Once you've set up your build system and performed your initial pull and configure of the code, you can build Boot to Gecko. This guide explains how.
Updating your code
If this isn't your very first time building B2G, you might want to pull the latest code before you start to build. To do that, you should update both the B2G tools and the dependencies, using the following two commands:
git pull ./repo sync -d
You can update a specific make target's repository by specifying its name:
./repo sync gaia
The repo command has other options available that might be interesting; repo help
will give you a lot of information.
Building
Note: Before building, you may want to set up a .userconfig
file to customize the build. See Customization with the .userconfig file for details.
To build Boot to Gecko, simply use the build.sh
tool:
cd B2G ./build.sh
Time for another coffee break, or possibly a nap (especially if this is your first build). As in the configure step on the previous page, if you are using a directory of previously-extracted Android system files, you should set ANDROIDFS_DIR before running build.sh.
Building specific modules
If you want to build just a particular module, such as Gecko, you can specify it by name:
./build.sh gecko
In order to refresh only one application, you can build only gaia
module by using the BUILD_APP_NAME
environment variable:
BUILD_APP_NAME=calendar ./build.sh gaia
To get a list of the modules you can build, you can do:
./build.sh modules
Setting the number of processor cores to use
By default, the B2G build scripts use the number of cores your system has plus two as the number of parallel tasks to run. You can change this by specifying the -j
parameter when running build.sh
. This can be handy if you're using your system for other things while building in the background and need to reduce CPU load a bit. It's also handy when you're having build problems, as it can make reading error output from the build process easier if you have just one task going at a time!
For example, to build using just two parallel tasks:
./build.sh -j2
The most common use case for this, however, is to prevent builds from running in parallel at all. This makes the output of the process much easier to read, making it easier to sort out build problems. To do this:
./build.sh -j1
Building multilocale
To create a multilocale build, do the following:
Gaia
- Determine which Gaia languages file to use. We're currently using
locales/languages_dev.json
andlocales/languages_all.json
as our Gaia languages files. - Clone the appropriate locales from https://hg.mozilla.org/gaia-l10n into a directory; we use
gaia-l10n/
. You could use the locales/ directory . You'll need to clone a repo for each locale listed in the languages file. - In your environment, set
LOCALE_BASEDIR
to the absolute path of the directory in step 2. SetLOCALES_FILE
to the absolute path of the file in step 1. - Also, you can set a GAIA_DEFAULT_LOCALE if you want to set a default locale.
cd gaia/locales/ hg clone https://hg.mozilla.org/releases/gaia-l10n/v1_2/es
export LOCALE_BASEDIR=$PWD/locales export LOCALES_FILE=$PWD/locales/languages_dev.json export GAIA_DEFAULT_LOCALE=es
And the languages-dev.json
could be replaced by your own languages-own.json
path, which could formed like this. You would need to add an entry per each repo cloned in your locales directory.:
{ "en-US" : "English (US)", "es" : "Español" }
Since bug 884752 landed (November 2013), to add keyboard layouts (if available in Gaia), you can use parameter GAIA_KEYBOARD_LAYOUTS.
Bug: https://bugzilla.mozilla.org/show_bug.cgi?id=884752
Layouts: https://github.com/mozilla-b2g/gaia/tree/v1.2/keyboard/layouts
For example, to add Spanish and Italian keyboard layout, run the previous command adding
GAIA_KEYBOARD_LAYOUTS=en,es,it
At this point you're ready to flash Gaia to the phone for the first time. Connect the phone and make sure Remote Debugging is checked in Settings > Device Information > More Information > Developer. You only need to do this once, for your own build of Gaia will have that pref turned on thanks to REMOTE_DEBUGGER=1:
make clean && make production LOCALES_FILE=locales/languages-own.json
Gecko
- Determine which Gecko languages file to use. We're currently using b2g/locales/all-locales as our Gecko languages file.
- Clone the appropriate locales into a directory; this can be
gecko-l10n/
.- For mozilla-central, use https://hg.mozilla.org/l10n-central/
- For mozilla-aurora, use https://hg.mozilla.org/releases/l10n/mozilla-aurora/
- For mozilla-beta or mozilla-b2g18 or mozilla-b2g26_v1_2, use https://hg.mozilla.org/releases/l10n/mozilla-beta/
- Clone compare-locales.
-
In your environment, set
L10NBASEDIR
to the absolute path of the directory in step 2. SetMOZ_CHROME_MULTILOCALE
to a string of space-delimited locales from step 1.Add the
For instance,compare-locales/scripts
dir to yourPATH
, andcompare-locales/lib
to yourPYTHONPATH
.export L10NBASEDIR=$PWD/gecko-l10n export MOZ_CHROME_MULTILOCALE="ja zh-TW" export PATH="$PATH:$PWD/compare-locales/scripts" export PYTHONPATH="$PWD/compare-locales/lib"
Once you have the above set up, you can run build.sh.
You can use .userconfig as well:
## Gaia export GAIA_DEFAULT_LOCALE=es export LOCALE_BASEDIR=/b2g/gaia-l10n-transifex-v1.2/ export LOCALES_FILE=/b2g/languages_propio.json ## Gecko export L10NBASEDIR='/b2g/gecko-l10n-v1.2' export MOZ_CHROME_MULTILOCALE="es-ES eu ca gl pt-BR" export PATH="$PATH:/b2g/compare-locales/scripts" export PYTHONPATH="/b2g/compare-locales/lib"
There are some mappings between Gaia languages and Gecko ones. For example, in Gaia, Spanish is "es", but on Gecko is tranlated to "Spanish of Spain" (es-ES)
These instructions may change as we smooth things out.
Known errors
"Build failed!"
If you get a general "Build failed" message, you should always try reconnecting your phone to your computer; sometimes the phone can become unmounted for a variety of reasons.
Note that configuring and building B2G for Keon DOESN'T WORK on Mac. You'll need to use Linux to build for this device.
Mountain Lion-specific build errors
1. If you are building on OS X 10.8 "Mountain Lion" (Xcode 4.4.1 or later) and encounter the following error:
external/qemu/android/skin/trackball.c:130:25: error: 'M_PI' undeclared (first use in this function)Edit the file:
B2G/external/qemu/Makefile.android
and add in line 78:MY_CFLAGS += -DM_PI=3.14159265358979323846264338327950288 #/* B2G_fix: not finding M_PI constant */
/System/Library/Frameworks/IOKit.framework/Headers/usb/USB.h:797:9: error: too many #pragma options align=reset
Replace all instances of '#pragma options align=reset' with '#pragma pack()' inside /System/Library/Frameworks/IOKit.framework/Headers/usb/USB.h
Undefined symbols "_sqlite3_androidopt_handle_pragma" and "_sqlite3_androidopt_open"
This error appears if you are building on OS X 10.7 or newer with Xcode 4.5 or newer. To fix this, apply the patch at https://groups.google.com/forum/#!msg/android-building/yAfPyUqCsiQ/7zvICk4GWjYJ to the external/sqlite/dist/Android.mk file.
KeyedVector.h:193:31: error: indexOfKey was not declared in this scope
This error appears when your gcc version is too recent. Install gcc/g++/g++-multilib 4.6.x versions. See Customizing with the .userconfig file for more information.
Community Note: It is possible to use gcc 4.7.x with slight modifications to the B2G code (gcc will guide you) but you won't get any help! Neither with modifying the code nor with bugs you encounter.
arm-linux-androideabi-g++: Internal error: Killed (program cc1plus)
If you see this message, it most likely means that free memory is lacking. Ensure there is enough free memory before running ./build.sh
. It should run fine if your system has 4GB of RAM.
"...is referenced by DSO" error
While building the emulator, if you get /usr/bin/ld: out/host/linux-x86/obj/EXECUTABLES/triangleCM_intermediates/triangleCM: hidden symbol `_XGetRequest' in out/host/linux-x86/obj/STATIC_LIBRARIES/libSDL_intermediates/libSDL.a(SDL_x11dyn.o) is referenced by DSO.
You can get this with some versions in binutils. If you run Debian Stable, you can use the gold linker by installing the package binutils-gold
. Note that the gold linker is already installed by binutils
, but it's not used by default; binutils-gold
does just that.
If you get build errors while the build system is running tests
Sometimes (especially after build tool or operating system updates) you'll get weird errors like this when the build system runs its post-build tests:
Generating permissions.sqlite... test -d profile || mkdir -p profile run-js-command permissions WARNING: permission unknown:offline-app WARNING: permission unknown:indexedDB-unlimited build/permissions.js:122: NS_ERROR_UNEXPECTED: Component returned failure code: 0x8000ffff (NS_ERROR_UNEXPECTED) [nsIPermissionManager.add] make[1]: *** [permissions] Error 3 make: *** [gaia/profile.tar.gz] Error 2
In this situation, try deleting the gaia/xulrunner-sdk
directory and re-pulling the code:
rm -r gaia/xulrunner-sdk
This deletes the downloaded, precompiled copy of XULRunner that the build system retrieves automatically; on your next build, a new copy of XULRunner will be automatically retrieved.
Cannot fetch platform/libcore
If you tried to configure your B2G build for Nexus S (./config.sh nexus-s
) and got an error related to libcore, it is because of a problem with the linaro git that feeds into this. To fix this, checkout the B2G manifest like so:
git clone https://github.com/mozilla-b2g/b2g-manifest.git
Edit the nexus-s.xml
file in this repo, replacing the linaro git entry with a reference to the aosp entry, which should read like so:
<default revision="refs/tags/android-4.0.4_r1.2" remote="aosp" sync-j="4" />
Commit these changes (git commit -a
) and then change the config.sh
file in the master branch of the main B2G repo that you checked out to point to your modified local manifest instead of the Mozilla one:
GITREPO=${GITREPO:-"file:///home/path/to/my/b2g-manifest"}
clang errors when building with Xcode 5 on Mac
If you are building on Mac OS X 10.8 with Xcode 5, you will likely see errors like the following:
clang: error: argument unused during compilation: '-include system/core/include/arch/darwin-x86/AndroidConfig.h' clang: error: argument unused during compilation: '-U DEBUG' clang: error: argument unused during compilation: '-U DEBUG' clang: error: argument unused during compilation: '-MF out/host/darwin-x86/obj/EXECUTABLES/obbtool_intermediates/Main.d' make: *** [out/host/darwin-x86/obj/EXECUTABLES/obbtool_intermediates/Main.o] Error 1
This is because Xcode 5 changes the g++ compiler in /usr/bin
, which breaks the build process if you try to use it to compile. In order to work around the problem, edit the following line in build/core/combo/HOST_darwin-x86.mk:
HOST_CXX := g++
to
HOST_CXX := g++-4.6 ifeq (,$(wildcard /usr/local/bin/g++-4.6)) HOST_CXX := g++ endif
Next, you'll want to uninstall gcc, using brew (this assumes you've run the Mac OS bootstrap script — if not, you'll need to complete that step before continuing):
brew uninstall gcc-4.6
Now reinstall gcc with multilib and c++ support:
brew install --enable-cxx https://gist.github.com/artlogic/6988658/raw/aeb9d1ea098274ad3f3fe2637b9df7f308a8a120/gcc-4.6.rb
Make sure /usr/local/bin is on your PATH. You can do this temporarily by typing the following into the command prompt:
export PATH=/usr/local/bin:$PATH
You can make the above change permanent by adding it to the .bash_profile
file in your home directory.
After you've set your PATH, make sure you can run both of the following commands:
gcc-4.6 -v g++-4.6 -v
If either of these commands fail, you may need to relink your gcc using brew with the following command:
brew link --overwrite gcc-4.6
It's also possible that /usr/bin/c++
is not pointing at clang++ as it should be with Xcode 5 installed. You can determine if it is by typing the following:
ls -l /usr/bin/c++
It should return something that looks like this:
lrwxr-xr-x 1 root admin 7 Sep 19 11:40 /usr/bin/c++ -> clang++
If c++ is pointing at something other than clang++, update it with the following commands:
sudo rm /usr/bin/c++ sudo ln -s /usr/bin/clang++ /usr/bin/c++
Cannot pull files from backup directory
This could happen when the USB connection is broken while the script pulls data from device to computer.
When you run the script again, you'll probably get the following (the example is for the Peak device):
Pulling files from ../../../backup-peak
cat: ../../../backup-peak/system/build.prop: No such file or directory
Found firmware with build ID
Pulling "libaudioeq.so"
cp: cannot stat `../../../backup-peak/system/lib/libaudioeq.so': No such file or directory
Failed to pull libaudioeq.so. Giving up.
> Build failed! <
Build with |./build.sh -j1| for better messages
If all else fails, use |rm -rf objdir-gecko| to clobber gecko and |rm -rf out| to clobber everything else.
To solve this, it is not necessary to remove the whole objdir-gecko or out directories. Just remove the backup directory, like this (for the example above):
$rm -rf backup-peak
Next steps
After building, your next step depends on whether you built Boot to Gecko for the emulator or for a real mobile device; see the following articles for details:
Submitting bugs on B2G/Firefox OS/Gaia
Once you've got a B2G/Firefox OS build running, you'll probably want to start to file bugs against this specific version, so the Firefox OS community can improve things as effectively as possible. You'll want to file the bug on Bugzilla, under the "Firefox OS" project, but you should include version specifics:
- To start with, tell us the major version number, e.g. 1.4.0.0-prerelease. This can be found on the device under Settings > Device Information.
- You can provide more specific version identifiers by returning the current hashes from the gaia and gecko repositories. This can be done like so:
#!/bin/bash (cd gaia; echo "gaia $(git rev-parse HEAD)") (cd gecko; echo "gecko $(git rev-parse HEAD)")