 Hello, everybody. So, as already Gabriel mentioned, today I want to give a very brief introduction of what the REUS initiative is, because now, as if you have been here during the whole track, we have learned the importance of licenses and copyright, and therefore it is also important to declare this information on your project. So, the FSFE created the REUS initiative five years ago, and it basically aims to make the declaring this legal information on your project easy, but also fun. It seeks to be readable for humans and machines alike, as well as it seeks to already exist in best practices. So, to start with, I would like to talk a little bit about the common mistakes that we have seen so far, kind of like the state of play of how projects actually declare licensing and copyright information at the moment. So, we have noticed that there is definitely missing information about license or un-copyright of own or third party code, and this is connected with the second issue, which is that re-users may overlook this legal information, and we have already seen that licenses and copyright, it's important, and then, actually, if you overlook this information, you might incur into some legal issues as well. There is also a little bit of a problem about how to deal with multiple licenses, because if you are a developer, you know that your project might be under more than one license, and therefore, it is a little bit tricky to know how you display this information when we're talking about more than one license. There is also a little bit of license ambiguity, because so far, we have seen that some projects have an annotation of the license, let's say, in this case, the GPL, and then it says version 3, but we know that there is a GPL version 3 only or version 3 or later, and then this is not clarified on the way it is displayed, and therefore, it's a little bit ambiguous to know exactly where the license that the project is using. And there are also already some conflicting best practices. So, for instance, some people store the text of the license in a file called Copping, some others store it in a file called License, or in the Rhythmic file, so it is a little bit unclear where to find this information so far. So, that is the reason why the FZP decided to create the Reuse Initiative. The Reuse Initiative is based in some principles. So, as I already mentioned, we're trying to make easy but also fun to find the copyright and license information, because we're going to store this information in every single file of our repository. We are going to avoid silence, because again, we're going to store the info of the repository as close as possible to the code, so everything is going to be inside our project, and every information that you need to know about the project is going to be within the project. I already mentioned this. This information is readable by humans and also by machines. So, later in the workshop, you will see that with the help of our Reuse Tool, the Reuse Tool is able to identify this information, and you as well, you are able to go through every file and then read this information. And again, we're making licensing easy. As we have seen, there is a lot of things to take into account, but we're trying to make it easy for developers to actually comply with these legal obligations. And how are we going to do this? So, we're going to make our project Reuse compliant with very simple steps, which are three steps. We're going to choose and provide a license. Again, we already learned a little bit about licenses, the importance of them. We're going to add the copyright and licensing information to each file of our repository, and then finally, we're just going to confirm that a project is Reuse compliant. So, let me go one by one. So, the first one, we're going to choose and provide the licenses. So, once you have made the decision of, like, which license you're going to use for your project, you're going to store the text of this file in a text file that you're going to save under a directory that we're going to call licenses. So, this is actually one of the first features of Reuse. We are going to have a dedicated directory where you're going to find all the licenses used in the project. And we're going to name this text file after the SBDX license identifier tag. Again, we're trying to already stick to existing best practices, and for those that don't know, SBDX is already a project that is trying to make standard the way this legal information is displayed. So, in this example, we see the route of a project, and then we see that there is a directory called licenses. And within this directory, we have the GPL3 or later, and then the tag is used there as well. So, it is very clear to know what license the project is using. Then we're going to add the copyright and license information for every single file of our repository, and we're going to do it through a header. And the header is going to look like here in the example. Again, we're going to make use of the SBDX license identifier tags as well as the SBDX file copyright text. So, in this case, we see that this specific piece of code is under the GPL3 or later, and that the endo is the copyright holder. So, it's very straightforward. I know that in this moment, you might be wondering, okay, but there are some files that I cannot edit, such as binary files, image files, JSON files. But for this, we have two alternatives. We recommend one more than the other. However, we have two options. We have, first, separate .license file in which we're going to store this information. So, in this case, we have the picture of a cat, and then we're going to create a .license file in which we're going to include the license identifier as well as the copyright text. So, whenever we go to the image directory and we see the picture of the image, we can go to the text file and find this legal information. But we also know that if your project is pretty big, and let's say you have 2,000 pictures and creating 2,000 individual files for every image, it's not ideal. And actually, we'll double the size of your project. So, for these cases, we have the depth file file, which is a project by Debian. And we're going to store this depth file file in a dedicated directory called .reuse. And here, we're also going to specify what directory and what the copyright and license information is. So, again, in the example, we see that all the pictures in the image directory are under the CC by 4, and great artist is the copyright holder. However, in this case, we advise to really make sure that you know that the legal information is correct because you might be including some files that might not be under this legal information. So, if you're going to make use of this option, please be really careful about this. And third, we're just going to confirm that our project is really compliant. So, with our helpbook tool, it's going to scan our project and it's going to tell us how many files have this information, can also show us what licenses have been used in a project. And then, in this case, we can see that our project is really compliant because six out of the six files contain this information. Again, we're going to learn a little bit more about this in the workshop that we're going to have after this talk. So, if you are interested to see how this actually works, then stick around. So, here, I would like to talk a little bit about the components of reuse. So, we have a set of best practices that I went very briefly today, such as the licenses directory. We're going to add this information in individual files. We also have options for files that you cannot edit. And we're trying to do this to make standard the way this legal information is displayed. We have a helpful tool that we're going to learn more about this in the workshop, which actually supports developers in the process of making project reuse compliant. We have very nice things that the tool does, such as adding the header or scanning LinkedIn the project to see what you're missing. We also have a tutorial with an FAQ. This tutorial shows you how to make a project reuse compliant. And the FAQ also gives answers to some questions, basic but also advanced questions. And also not only about reuse, about the tool, but also some legal questions. So, we highly recommend that you take a look at the FAQ because it's pretty good. And we have an API in which you can register your project whenever it becomes reuse compliant. And then you're going to get a very nice dynamic batch that you can put on your repository. And then everybody that goes to your repo can see that your project is reuse compliant. And to very briefly talk about who has adopted reuse. So, in our API, we have more than 1200 projects registered. The majority of projects from our next generation Internet initiative have implemented reuse recommendations. The next generation Internet is a European Commission funded project. In the area of more like community, so KDE, for instance, and all its frameworks have also implement reuse. And they actually have also included in their policy, in their policy directive or guidelines. Projects such are CUR or GNU Health, and also CosmosCout, which is a project by the German Aerospace Center have also become reuse compliant. From the corporate side, we also have Siemens, Huawei, SAP, Laffrey, LF Energy, and partially the KERNEL of Linux have also implemented reuse, because it's pretty big. And the question is if you and your project or the project or friends are going to become reuse compliant. For this, I would like to finish my presentation for today saying that we welcome any contribution either from you joining the mailing list to join the discussion or also contributing with code. Reuse is a free software and people that maintain this software wouldn't mind any extra help there. And yeah, and again, if you we also have the reuse booster, which is trying to make a little bit closer experience with projects in which we support them in the process of making reuse compliant. Because in the end, we want reuse to become the way to declare this legal information. And with this, I would like to thank you all. And I think I have some minutes to take some questions. So thank you very much.