These notably don't include much of mac/iOS proprietary user interface components, drivers, or system frameworks - basically everything that makes macOS/iOS remotely interesting. The source code drops are helpful for the creation of other Unix-like operating systems based on the open source macOS kernel (see also the defunct Open/PureDarwin projects), and the released apps are sometimes ported (e.g. the GnuStep project has some older version of Chess.app and others ported over). There's some off and on efforts in the FreeBSD community to port Apple's open source launchd init system [1]. All in all though, there's really not all that much interest in reusing the code from these code drops by the open source community and any efforts seem to lack staying power.
The released source most practical value is most likely derived by researchers investigating macOS/iOS internals and being able to inspect the source code for some of it. As a curiosity it looks like you're able to build and run your own XNU kernel on macOS [2] (what is this, Linux?), but I can't personally attest to the process.
[1]: e.g. https://github.com/freebsd/openlaunchd
[2]: https://kernelshaman.blogspot.com/2018/12/building-xnu-for-m...
Broken promises of liberal freedom.
What kind of promise do you feel you have been given?
And it wasn't worth the complexity of having different software for each of their OS's, so they just banned all GPLv3 software from the OS.
Apple's use of open source could have totally worked with "copyleft", but only the GPLv2 usage of the word. GPLv3, not so much.
I don't see anything in GPLv3 about people having to be able to build derived works for no cost.
What GPLv3 adds is a requirement that your provide "Installation Information" to allow you to install and run the code once you build it. Installation information is things like keys to sign the code if the platform it is for only runs signed code.
The installation information requirement only applies when the object code was conveyed "as part of a transaction in which the right of possession and use of the User Product is transferred to the recipient in perpetuity or for a fixed term (regardless of how the transaction is characterized)". A "User Product" is "either (1) a “consumer product”, which means any tangible personal property which is normally used for personal, family, or household purposes, or (2) anything designed or sold for incorporation into a dwelling".
GPLv3 object code that is not conveyed as part of a change of possession of a User Product is not subject to the installation information requirement. This requirement was added to GPLv3 specifically to stop what TiVo was doing--shipping GPL code on their boxes that could not be replaced by the user--and it was narrowly drafted to only cover that situation.
- Apple can't include GPLv3 software in iOS because it only runs signed code, and the keys needed to sign system components are kept secret by Apple. From this perspective, the developer agreement is a red herring.
- App Store developers can't include GPLv3 code in their apps, because then Apple would be breaking the terms of GPLv3 by not providing the "Installation Information" as you put it, which would be required for users to freely modify the app. (This "Installation information" being the iOS SDK and a Developer signing key needed to run your own code on your device.) Keep in mind that when Apple distributes your app via the app store, they take on the responsibilities to adhere to the terms of its license as they pertain to "redistribution", since that's exactly what Apple is doing.
> GPLv3 object code that is not conveyed as part of a change of possession of a User Product is not subject to the installation information requirement. This requirement was added to GPLv3 specifically to stop what TiVo was doing--shipping GPL code on their boxes that could not be replaced by the user--and it was narrowly drafted to only cover that situation.
If Apple were to include GPLv3 code directly as part of iOS, they absolutely would be "shipping GPL code on their boxes that could not be replaced by the user"... something that is OK in GPLv2 (so long as you provide the source like they're doing in TFA), but not OK in GPLv3 (because of the tivoization clauses.)
To tie all this to my original point... macOS ends up having to kill all its uses of GPLv3 (even though you can replace it on device and build your own, on macs), because of the shared architecture and engineering with iOS. It's easier to just ban GPLv3 from the entire company really.
There is also some original work from Apple.
Big Sur came out several months ago, so if this release contained GPL code Apple would potentially be in trouble. (But it doesn't, so they're not.)
But I may also be misreading it.
Interestingly, the new version removed the dependency on the unavailable rootless.h header, making it (probably) buildable out of the box, now.
At least the name sounds promising.
None of this is licensed such that they can use it directly, but having the source available can speed up the reverse engineering process such that they can rewrite their own version of the code that interacts with the hardware.
This is why open source developers actively avoid reading leaked sources from proprietary projects for example. "open source" code with too restrictive licenses is no different from closed source code.
Source/explanation in their words instead of mine: https://asahilinux.org/copyright/ (See: "Reverse engineering policy")
They might coincidentally be right of course, but their advice, policy and opinion in this legal matters mean as little as yours and mine.
Not sure what you're referring to here?
[1] https://opensource.apple.com/source/IOGraphics/IOGraphics-58...
[2] https://asahilinux.org/copyright/ - See "Referencing Other Open Source Code"
There might be some useful things in there. If they released the code/ patches in an easier to review way. As it is, it's fairly difficult to see if anything