[Q] Developing Help

GuyFawkes0317

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Oct 26, 2013
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Ok guys im a total noob at developing, im pretty knowledgeable, with custom roms and kernels, but i want to start compiling my own roms from source, now i understand its not something to just jump into, but i was just wanting to get some advice for a beginner. i have osx mavericks, now im sure i can compile on osx but i not sure if its the best place to start, but if so how would i, what would i use to compile, are there any tutorials? if it isnt the right place to start should i get ubuntu, and if so, where do i start on that lol? basically just looking for someone to get me on the right path, i have some great ideas for a rom but i just have no idea what im doing. so please help me out guys, also one more thing, what about windows? thanks again guys. i really appreciate it.
 

GuyFawkes0317

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Oct 26, 2013
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The android hackers toolkit is featured on google play store this week. It gets into abd:



Sent from my SGH-M919 using xda app-developers app
yeah that doesnt really get into creating a custom rom, i know pretty much all of what that book teaches, im looking for how to create and build custom roms from source, not really adb
 

lordcheeto03

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Aug 18, 2012
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yeah that doesnt really get into creating a custom rom, i know pretty much all of what that book teaches, im looking for how to create and build custom roms from source, not really adb
If you follow almost any of the "Compile <whatever> ROM from source" threads here in XDA, you can get a pretty fair idea of how to set up your build environment and the very basics of building the ROM. From what I've seen, most tend to stick predominately to Linux compiling, but I do believe I've seen some guides for Mac. If you can't find what you're looking for on XDA, go to CyanogenMod's website; it has good tutorials for how to build straight CM10.x, which is what I would do to begin with. Since the S4 is officially supported and should compile right through problem free if you have your build environment correctly set up. Remember though, it takes upwards of 6-7GB disk space to download the source and just one build can take upwards of 20+GB.
 
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marcoxx626

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Jun 4, 2013
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I would highly recommend you use a Linux build environment to build aokp roms. Just Google "compile aokp xda" and there's a guide that shows you how to do everything fr beginning to end. You can also go to infamousdevelopment.com and check out Jamison's guides on how to compile aokp. If you don't have a decent PC I wouldn't even bother honestly lol

---------- Post added at 12:14 AM ---------- Previous post was at 12:12 AM ----------

If you follow almost any of the "Compile <whatever> ROM from source" threads here in XDA, you can get a pretty fair idea of how to set up your build environment and the very basics of building the ROM. From what I've seen, most tend to stick predominately to Linux compiling, but I do believe I've seen some guides for Mac. If you can't find what you're looking for on XDA, go to CyanogenMod's website; it has good tutorials for how to build straight CM10.x, which is what I would do to begin with. Since the S4 is officially supported and should compile right through problem free if you have your build environment correctly set up. Remember though, it takes upwards of 6-7GB disk space to download the source and just one build can take upwards of 20+GB.
Aokp takes up more than that. Think it was 15-20GB of source and a build takes up another 25-30 and that's not even including ccache lol
 

lordcheeto03

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Aug 18, 2012
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Right, well thank you for that, I'm looking to compile an aokp rom and other suggestions

Sent My Badass Galaxy S IV Running AOKP
I just suggested to build CM because it should build flawlessly straight after a sync on a correctly set up machine. Basically what I was driving at was pick something that officially supports our device for your very 1st test-run build; that way you aren't chasing down little errors and attributing improper environment settings/packages/etc for errors in the code.

I would highly recommend you use a Linux build environment to build aokp roms. Just Google "compile aokp xda" and there's a guide that shows you how to do everything fr beginning to end. You can also go to infamousdevelopment.com and check out Jamison's guides on how to compile aokp. If you don't have a decent PC I wouldn't even bother honestly lol

---------- Post added at 12:14 AM ---------- Previous post was at 12:12 AM ----------



Aokp takes up more than that. Think it was 15-20GB of source and a build takes up another 25-30 and that's not even including ccache lol
15-20GB for AOKP source? Really?? Not saying you're wrong or anything, but that just doesn't sound right at all. :eek:
 

elesbb

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Jun 20, 2010
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...15-20GB for AOKP source? Really?? Not saying you're wrong or anything, but that just doesn't sound right at all. :eek:
Nope its about right. I think CM is closer to 30GB. Its the ONLY reason i don't develop AOSP ROMs/Kernels. Trust me, i wish i had the bandwidth to download all that. I think i calculated it to be approximately a month for ME to download :) I hate my internet :) Wish i had LTE at my home.
 

lordcheeto03

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Nope its about right. I think CM is closer to 30GB. Its the ONLY reason i don't develop AOSP ROMs/Kernels. Trust me, i wish i had the bandwidth to download all that. I think i calculated it to be approximately a month for ME to download :) I hate my internet :) Wish i had LTE at my home.
CM source is less than 10GB last I synced my repo. The "out" directory nudges upwards of 20GB+; but the source alone, not including the (source directory)/.repo which is just your source all packed up, is <10GB. Actually, (source directory)/.repo/projects is what you end up downloading. I'm going to bed now, but I'll double check those sizes tomorrow afternoon. I can understand how taking the contents of the whole directory with no completed builds shows up ~20GB, but you aren't downloading that much. I can download CM source on my home connection (~250KB/s) overnight.
 
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elesbb

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Jun 20, 2010
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CM source is less than 10GB last I synced my repo. The "out" directory nudges upwards of 20GB+; but the source alone, not including the (source directory)/.repo which is just your source all packed up, is <10GB. Actually, (source directory)/.repo/projects is what you end up downloading. I'm going to bed now, but I'll double check those sizes tomorrow afternoon. I can understand how taking the contents of the whole directory with no completed builds shows up ~20GB, but you aren't downloading that much. I can download CM source on my home connection (~250KB/s) overnight.
An entire source tree, which is what you need, is close to 30GB. You may have downloaded prebuilt stuff. Or only bits and pieces. I do recall reading somewhere there was a way to only get certain things which limited the size, but actual source is very large.
 

lordcheeto03

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I'll grab the size tonight. I use the project manifest on cyanogenmods github, and although I only have two device trees, I know for a fact that it's WAY less than 30GB.

Just checked... My CM10/.repo/projects folder is 9.1GB.

Sent from my SGH-M919 using XDA Premium 4 mobile app
 
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GuyFawkes0317

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Oct 26, 2013
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Alright so I've got everything setup and running great, the only problem I have is when I try and get cherry picks, I get an error that reads as "fatal: not a git repository (or any of the parent directories): .git" any ideas why this might be happening

Sent My Badass Galaxy S IV Running AOKP
 

GuyFawkes0317

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Oct 26, 2013
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also getting this, any thoughts?


[email protected]:~/aokp_jb$ . build/envsetup.sh && brunch jfltetmo
including device/generic/armv7-a-neon/vendorsetup.sh
including vendor/aokp/vendorsetup.sh
including sdk/bash_completion/adb.bash
including vendor/aokp/vendorsetup.sh
build/core/product_config.mk:238: *** _nic.PRODUCTS.[[vendor/aokp/products/jfltetmo.mk]]: "device/samsung/jfltetmo/full_jfltetmo.mk" does not exist. Stop.

** Don't have a product spec for: 'aokp_jfltetmo'
** Do you have the right repo manifest?

No such item in brunch menu. Try 'breakfast'
[email protected]:~/aokp_jb$