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<main id="build">
<h1><a href="#build">Build</a></h1>
<p>This is a guide on building, modifying and contributing to GrapheneOS as a
developer.</p>
<nav id="table-of-contents">
<h2><a href="#table-of-contents">Table of contents</a></h2>
<ul>
<li>
<a href="#building-grapheneos">Building GrapheneOS</a>
<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>
<ul>
<li><a href="#development-branch">Development branch</a></li>
<li><a href="#stable-release">Stable release</a></li>
</ul>
</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="#encrypting-keys">Encrypting keys</a></li>
<li><a href="#enabling-updatable-apex-components">Enabling updatable APEX components</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>
</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="#update-server">Update server</a></li>
<li><a href="#stable-release-manifest">Stable release manifest</a></li>
<li><a href="#standalone-sdk">Standalone SDK</a></li>
<li><a href="#android-studio">Android Studio</a></li>
<li><a href="#obtaining-upstream-manifests">Obtaining upstream manifests</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>
</nav>
<article id="building-grapheneos">
<h2><a href="#building-grapheneos">Building GrapheneOS</a></h2>
<section id="build-targets">
<h3><a href="#build-targets">Build targets</a></h3>
<p>Smartphone targets:</p>
<ul>
<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>
<li>aosp_coral (Pixel 4 XL)</li>
<li>aosp_flame (Pixel 4)</li>
<li>aosp_sunfish (Pixel 4a)</li>
<li>aosp_redfin (Pixel 4a 5G) - experimental and incomplete</li>
<li>aosp_bramble (Pixel 5) - experimental and incomplete</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, Pixel 3a XL, Pixel 4, Pixel 4 XL and Pixel 4a.</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>
</section>
<section id="build-dependencies">
<h3><a href="#build-dependencies">Build dependencies</a></h3>
<p>Arch Linux, Debian buster and Ubuntu 20.04 LTS are the officially supported
operating systems for building GrapheneOS.</p>
<p>Dependencies for fetching and verifying the sources:</p>
<ul>
<li>repo</li>
<li>python3 (for repo)</li>
<li>git (both for repo and manual usage)</li>
<li>gpg (both for repo and manual usage)</li>
<li>89GiB+ storage for a standard sync with history, 61GiB+ storage for a
lightweight sync</li>
</ul>
<p>Baseline build dependencies:</p>
<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>16GiB of memory or more. Link-Time Optimization (LTO) creates huge peaks
during linking and is mandatory for Control Flow Integrity (CFI). Linking
Vanadium (Chromium) and the Linux kernel with LTO + CFI are the most memory
demanding tasks.</li>
<li>100GiB+ of additional free storage space for a typical build of the entire
OS for a multiarch device</li>
<li>en_US.UTF-8 locale supported</li>
</ul>
<p>You can either obtain <code>repo</code> as a distribution package or the
self-updating standalone version from the Android Open Source Project. The
self-updating variant avoids dealing with out-of-date distribution packages and
depends on GPG to verify updates.</p>
<p>The Android Open Source Project build system is designed to provide reliable and
reproducible builds. To accomplish this, it provides a prebuilt toolchain and other
utilities fulfilling most of the build dependency requirements itself. These prebuilt
tools have reproducible builds themselves. It runs the build process within a loose
sandbox to avoid accidental dependencies on the host system. The process of moving to
a fully self-contained build process with minimal external dependencies is gradual and
there are still dependencies that need to be installed on the host system.</p>
<p>The Linux kernel build process is not integrated into the rest of the AOSP build
process, but does reuse the same prebuilts to make the build reproducible.</p>
<p>Additional Linux kernel build dependencies not provided by the source tree:</p>
<ul>
<li>libgcc (for the host, not the target)</li>
<li>binutils (for the host, not the target)</li>
</ul>
<p>The dependency on the host libgcc and binutils for building utilities during the
build process will be phased out by moving to a pure LLVM-based toolchain alongside
doing it for the target. This is lagging a bit behind for the kernel, particularly
code built for the host.</p>
<p>Additional Android Open Source Project build dependencies not provided by the
source tree:</p>
<ul>
<li>diff (diffutils)</li>
<li>freetype2 and any OpenType/TrueType font (such as DejaVu but anything works)
for OpenJDK despite it being a headless variant without GUI support</li>
<li>ncurses5 (provided by the source tree for some tools but not others)</li>
<li>openssl</li>
<li>rsync</li>
<li>unzip</li>
<li>zip</li>
</ul>
<p>Additional android-prepare-vendor (for Pixel phones) dependencies:</p>
<ul>
<li>OpenJDK (for the jar command)</li>
<li>python2</li>
<li>python2-protobuf</li>
</ul>
<p>Additional Vanadium (Chromium) build dependencies not provided by the source tree:</p>
<ul>
<li>32-bit glibc</li>
<li>32-bit gcc runtime library</li>
</ul>
<p>The <code>signify</code> tool (with the proper naming) is also required for signing
factory images zips.</p>
</section>
<section id="downloading-source-code">
<h3><a href="#downloading-source-code">Downloading source code</a></h3>
<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>
<section id="development-branch">
<h4><a href="#development-branch">Development branch</a></h4>
<p>The <code>11</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-11
cd grapheneos-11
repo init -u https://github.com/GrapheneOS/platform_manifest.git -b 11
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 to continue from where it was interrupted. It
handles connection failures robustly and you shouldn't start over from scratch.</p>
</section>
<section id="stable-release">
<h4><a href="#stable-release">Stable release</a></h4>
<p>Pick a specific release 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 marked as
being appropriate for generic / other devices in the release notes.</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
cd .repo/manifests
git verify-tag $(git describe)
cd ../..</pre>
<p>Complete the source tree download:</p>
<pre>repo sync -j32</pre>
<p>The manifest for the latest stable release refers to the revisions in other
repositories via commit hashes rather than tag names. This avoids the need to use a
script to verify tag signatures across all the repositories, since they simply point
to the same commits with the same hashes.</p>
<p>Note that the repo command itself takes care of updating itself and uses gpg to
verify by default.</p>
</section>
</section>
<section id="updating-and-switching-branches-or-tags">
<h3><a href="#updating-and-switching-branches-or-tags">Updating and switching branches or tags</a></h3>
<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>
</section>
<section id="kernel">
<h3><a href="#kernel">Kernel</a></h3>
<p>The kernel needs to be built in advance, since it uses a separate build system.</p>
<p>Prebuilts are provided for the all the officially supported devices, so this step
is optional.</p>
<p>List of kernels corresponding to officially supported devices:</p>
<ul>
<li>
Pixel 3, Pixel 3 XL, Pixel 3a, Pixel 3a XL: crosshatch
<ul>
<li>Pixel 3: blueline</li>
<li>Pixel 3 XL: crosshatch</li>
<li>Pixel 3a, Pixel 3a XL: bonito</li>
</ul>
</li>
<li>Pixel 4, Pixel 4 XL: coral</li>
<li>Pixel 4a: sunfish</li>
<li>
Pixel 4a 5G, Pixel 5: redbull
<ul>
<li>Pixel 4a 5G: redfin</li>
<li>Pixel 5: bramble</li>
</ul>
</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, Pixel 3a XL, Pixel 4, Pixel 4 XL and Pixel
4a 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 --recursive
./build.sh blueline</pre>
</section>
<section id="setting-up-the-os-build-environment">
<h3><a href="#setting-up-the-os-build-environment">Setting up the OS build environment</a></h3>
<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_sunfish</code> is the Pixel 4a):</p>
<pre>choosecombo release aosp_sunfish 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>
<p>Set <code>OFFICIAL_BUILD=true</code> to include the Updater app. You
<strong>must</strong> change the URL in
<code>packages/apps/Updater/res/values/config.xml</code> to your own update server
URL. Using the official update server with a build signed with different keys will not
work and will essentially perform a denial of service attack on our update service. If
you try to use the official URL, the app will download an official update and will
detect it as corrupted or tampered. It will delete the update and try to download it
over and over again since it will never be signed with your key.</p>
<pre>export OFFICIAL_BUILD=true</pre>
</section>
<section id="reproducible-builds">
<h3><a href="#reproducible-builds">Reproducible builds</a></h3>
<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>
<p>Additionally, set <code>OFFICIAL_BUILD=true</code> per the instructions above to
reproduce the official builds. Note that if you do not change the URL to your own
domain, you <strong>must</strong> disable the Updater app before connecting the device
to the internet, or you will be performing a denial of service attack on our official
update server.</p>
</section>
<section id="extracting-vendor-files-for-pixel-devices">
<h3><a href="#extracting-vendor-files-for-pixel-devices">Extracting vendor files for Pixel devices</a></h3>
<p>This section is specific to Pixel devices. The emulator and generic targets don't
require extra vendor files.</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 with
<code>DEVICE</code> and <code>BUILD_ID</code> replaced with the appropriate
values:</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>
</section>
<section id="building">
<h3><a href="#building">Building</a></h3>
<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>Next, start the build process with the <code>m</code> command:</p>
<pre>m target-files-package</pre>
<p>The <code>-j</code> parameter can be passed to <code>m</code> to set a specific
number of jobs such as <code>-j4</code> to use 4 jobs. By default, the build system
sets the number of jobs to <code>NumCPU() + 2</code> where <code>NumCPU()</code> is the
number of available logical CPUs.</p>
<p><strong>For an emulator build, always use the development build approach below.</strong></p>
</section>
<section id="faster-builds-for-development-use-only">
<h3><a href="#faster-builds-for-development-use-only">Faster builds for development use only</a></h3>
<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 build target rather than
target-files-package. Leave the bootloader unlocked and flashing the raw images that
are signed with the default public test keys.</p>
<p>To build the default build target:</p>
<pre>m</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>
</section>
<section id="generating-release-signing-keys">
<h3><a href="#generating-release-signing-keys">Generating release signing keys</a></h3>
<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 sample certificate subject (<code>CN=GrapheneOS</code>) should be replaced with
your own information.</p>
<p>You should set a passphrase for the signing keys to keep them at rest until you
need to sign a release with them. The GrapheneOS scripts (<code>make_key</code> and
<code>encrypt_keys.sh</code>) encrypt the signing keys using scrypt for key derivation
and AES256 as the cipher. If you use swap, make sure it's encrypted, ideally with an
ephemeral key rather a persistent key to support hibernation. Even with an ephemeral
key, swap will reduce the security gained from encrypting the keys since it breaks the
guarantee that they become at rest as soon as the signing process is finished.
Consider disabling swap, at least during the signing process.</p>
<p>The encryption passphrase for all the keys generated for a device needs to
match for compatibility with the GrapheneOS scripts.</p>
<p>To generate keys for sunfish (you should use unique keys per device
variant):</p>
<pre>mkdir -p keys/sunfish
cd keys/sunfish
../../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 4096 | openssl pkcs8 -topk8 -scrypt -out avb.pem
../../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>
<p>Generate a signify key for signing factory images:</p>
<pre>signify -G -n -p keys/sunfish/factory.pub -s keys/sunfish/factory.sec</pre>
<p>Remove the <code>-n</code> switch to set a passphrase. The <code>signify</code>
tool doesn't provide a way to change the passphrase without generating a new key, so
this is currently handled separately from encrypting the other keys and there will be
a separate prompt for the passphrase. In the future, expect this to be handled by the
same scripts along with the expectation of it using the same passphrase as the other
keys.</p>
<section id="encrypting-keys">
<h4><a href="#encrypting-keys">Encrypting keys</a></h4>
<p>You can (re-)encrypt your signing keys using the <code>encrypt_keys</code> script,
which will prompt for the old passphrase (if any) and new passphrase:</p>
<pre>script/encrypt_keys.sh keys/sunfish</pre>
<p>The <code>script/decrypt_keys.sh</code> script can be used to remove encryption,
which is not recommended. The script exists primarily for internal usage to decrypt
the keys in tmpfs to perform signing.</p>
</section>
<section id="enabling-updatable-apex-components">
<h4><a href="#enabling-updatable-apex-components">Enabling updatable APEX components</a></h4>
<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>
</section>
</section>
<section id="generating-signed-factory-images-and-full-update-packages">
<h3><a href="#generating-signed-factory-images-and-full-update-packages">Generating signed factory images and full update packages</a></h3>
<p>Build and package up the tools needed to generate over-the-air update packages:</p>
<pre>m otatools-package</pre>
<p>Generate a signed release build with the release.sh script:</p>
<pre>script/release.sh sunfish</pre>
<p>The factory images and update package will be in
<code>out/release-sunfish-$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>
<p>See the <a href="/install/">install page</a> for information on how to use the
factory images. See the <a href="/usage#updates-sideloading">usage guide section on
sideloading updates</a> for information on how to use the update packages.</p>
<p>Running <code>script/release.sh</code> also generates channel metadata for the
update server. If you configured the Updater client URL and set the build to include
it (see the information on <code>OFFICIAL_BUILD</code> above), you can push signed
over-the-air updates via the update system. Simply upload the update package to the
update server along with the channel metadata for the release channel, and it will be
pushed out to the update client. The <code>$DEVICE-beta</code> and
<code>$DEVICE-stable</code> metadata provide the Beta and Stable release channels used
by the update client. The <code>$DEVICE-testing</code> metadata provides
an internal testing channel for the OS developers, which can be temporarily
enabled using <code>adb shell setprop sys.update.channel testing</code>. The name is
arbitrary and you can also use any other name for internal testing channels.</p>
<p>For GrapheneOS itself, the testing channel is used to push out updates to developer
devices, followed by a sample future release to test that the release which is about
to be pushed out to the Beta channel is able to update to a future release. Once it's
tested internally, the release is pushed out to the Beta channel, and finally to the
Stable channel after public testing. A similar approach is recommended for derivatives
of GrapheneOS.</p>
<section id="generating-delta-updates">
<h4><a href="#generating-delta-updates">Generating delta updates</a></h4>
<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 sunfish 2020.12.12.03 2021.01.05.03</pre>
<p>The script assumes that the releases are organized in the following directory
structure:</p>
<pre>releases
├── 2020.12.12.03
│   └── release-sunfish-2020.12.12.03
│   ├── otatools
│   ├── sunfish-beta
│   ├── sunfish-factory-2020.12.12.03.zip
│   ├── sunfish-factory-2020.12.12.03.zip.sig
│   ├── sunfish-img-2020.12.12.03.zip
│   ├── sunfish-ota_update-2020.12.12.03.zip
│   ├── sunfish-stable
│   ├── sunfish-target_files-2020.12.12.03.zip
│   └── sunfish-testing
└── 2021.01.05.03
└── release-sunfish-2021.01.05.03
├── otatools
├── sunfish-beta
├── sunfish-factory-2021.01.05.03.zip
├── sunfish-factory-2021.01.05.03.zip.sig
├── sunfish-img-2021.01.05.03.zip
├── sunfish-ota_update-2021.01.05.03.zip
├── sunfish-stable
├── sunfish-target_files-2021.01.05.03.zip
└── sunfish-testing</pre>
<p>Incremental updates are uploaded alongside the update packages and update metadata
on the static web server used as an update server. The update client will
automatically check for an incremental update and use it if available. No additional
metadata is needed to make incremental updates work.</p>
</section>
</section>
</article>
<article id="prebuilt-code">
<h2><a href="#prebuilt-code">Prebuilt code</a></h2>
<p>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.</p>
<section id="browser-and-webview">
<h3><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>
<pre>git clone https://github.com/GrapheneOS/Vanadium.git
cd Vanadium
git checkout $CORRECT_BRANCH_OR_TAG</pre>
<p>Generate a signing key for Vanadium if this is the initial build:</p>
<pre>keytool -genkey -v -keystore vanadium.keystore -storetype pkcs12 -alias vanadium -keyalg RSA -keysize 4096 -sigalg SHA512withRSA -validity 10000 -dname "cn=GrapheneOS"</pre>
<p>You will be prompted to enter a password which will be requested by the
<code>generate_release.sh</code> script for signing releases. You should back up
the generated keystore with your other keys.</p>
<p>Fetch the Chromium sources:</p>
<pre>fetch --nohooks android</pre>
<p>Sync to the latest stable release for Android (replace <code>$VERSION</code> with
the correct value):</p>
<pre>cd src
git fetch --tags
git checkout $VERSION
gclient sync -D --with_branch_heads --with_tags --jobs 32</pre>
<p>Apply the GrapheneOS patches on top of the tagged release:</p>
<pre>git am --whitespace=nowarn ../patches/*.patch</pre>
<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>You need to set <code>trichrome_certdigest</code> to the correct value for your
generated signing key. You can obtain this with the following command:</p>
<pre>keytool -export-cert -alias vanadium -keystore vanadium.keystore | sha256sum</pre>
<p>Build the components:</p>
<pre>ninja -C out/Default/ trichrome_webview_64_32_apk trichrome_chrome_64_32_bundle trichrome_library_64_32_apk</pre>
<p>Generate TrichromeChrome.apk from the bundle and sign the apks:</p>
<pre>../generate_release.sh</pre>
<p>The apks need to be copied from <code>out/Default/apks/release/*.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>
</section>
<section id="prebuilt-apps">
<h3><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>
<p>A build of Seedvault is bundled as an apk into an external/ repository. There are
no modifications made to it.</p>
</section>
</article>
<article id="update-server">
<h2><a href="#update-server">Update server</a></h2>
<p>GrapheneOS uses a static web server as the update server. The release signing
script generates the necessary metadata alongside the release files. You simply need
to host these files at the URL configured in
<code>packages/apps/Updater/res/values/config.xml</code>. See above for details on
including the Updater app in a release. These are the relevant files:</p>
<pre>$DEVICE-ota_update-$BUILD_NUMBER.zip
$DEVICE-factory-BUILD_NUMBER.zip
$DEVICE-factory-BUILD_NUMBER.zip.sig
$DEVICE-testing
$DEVICE-beta
$DEVICE-stable</pre>
<p>Generally, you should start by uploading the ota_update, factory images and testing
channel metadata.</p>
<p>The <code>testing</code> release channel is an example of an internal release
channel not configurable via the update client GUI. Internal release channels can have
arbitrary names. You can override the release channel configured in the update client
via ADB with the following command:</p>
<pre>adb shell setprop sys.update.channel channel_name</pre>
<p>Replace <code>channel_name</code> with the name of the release channel, such as
<code>testing</code>.</p>
<p>After pushing out and testing the new release via the internal release channel,
it's recommended to build a sample future release and push that out as another update
via an internal testing channel. This is important to test that the changes in your
latest release have not broken the future upgrade path.</p>
<p>Finally, once the release has gone through internal testing, upload the metadata
for the beta channel. Once the release has gone through beta testing, upload the
metadata for the stable channel.</p>
<p>Delta update packages should simply be uploaded alongside the rest of the releases.
The update client will check for the presence of a delta update from the current
version on the device to the newer release in the selected release channel. There is
no additional metadata to include alongside the delta update package.</p>
</article>
<article id="stable-release-manifest">
<h2><a href="#stable-release-manifest">Stable release manifest</a></h2>
<p>Manifests for stable releases are generated with <code>repo manifest -r</code>
after tagging the release across all the repositories in a temporary branch and
syncing to it. This provides a manifest referencing the commits by hashes instead of
just tags to lock in the revisions. This makes verification of the releases simpler,
since only the manifest tag needs to be verified rather than tags for each
repository. This also means the whole release can be verified using the GrapheneOS
signing key despite referencing many upstream repositories that are not forked by the
GrapheneOS project.</p>
</article>
<article id="standalone-sdk">
<h2><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 at
<code>~/android/sdk</code> without Android Studio:</p>
<pre>mkdir -p ~/android/sdk/cmdline-tools
cd ~/android/sdk/cmdline-tools
curl -O https://dl.google.com/android/repository/commandlinetools-linux-6514223_latest.zip
echo 'ef319a5afdb41822cb1c88d93bc7c23b0af4fc670abca89ff0346ee6688da797 commandlinetools-linux-6514223_latest.zip' | sha256sum -c
unzip commandlinetools-linux-6514223_latest.zip
rm commandlinetools-linux-6514223_latest.zip
mv tools latest</pre>
<p>Set <code>ANDROID_HOME</code> to point at the SDK installation in your current
shell and shell profile configuration. You also need to add the
<code>cmdline-tools</code> binaries to your <code>PATH</code>. For example:</p>
<pre>export ANDROID_HOME="$HOME/android/sdk"
export PATH="$HOME/android/sdk/cmdline-tools/latest/bin:$PATH"</pre>
<p>Make <code>cmdline-tools</code> responsible for updating itself:</p>
<pre>sdkmanager 'cmdline-tools;latest'</pre>
<p>Install platform-tools for tools like adb and fastboot:</p>
<pre>sdkmanager platform-tools</pre>
<p>Add the <code>platform-tools</code> executables to your <code>PATH</code>:</p>
<pre>export PATH="$HOME/android/platform-tools:$PATH"</pre>
<p>For running the Compatibility Test Suite you'll also need the build-tools for
aapt:</p>
<pre>sdkmanager 'build-tools;30.0.2'</pre>
<p>Add the <code>build-tools</code> executables to your <code>PATH</code>:</p>
<pre>export PATH="$HOME/android/sdk/build-tools/30.0.2:$PATH"</pre>
<p>For working with native code, you need the NDK:</p>
<pre>sdkmanager ndk-bundle</pre>
<p>Add the <code>ndk-bundle</code> executables to your <code>PATH</code>:</p>
<pre>export PATH="$HOME/android/sdk/ndk-bundle:$PATH"</pre>
<p>You should update the sdk before use from this point onwards:</p>
<pre>sdkmanager --update</pre>
</article>
<article id="android-studio">
<h2><a href="#android-studio">Android Studio</a></h2>
<p>You can install Android Studio alongside the standalone SDK and it will detect it
via the <code>ANDROID_HOME</code> environment variable rather than installing another
copy of it. For example:</p>
<pre>cd ~/android
curl -O https://dl.google.com/dl/android/studio/ide-zips/4.0.1.0/android-studio-ide-193.6626763-linux.tar.gz
echo 'f2f82744e735eae43fa018a77254c398a3bab5371f09973a37483014b73b7597 android-studio-ide-193.6626763-linux.tar.gz' | sha256sum -c
tar xvf android-studio-ide-193.6626763-linux.tar.gz
rm android-studio-ide-193.6626763-linux.tar.gz
mv android-studio studio</pre>
<p>Add the Android Studio executables to your <code>PATH</code>:</p>
<pre>export PATH="$HOME/android/studio/bin:$PATH"</pre>
<p>You can start it with <code>studio.sh</code>.</p>
</article>
<article id="testing">
<h2><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>
<section id="emulator">
<h3><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>
</section>
<section id="compatibility-test-suite">
<h3><a href="#compatibility-test-suite">Compatibility Test Suite</a></h3>
<section id="compatibility-test-suite-download">
<h4><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 11) 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>
<pre>mkdir -p ~/android/cts/{arm,x86}
cd ~/android/cts/arm
curl -O https://dl.google.com/dl/android/cts/android-cts-11_r1-linux_x86-arm.zip
unzip android-cts-11_r1-linux_x86-arm.zip
rm android-cts-11_r1-linux_x86-arm.zip
curl -O https://dl.google.com/dl/android/cts/android-cts-verifier-11_r1-linux_x86-arm.zip
unzip android-cts-verifier-11_r1-linux_x86-arm.zip
rm android-cts-verifier-11_r1-linux_x86-arm.zip
cd ~/android/cts/x86
curl -O https://dl.google.com/dl/android/cts/android-cts-verifier-11_r1-linux_x86-x86.zip
unzip android-cts-verifier-11_r1-linux_x86-x86.zip
rm android-cts-verifier-11_r1-linux_x86-x86.zip
curl -O https://dl.google.com/dl/android/cts/android-cts-11_r1-linux_x86-x86.zip
unzip android-cts-11_r1-linux_x86-x86.zip
rm android-cts-11_r1-linux_x86-x86.zip
cd ~/android/cts
curl -O https://dl.google.com/dl/android/cts/android-cts-media-1.5.zip
unzip android-cts-media-1.5.zip
rm android-cts-media-1.5.zip</pre>
</section>
<section id="compatibility-test-suite-setup">
<h4><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. See the
<a href="#standalone-sdk">standalone SDK installation instructions</a> above.</p>
<p>Copy media onto the device:</p>
<pre>cd android-cts-media-1.5
./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</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.
Both the front and rear cameras will be used, so ensure this is true for both the
front and the rear cameras.</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>
</section>
<section id="compatibility-test-suite-run-modules">
<h4><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>
</section>
</section>
</article>
<article id="obtaining-upstream-manifests">
<h2><a href="#obtaining-upstream-manifests">Obtaining upstream manifests</a></h2>
<p>The Android Open Source Project has branches and/or tags for the releases of many
different components. There are tags and/or branches for the OS, device kernels,
mainline components (APEX), the NDK, Android Studio, the platform-tools distribution
packages, the CTS, androidx components, etc. You should obtain the sources via
manifests using the repo tool, either using the manifest for a tag / branch in
platform/manifest.git or a manifest provided elsewhere. Different projects use
different subsets of the repositories. Many of the repositories only exist as an
archive for older releases and aren't referenced in current manifests.</p>
<p>Some components don't have the infrastructure set up to generate and push their own
branches and tags to AOSP. In other cases, it's simply not obvious to an outsider
which one should be used. As long as the component is built on the standard Android
project CI infrastructure, it's possible to obtain the manifests to build it based on
the build number, which is generally incorporated into the build. For example, even
without a platform-tools tag, you can obtain the build number from <code>adb
version</code> or <code>fastboot version</code>. Their version output uses the format
<code>$VERSION-$BUILD_NUMBER</code> such as <code>30.0.3-6597393</code> for the
version <code>30.0.3</code> where the official release had the build number
<code>6597393</code>. You can obtain the manifest properties with the appropriate
repository revisions from ci.android.com with a URL like this:
<a href="https://ci.android.com/builds/submitted/6597393/sdk/latest/view/repo.prop">
https://ci.android.com/builds/submitted/6597393/sdk/latest/view/repo.prop</a></p>
<p>The platform-tools tags exist because the GrapheneOS project requested them. The
same could be done for other projects, but it's not strictly necessarily as long as
it's possible to obtain the build number to request the information from the Android
project CI server.</p>
<p>As another kind of example, <code>prebuilts/clang</code>,
<code>prebuilts/build-tools</code>, etc. have a manifest file committed alongside the
prebuilts. Other AOSP toolchain prebuilts reference a build number.</p>
</article>
<article id="development-guidelines">
<h2><a href="#development-guidelines">Development guidelines</a></h2>
<section id="programming-languages">
<h3><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-level 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>
</section>
<section id="code-style">
<h3><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, all code should be contained within ES6 modules. This means every
script element should use <code>type="module"</code>. Modules provide proper
namespacing with explicit imports and exports. Modules automatically use strict mode,
so <code>"use strict";</code> is no longer needed. By default, modules are also
deferred until after the DOM is ready, i.e. they have an implicit <code>defer</code>
attribute. This should be relied upon rather than unnecessarily listening for an event
to determine if the DOM is ready for use. It can make sense to use <code>async</code>
to run the code earlier if the JavaScript is essential to the content and benefits
from being able to start tasks before the DOM is ready, such as retrieving important
content or checking if there's a login session. Always 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>. JavaScript must pass verification with
<code>eslint</code> using the following <code>.eslintrc.json</code> configuration:</p>
<pre>{
"env": {
"browser": true,
"es2021": true
},
"extends": "eslint:recommended",
"parserOptions": {
"ecmaVersion": 12,
"sourceType": "module"
},
"rules": {
"indent": [
"error",
4
],
"linebreak-style": [
"error",
"unix"
],
"quotes": [
"error",
"double"
],
"semi": [
"error",
"always"
]
}
}</pre>
<p>Cookies are only used for login sessions. The only other use case considered valid
would be optimizing HTTP/2 Server Push but the intention is only to use that for
render blocking CSS and it's not really worth optimizing for caching when the CSS is
tiny in practice. Every cookie must have the <code>__Host</code> prefix to guarantee
that it has the <code>Secure</code> attribute and <code>Path=/</code>. The
<code>HttpOnly</code> and <code>SameSite=Strict</code> flags should also always be
included. These kinds of cookies can provide secure login sessions in browsers with
fully working <code>SameSite=Strict</code> support. However, CSRF tokens should still
be used for the near future in case there are browser issues.</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>HTML must pass verification with <code>validatornu</code> and <code>xmllint</code>.
Ensuring that it parses as XML with <code>xmllint</code> catches many common mistakes
and typos that are missed by HTML validation due to the ridiculously permissive nature
of HTML. This enforces closing every tag, using proper escaping and so on. XHTML does
not really exist anymore and we simply use XML parsing as an enforced coding standard
and lint pass. It can also be useful to make it compatible with XML-based tooling.</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>
</section>
<section id="library-usage">
<h3><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>
</section>
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