to have better debugging support. Production builds
should be <code>user</code> builds as they are significantly more secure and don't
make additional performance sacrifices to improve debugging.</p>
<h2 id="reproducible-builds">
<a href="#reproducible-builds">Reproducible builds</a>
</h2>
<p>To reproduce a past build, you need to export <code>BUILD_DATETIME</code> and
<code>BUILD_NUMBER</code> to the values set for the past build. These can be obtained
from <code>out/build_date.txt</code> and <code>out/build_number.txt</code> in a build
output directory and the <code>ro.build.date.utc</code> and
<code>ro.build.version.incremental</code> properties which are also included in the
over-the-air zip metadata rather than just the OS itself.</p>
<p>The signing process for release builds is done after completing builds and replaces
the dm-verity trees, apk signatures, etc. and can only be reproduced with access to
the same private keys. If you want to compare to production builds signed with
different keys you need to stick to comparing everything other than the
signatures.</p>
<h2 id="extracting-vendor-files-for-pixel-devices">
<a href="#extracting-vendor-files-for-pixel-devices">Extracting vendor files for Pixel devices</a>
</h2>
<p>This section does not apply to devices where no extra vendor files are required (HiKey, HiKey 960, emulator, generic targets).</p>
<p>Many of these components are already open source, but not everything is set up to
be built by the Android Open Source Project build system. Switching to building these
components from source will be an incremental effort. In many cases, the vendor files
simply need to be ignored and AOSP will already provide them instead. Firmware cannot
generally be built from source even when sources are available, other than to verify
that the official builds match the sources, since it has signature verification (which
is an important part of the verified boot and attestation security model).</p>
<p>Extract the vendor files corresponding to the matching release:</p>
<pre>vendor/android-prepare-vendor/execute-all.sh -d DEVICE -b BUILD_ID -o vendor/android-prepare-vendor
mkdir -p vendor/google_devices
rm -rf vendor/google_devices/DEVICE
mv vendor/android-prepare-vendor/DEVICE/BUILD_ID/vendor/google_devices/* vendor/google_devices/</pre>
<p>Note that android-prepare-vendor is non-deterministic unless a timestamp parameter is
passed with <code>--timestamp</code> (seconds since Epoch).</p>
<h2 id="building">
<a href="#building">Building</a>
</h2>
<p>Incremental builds (i.e. starting from the old build) usually work for development
and are the normal way to develop changes. However, there are cases where changes are
not properly picked up by the build system. For production builds, you should remove
the remnants of any past builds before starting, particularly if there were
non-trivial changes:</p>
<pre>rm -r out</pre>
<p>Start the build process, with -j# used to set the number of parallel jobs to the
number of CPU threads. You also need 2-4GiB of memory per job, so reduce it based on
available memory if necessary:</p>
<pre>make target-files-package -j20</pre>
<p><strong>For an emulator build, always use the development build approach below.</strong></p>
<h2 id="faster-builds-for-development-use-only">
<a href="#faster-builds-for-development-use-only">Faster builds for development use only</a>
</h2>
<p>The normal production build process involves building a target files package to be
resigned with secure release keys and then converted into factory images and/or an
update zip via the sections below. If you have a dedicated development device with no
security requirements, you can save time by using the default make target, leaving the
bootloader unlocked and flashing the raw images that are signed with the default
public test keys:</p>
<pre>make -j20</pre>
<p>Technically, you could generate test key signed update packages. However, there's
no point of sideloading update packages when the bootloader is unlocked and there's no
value in a locked bootloader without signing the build using release keys, since
verified boot will be meaningless and the keys used to verify sideloaded updates are
also public. The only reason to use update packages or a locked bootloader without
signing the build with release keys would be testing that functionality and it makes a
lot more sense to test it with proper signing keys rather than the default public test
keys.</p>
<h2 id="generating-release-signing-keys">
<a href="#generating-release-signing-keys">Generating release signing keys</a>
</h2>
<p>Keys need to be generated for resigning completed builds from the publicly
available test keys. The keys must then be reused for subsequent builds and cannot be
changed without flashing the generated factory images again which will perform a
factory reset. Note that the keys are used for a lot more than simply verifying
updates and verified boot.</p>
<p>The keys should not be given passwords due to limitations in the upstream scripts.
If you want to secure them at rest, you should take a different approach where they
can still be available to the signing scripts as a directory of unencrypted keys. The
sample certificate subject can be replaced with your own information or simply left
as-is.</p>
<p>To generate keys for crosshatch (you should use unique keys per device
variant):</p>
<pre>mkdir -p keys/crosshatch
cd keys/crosshatch
../../development/tools/make_key releasekey '/CN=GrapheneOS/'
../../development/tools/make_key platform '/CN=GrapheneOS/'
../../development/tools/make_key shared '/CN=GrapheneOS/'
../../development/tools/make_key media '/CN=GrapheneOS/'
../../development/tools/make_key networkstack '/CN=GrapheneOS/'
openssl genrsa -out avb.pem 2048
../../external/avb/avbtool extract_public_key --key avb.pem --output avb_pkmd.bin
cd ../..</pre>
<p>The <code>avb_pkmd.bin</code> file isn't needed for generating a signed release but
rather to set the public key used by the device to enforce verified boot.</p>
<h3 id="upgrading-to-android-10">
<a href="#upgrading-to-android-10">Upgrading to Android 10</a>
</h3>
<p>For Android 10, there's a new <code>networkstack</code> key and you need to
generate one to avoid using the test key. For example, with crosshatch (needs to be
done for each set of device keys):</p>
<pre>cd keys/crosshatch
../../development/tools/make_key networkstack '/CN=GrapheneOS/'</pre>
<h3 id="enabling-updatable-apex-components">
<a href="#enabling-updatable-apex-components">Enabling updatable APEX components</a>
</h3>
<p>GrapheneOS disables updatable APEX components for the officially supported devices
and targets inheriting from the mainline target, so APEX signing keys are not needed
and this section can be ignored for unmodified builds.</p>
<p>GrapheneOS uses the <code>TARGET_FLATTEN_APEX := true</code> format to include APEX
components as part of the base OS without supporting out-of-band updates.</p>
<p><strong>If you don't disable updatable APEX packages, you need to generate an APK and
AVB key for each APEX component and extend the GrapheneOS release.sh script to pass
the appropriate parameters to replace the APK and AVB keys for each APEX
component.</strong></p>
<p>APEX components that are not flattened are a signed APK (used to verify updates)
with an embedded filesystem image signed with an AVB key (for verified boot). Each
APEX package must have a unique set of keys. GrapheneOS has no use for these
out-of-band updates at this time and flattening APEX components avoids needing a bunch
of extra keys and complexity.</p>
<p>For now, consult the upstream documentation on generating these keys. It will be
covered here in the future.</p>
<h2 id="generating-signed-factory-images-and-full-update-packages">
<a href="#generating-signed-factory-images-and-full-update-packages">Generating signed factory images and full update packages</a>
</h2>
<p>Build the tool needed to generate A/B updates:</p>
<pre>make -j20 brillo_update_payload</pre>
<p>Generate a signed release build with the release.sh script:</p>
<pre>script/release.sh crosshatch</pre>
<p>The factory images and update package will be in
<code>out/release-crosshatch-$BUILD_NUMBER</code>. The update zip performs a full OS
installation so it can be used to update from any previous version. More efficient
incremental updates are used for official over-the-air GrapheneOS updates and can be
generated by keeping around past signed <code>target_files</code> zips and generating
incremental updates from those to the most recent signed <code>target_files</code>
zip.</p>
<h3 id="generating-delta-updates">
<a href="#generating-delta-updates">Generating delta updates</a>
</h3>
<p>Incremental updates shipping only the changes between two versions can be generated
as a much more efficient way of shipping updates than a full update package containing
the entire operating system. The GrapheneOS Updater app will automatically use a delta
update if one exists for going directly from the currently installed version to the
latest release. In order to generate a delta update, the original signed target files
package for both the source version and target version are needed. The
<code>script/generate_delta.sh</code> script provides a wrapper script for generating
delta updates by passing the device, source version build number and target version
build number. For example:</p>
<pre>script/generate_delta.sh crosshatch 2019.09.25.00 2019.10.07.21</pre>
<p>The script assumes that the releases are organized in the following directory
structure:</p>
<pre>releases
├── 2019.09.25.00
│ └── release-crosshatch-2019.09.25.00
│ ├── crosshatch-factory-2019.09.25.00.zip
│ ├── crosshatch-factory-2019.09.25.00.zip.sig
│ ├── crosshatch-img-2019.09.25.00.zip
│ ├── crosshatch-ota_update-2019.09.25.00.zip
│ ├── crosshatch-target_files-2019.09.25.00.zip
│ └── crosshatch-testing
└── 2019.10.07.21
└── release-crosshatch-2019.10.07.21
├── crosshatch-factory-2019.10.07.21.zip
├── crosshatch-factory-2019.10.07.21.zip.sig
├── crosshatch-img-2019.10.07.21.zip
├── crosshatch-ota_update-2019.10.07.21.zip
├── crosshatch-target_files-2019.10.07.21.zip
└── crosshatch-testing</pre>
<h2 id="prebuilt-code">
<a href="#prebuilt-code">Prebuilt code</a>
</h2>
Like the Android Open Source Project, GrapheneOS contains some code that's built
separately and then bundled into the source tree as binaries. This section will be
gradually expanded to cover building all of it.
<h3 id="browser-and-webview">
<a href="#browser-and-webview">Browser and WebView</a>
</h3>
<p>Vanadium is a hardened fork of Chromium developed by GrapheneOS and used to provide
the WebView and <em>optionally</em> the standalone browser app. It tracks the Chromium
release cycles along with having additional updates for downstream changes to the
privacy and security hardening patches, so it's updated at a different schedule than
the monthly Android releases.</p>
<p>The browser and the WebView are independent applications built from the Chromium
source tree. The GrapheneOS browser build is located at external/vanadium and the
WebView is at external/chromium-webview.</p>
<p>See <a href="https://chromium.googlesource.com/chromium/src/+/master/docs/android_build_instructions.md">
Chromium's Android build instructions</a> for details on obtaining the
prerequisites.</p>
<p>You can obtain the proper configuration from the
<a href="https://github.com/GrapheneOS/Vanadium">
GrapheneOS Vanadium repository</a> in <code>args.gn</code> including the correct
version.</p>
<pre>git clone https://github.com/GrapheneOS/Vanadium.git
cd Vanadium
git checkout $CORRECT_BRANCH_OR_TAG</pre>
<p>Fetch the Chromium sources:</p>
<pre>fetch --nohooks android</pre>
<p>Sync to the latest stable release for Android (replace $VERSION with the correct
value):</p>
<pre>gclient sync -D --with_branch_heads -r $VERSION --jobs 32</pre>
<p>Apply the GrapheneOS patches on top of the tagged release:</p>
<pre>cd src
git am --whitespace=nowarn ../*.patch</pre>
<p>Generate a signing key for Vanadium if this is the initial build (the sample
password configured in args.gn is <code>vanadiumpass</code>):</p>
<pre>keytool -genkey -v -keystore vanadium.keystore -alias vanadiumkey -keyalg RSA -keysize 4096 -sigalg SHA512withRSA -validity 10000 -dname "cn=GrapheneOS"</pre>
<p>You should back this up with your other keys.</p>
<p>Then, configure the build in the <code>src</code> directory:</p>
<pre>gn args out/Default</pre>
<p>Copy the GrapheneOS configuration from <code>../args.gn</code> and save/exit the
editor. Modify <code>target_cpu</code> as needed if the target is not arm64. For
x86_64, the correct value for <code>target_cpu</code> is <code>x64</code>, but note
that the Android source tree refers to it as x86_64.</p>
<p>Build the components:</p>
<pre>ninja -C out/Default/ trichrome_webview_apk trichrome_chrome_bundle trichrome_library_apk</pre>
<p>Generate TrichromeChrome.apk from the bundle:</p>
<pre>../generate_trichrome_apk.sh</pre>
<p>The apks needs to be copied from <code>out/Default/apks/*.apk</code>
into the Android source tree at
<code>external/vanadium/prebuilt/arm64/</code> with arm64
substituted with the correct value for other architectures (arm, x86, x86_64).</p>
<p>WebView provider apps need to be whitelisted in
<code>frameworks/base/core/res/res/xml/config_webview_packages</code>. By default,
only the Vanadium WebView is whitelisted.</p>
<h3 id="prebuilt-apps">
<a href="#prebuilt-apps">Prebuilt apps</a>
</h3>
<p>The official releases of the Auditor and PdfViewer apps are bundled as an apk into
external/ repositories. There are no modifications to these for GrapheneOS. These are
built and signed with the standard <code>gradle</code> Android plugin build
system.</p>
<h2 id="standalone-sdk">
<a href="#standalone-sdk">Standalone SDK</a>
</h2>
<p>It can be useful to set up a standalone installation of the SDK separate from
the Android Open Source Project tree. This is how the prebuilt apps are built, rather
than using the older branch of the SDK in the OS source tree.</p>
<p>Android Studio can also be set up to use an existing SDK and will recognize it and use
it automatically if Android Studio is installed with an SDK installation already
available and set up in the environment. You'll also likely want a working
command-line SDK environment even if you do heavily use Android Studio.</p>
<p>Using the official releases of the SDK is recommended for simplicity, although with
a lot of effort you can build everything yourself. Distribution packages are generally
quite out-of-date and should be avoided. To set up a minimal SDK installation without
Android Studio on Linux:</p>
<pre>mkdir ~/sdk
cd ~/sdk
wget https://dl.google.com/android/repository/sdk-tools-linux-4333796.zip
unzip sdk-tools-linux-4333796.zip
rm sdk-tools-linux-4333796.zip</pre>
<p>Add the directories to your PATH in your shell profile configuration and do the
same in your current shell:</p>
<pre>export PATH="$HOME/sdk/tools:$HOME/sdk/tools/bin:$HOME/sdk/platform-tools:$HOME/sdk/build-tools/29.0.3:$PATH:$HOME/sdk/ndk-bundle"
export ANDROID_HOME="$HOME/sdk"</pre>
<p>Run an initial update:</p>
<pre>sdkmanager --update</pre>
<p>Install platform-tools for tools like adb and fastboot:</p>
<pre>sdkmanager platform-tools</pre>
<p>For running the Compatibility Test Suite you'll also need the build-tools for
aapt:</p>
<pre>sdkmanager 'build-tools;29.0.3'</pre>
<p>For working with native code, you need the NDK:</p>
<pre>sdkmanager ndk-bundle</pre>
<p>You should update the sdk before use from this point onwards:</p>
<pre>sdkmanager --update</pre>
<h2 id="testing">
<a href="#testing">Testing</a>
</h2>
<p>This section will be expanded to cover various test suites and testing procedures
rather than only the current very minimal coverage of the Compatibility Test Suite
(CTS).</p>
<h3 id="emulator">
<a href="#emulator">Emulator</a>
</h3>
<p>To test a build for the emulator, run <code>emulator</code> within the build
environment. The emulator will use CPU hardware acceleration via KVM along with
optional graphics acceleration via the host GPU if these are available.</p>
<h3 id="compatibility-test-suite">
<a href="#compatibility-test-suite">Compatibility Test Suite</a>
</h3>
<h4 id="compatibility-test-suite-download">
<a href="#compatibility-test-suite-download">Download</a>
</h4>
<p>Testing with the Compatibility Test Suite (CTS) can be done by either building the
test suite from source or using the official releases.</p>
<p>Official releases of the CTS can be downloaded from
<a href="https://source.android.com/compatibility/cts/downloads">the Compatibility
Suite Downloads page</a>. You should download the CTS for the relevant release
(Android 9) and architecture (ARM). There's a separate zip for the main CTS, the
manual portion (CTS Verifier) and the CTS for Instant Apps. The latest release of the
CTS Media Files also needs to be downloaded from that section.</p>
<h4 id="compatibility-test-suite-setup">
<a href="#compatibility-test-suite-setup">Setup</a>
</h4>
<p>You'll need a device attached to your computer with ADB enabled along with the
Android SDK installed. The build-tools and platform-tools packages need to be
installed and the binaries need to be added to your PATH. For example, with the SDK
located at <code>/home/username</code>:</p>
<pre>export ANDROID_HOME="$HOME/sdk"
export PATH="$PATH:$HOME/sdk/tools:$HOME/sdk/tools/bin:$HOME/sdk/platform-tools:$HOME/sdk/build-tools/29.0.3:$HOME/sdk/ndk-bundle"</pre>
<p>Copy media onto the device:</p>
<pre>cd android-cts-media-1.4
./copy_images.sh
./copy_media.sh</pre>
<p>You also need to do some basic setup for the device. It's possible for changes from
a baseline install to cause interference, so it can be a good idea to factory reset
the device if assorted changes have been made. The device needs to be running a user
build for the security model to be fully intact in order to pass all the security
tests. A userdebug build is expected to fail some of the tests. GrapheneOS also makes
various changes intentionally deviating from the requirements expected by the CTS, so
there will always be some expected failures. A few of the tests are also known to be
quite flaky or broken even with the stock OS and/or AOSP. These will be documented
here at some point.</p>
<ul>
<li>Must be connected to a WiFi network with IPv6 internet access</li>
<li>Must have a working SIM card with mobile data with IPv6 internet access</li>
<li>Disable SIM lock</li>
<li>Enable Bluetooth</li>
<li>Enable NFC and NDEF (Android Beam)</li>
<li>Open / close Chromium to deal with initial setup</li>
<li>Prop up with a good object to focus on and good lighting for Camera tests</li>
<li>Bluetooth beacons for Bluetooth tests</li>
<li>Must have a great GPS/GNSS signal for location tests</li>
<li>SIM card with carrier privilege rules</li>
<li>Secure element applet installed on the embedded secure element or SIM
card</li>
<li>At least one Wi-Fi RTT access point powered up but not connected to any
network</li>
<li>The screen lock must be disabled.</li>
</ul>
<h4 id="compatibility-test-suite-run-modules">
<a href="#compatibility-test-suite-run-modules">Run modules</a>
</h4>
<p>Run the test harness:</p>
<pre>./android-cts/tools/cts-tradefed</pre>
<p>Note that <code>_JAVA_OPTIONS</code> being set will break the version detection.</p>
<p>To obtain a list of CTS modules:</p>
<pre>list modules</pre>
<p>To run a specific module and avoid wasting time capturing device information:</p>
<pre>run cts --skip-device-info --module CtsModuleName</pre>
<p>To speed up initialization after running some initial tests:</p>
<pre>run cts --skip-device-info --skip-preconditions --module CtsModuleName</pre>
<p>It's possible to run the whole standard CTS plan with a single command, but running
specific modules is recommended, especially if you don't have everything set up for
the entire test suite.</p>
<h2 id="development-guidelines">
<a href="#development-guidelines">Development guidelines</a>
</h2>
<h3 id="programming-languages">
<a href="#programming-languages">Programming languages</a>
</h3>
<p>The following programming languages are acceptable for <strong>completely
new</strong> GrapheneOS projects:</p>
<ul>
<li>Kotlin for apps and any services closely tied to the apps, now that it's not
only officially supported by the Android SDK and Android Studio but also the
default language with Kotlin exclusive enhancements to the APIs</li>
<li>Web applications must be entirely static HTML/CSS/JavaScript. TypeScript would
make sense at a larger scale but there are no plans for any large web
applications.</li>
<li>Rust with <code>no_std</code> for low-level code used in a hypervisor, kernel,
daemon, system library, etc. Keep in mind that low-level code is to be avoided
whenever a higher language language is better suited to the job. In general,
the project aims to avoid creating more low-level code manually dealing with
memory ownership and lifetimes in the first place.</li>
<li>C in rare cases for very small and particularly low-level projects without
opportunities to reduce the trusted computing base for memory corruption to
any significant degree with Rust, such as for the hardened_malloc project</li>
<li>arm64 assembly in extremely rare cases where C or Rust aren't usable with
compiler intrinsics</li>
<li>Python 3 for small (less than 500 lines) development-related scripts that are
not exposed to untrusted input. It's never acceptable to use it for
client-side code on devices or for servers. It isn't used on the servers even
for non-application-server code.</li>
<li>Bash for tiny (less than 200 lines) build scripts without any non-trivial
logic where Python would be an annoyance.</li>
</ul>
<p>Much of the work is done on existing projects, and the existing languages should be
used unless there are already clear stable API boundaries where a different language
could be used without causing a substantial maintenance burden. The following
languages are typical from most to least common: Java, C++, C, JavaScript, arm64
assembly, POSIX shell, Bash.</p>
<h3 id="code-style">
<a href="#code-style">Code style</a>
</h3>
<p>For existing projects, use the official upstream code style. Avoid using legacy
conventions that they're moving away from themselves. Follow the code style they use
for new additions. Some projects have different code styles for different directories
or files depending on their sources, in which case respect the per-file style.</p>
<p>For new projects, follow the official code style for the language. Treat the
standard library APIs as defining the naming style for usage of the language, i.e. C
uses <code>variable_or_function_name</code>, <code>type_name</code>,
<code>MACRO_NAME</code> while JavaScript uses <code>variable_or_function_name</code>,
<code>ClassName</code> and <code>CONSTANT_NAME</code>. For Python, follow PEP8 and the
same goes for other languages with official styles whether defined in a document or by
the default mode for the official formatting tool like <code>rustfmt</code>.</p>
<p>For cases where there isn't an official or prevailing code style for other things,
avoid tabs, use 4-space indents, <code>function_name</code>,
<code>variable_name</code>, <code>TypeName</code> and <code>CONSTANT_NAME</code>.
Prefer single-line comment syntax other than rare cases where it makes sense to add a
tiny comment within a line of code. In languages with the optional braces misfeature
(C, C++, Java), always use them. Open braces on the same line as function definitions
/ statements. Wrap lines at 100 columns except in rare cases where it would be far
uglier to wrap the line.</p>
<p>For JavaScript, put <code>"use strict";</code> at the top of every file, end lines
with semicolons (since automatic insertion is poorly designed) and always use
<code>const</code> to declare variables, unless they are reassigned in which case they
should be declared with <code>let</code> but never use <code>var</code> as it is
effectively broken. Try to prefer loops with <code>for..of</code>.</p>
<p>For web content, use dashes as user-facing word separators rather than underscores.
Page titles should follow the scheme "Page | Directory | Higher-level directory |
Site" for usability with a traditional title as the Open Graph title.</p>
<p>Avoid designing around class inheritance unless it's a rare case where it's an
extremely good fit or the language sucks (Java) and it's the least bad approach, but
still try to avoid it.</p>
<p>Use concise but self-explanatory variable names. Prefer communicating information
via naming rather than using comments whenever possible. Don't name variables
<code>i</code>, <code>j</code>, <code>k</code>, etc. like C programmers. It's okay to
use things like <code>x</code> and <code>y</code> for parameters if the function is
genuinely that generic and operates on arbitrary values. In general, try to scope
variables into the most limited scope (in C or C++, be careful about this when
references are taken).</p>
<p>Write code that's clean and self-explanatory. Use comments to explain or justify
non-obvious things, but try to avoid needing them in the first place. In most cases,
they should just be communicating non-local information such as explaining why an
invariant is true based on the code elsewhere (consider a runtime check to make sure
it's true, or an assertion if performance would be an issue). Docstrings at the top of
top-level functions, modules, etc. are a different story and shouldn't be avoided.</p>
<h3 id="library-usage">
<a href="#library-usage">Library usage</a>
</h3>
<p>Make extensive usage of well designed standard library modules. For apps, treat
Jetpack (androidx) as part of the standard library and make good use of it. For Java,
Guava can also be treated as part of the standard library.</p>
<p>Libraries outside of the standard library should be used very cautiously. They
should be well maintained, stable, well tested and widely used. Libraries implemented
with memory unsafe languages should generally be avoided (one exception: SQLite).</p>
<p>Generally, frameworks and libraries existing solely to provide different paradigms
and coding patterns are to be avoided. They increase barrier to entry for developers,
generally only increase complexity unless used at very large scales (and may not even
make things simpler in those cases) and come and go as fads. This is only okay when
it's part of the standard libraries or libraries that are considered standard
(androidx, Guava) by GrapheneOS and should still be approached cautiously. Only use it
if it truly makes the correct approach simpler. Ignore fads and figure out if it
actually makes sense to use, otherwise just stick to the old fashioned way if the
fancy alternatives aren't genuinely better.</p>
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