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author | Scott Main <smain@google.com> | 2010-11-05 13:57:52 -0700 |
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committer | Android Git Automerger <android-git-automerger@android.com> | 2010-11-05 13:57:52 -0700 |
commit | 3de641cbb9c825cef5cc29905ea88be98ac2ce4e (patch) | |
tree | 15fa19dc36b6cc6388d42ab06584855a8ed5838f /docs/html | |
parent | 4da6efc8a3ecfcf46a8988ad1d277ae00ed1f58c (diff) | |
parent | 4ebbfa8a44da790eb13e7e88314bd0a648f8b891 (diff) | |
download | frameworks_base-3de641cbb9c825cef5cc29905ea88be98ac2ce4e.zip frameworks_base-3de641cbb9c825cef5cc29905ea88be98ac2ce4e.tar.gz frameworks_base-3de641cbb9c825cef5cc29905ea88be98ac2ce4e.tar.bz2 |
am 4ebbfa8a: Merge "Doc change: Updating and restructuring the NDK section for GB. Filenames for new NDK packages still need updating." into gingerbread
* commit '4ebbfa8a44da790eb13e7e88314bd0a648f8b891':
Doc change: Updating and restructuring the NDK section for GB. Filenames for new NDK packages still need updating.
Diffstat (limited to 'docs/html')
-rw-r--r-- | docs/html/sdk/ndk/index.jd | 999 | ||||
-rw-r--r-- | docs/html/sdk/ndk/overview.jd | 334 | ||||
-rw-r--r-- | docs/html/sdk/sdk_toc.cs | 6 |
3 files changed, 832 insertions, 507 deletions
diff --git a/docs/html/sdk/ndk/index.jd b/docs/html/sdk/ndk/index.jd index 9e88d94..11e6642 100644 --- a/docs/html/sdk/ndk/index.jd +++ b/docs/html/sdk/ndk/index.jd @@ -60,511 +60,500 @@ padding: .25em 1em; </style> <div class="toggleable open"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-opened.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 4b</a> <em>(June 2010)</em> - <div class="toggleme"> -<dl> -<dt>NDK r4b notes:</dt> -<dd><p>Includes fixes for several issues in the NDK build and debugging scripts -— if you are using NDK r4, we recommend downloading the NDK r4b build. For -detailed information the changes in this release, read the CHANGES.TXT document -included in the downloaded NDK package.</p></dd> -</dl> - -<dl> -<dt>General notes:</dt> - -<dd> -<ul> -<li>Provides a simplified build system through the new <code>ndk-build</code> build -command. </li> -<li>Adds support for easy native debugging of generated machine code on production -devices through the new <code>ndk-gdb</code> command.</li> -<li>Adds a new Android-specific ABI for ARM-based CPU architectures, -<code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code> -ABI to include these CPU instruction set extensions: -<ul> -<li>Thumb-2 instructions</li> -<li>VFP hardware FPU instructions (VFPv3-D16)</li> -<li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32. -Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and -others.</li> -</ul> -<li>Adds a new <code>cpufeatures</code> static library (with sources) that lets -your app detect the host device's CPU features at runtime. Specifically, -applications can check for ARMv7-A support, as well as VFPv3-D32 and NEON -support, then provide separate code paths as needed.</li> -<li>Adds a sample application, <code>hello-neon</code>, that illustrates how to -use the <code>cpufeatures</code> library to check CPU features and then provide -an optimized code path using NEON instrinsics, if -supported by the CPU.</li> -<li>Lets you generate machine code for either or both of the instruction sets -supported by the NDK. For example, you can build for both ARMv5 and ARMv7-A -architectures at the same time and have everything stored to your application's -final <code>.apk</code>.</li> -<li>To ensure that your applications are available to users only if their -devices are capable of running them, Android Market now filters applications -based on the instruction set information included in your application — no -action is needed on your part to enable the filtering. Additionally, the Android -system itself also checks your application at install time and allows the -installation to continue only if the application provides a library that is -compiled for the device's CPU architecture.</li> -<li>Adds support for Android 2.2, including a new stable API for accessing -the pixel buffers of {@link android.graphics.Bitmap} objects from native -code.</li> -</ul> -</dd> -</dl> -</div> -</div> - -<div class="toggleable closed"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 3</a> <em>(March 2010)</em> - <div class="toggleme"> - -<dl> -<dt>General notes:</dt> - -<dd> -<ul> -<li>Adds OpenGL ES 2.0 native library support.</li> -<li>Adds a sample application,<code>hello-gl2</code>, that illustrates the use of -OpenGL ES 2.0 vertex and fragment shaders.</li> -<li>The toolchain binaries have been refreshed for this release with GCC 4.4.0, which should generate slightly more compact and efficient machine code than the previous one (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use to build your machine code.</li> -</ul> -</dd> -</dl> -</div> -</div> - -<div class="toggleable closed"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 2</a> <em>(September 2009)</em> - <div class="toggleme"> - -<p>Originally released as "Android 1.6 NDK, Release 1".</p> -<dl> -<dt>General notes:</dt> -<dd> -<ul> -<li>Adds OpenGL ES 1.1 native library support.</li> -<li>Adds a sample application, <code>san-angeles</code>, that renders 3D -graphics through the native OpenGL ES APIs, while managing activity -lifecycle with a {@link android.opengl.GLSurfaceView} object. -</li> -</ul> -</dd> -</dl> - </div> -</div> - -<div class="toggleable closed"> - <a href="#" onclick="return toggleDiv(this)"> - <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" /> -Android NDK, Revision 1</a> <em>(June 2009)</em> - <div class="toggleme"> - -<p>Originally released as "Android 1.5 NDK, Release 1".</p> -<dl> -<dt>General notes:</dt> -<dd> -<ul> -<li>Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1 -instructions. </li> -<li>Includes system headers for stable native APIs, documentation, and sample -applications.</li> -</ul> -</dd> - -</dl> - </div> -</div> - - -<h2 id="overview">What is the Android NDK?</h2> - -<p>The Android NDK is a toolset that lets you embed components that make use -of native code in your Android applications. -</p> - -<p>Android applications run in the Dalvik virtual machine. The NDK allows -you to implement parts of your applications using native-code languages -such as C and C++. This can provide benefits to certain classes of applications, -in the form of reuse of existing code and in some cases increased speed.</p> - -<p>The NDK provides:</p> - -<ul> -<li>A set of tools and build files used to generate native code libraries from C -and C++ sources</li> -<li>A way to embed the corresponding native libraries into an application package -file (<code>.apk</code>) that can be deployed on Android devices</li> -<li>A set of native system headers and libraries that will be supported in all -future versions of the Android platform, starting from Android 1.5 </li> -<li>Documentation, samples, and tutorials</li> -</ul> - -<p>The latest release of the NDK supports these ARM instruction sets:</p> -<ul> -<li>ARMv5TE (including Thumb-1 instructions)</li> -<li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with -optional support for NEON/VFPv3-D32 instructions)</li> -</ul> - -<p>Future releases of the NDK will also support:</p> - -<ul> -<li>x86 instructions (see CPU-ARCH-ABIS.TXT for more information)</li> -</ul> - -<p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will -run only on devices such as the Verizon Droid or Google Nexus One that have a -compatible CPU. The main difference between the two instruction sets is that -ARMv7-A supports hardware FPU, Thumb-2, and NEON instructions. You can target -either or both of the instruction sets — ARMv5TE is the default, but -switching to ARMv7-A is as easy as adding a single line to the application's -Application.mk file, without needing to change anything else in the file. You -can also build for both architectures at the same time and have everything -stored in the final <code>.apk</code>. For complete information is provided in the -CPU-ARCH-ABIS.TXT in the NDK package. </p> - -<p>The NDK provides stable headers for libc (the C library), libm (the Math -library), OpenGL ES (3D graphics library), the JNI interface, and other -libraries, as listed in the section below.</p> - -<p>The NDK will not benefit most applications. As a developer, you will need -to balance its benefits against its drawbacks; notably, using native code does -not result in an automatic performance increase, but does always increase -application complexity. Typical good candidates for the NDK are self-contained, -CPU-intensive operations that don't allocate much memory, such as signal processing, -physics simulation, and so on. Simply re-coding a method to run in C usually does -not result in a large performance increase. The NDK can, however, can be -an effective way to reuse a large corpus of existing C/C++ code.</p> - -<p>Please note that the NDK <em>does not</em> enable you to develop native-only -applications. Android's primary runtime remains the Dalvik virtual machine.</p> - -<h2 id="contents">Contents of the NDK</h2> - -<h4>Development tools</h4> - -<p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that -can generate native ARM binaries on Linux, OS X, and Windows (with Cygwin) -platforms.</p> - -<p>It provides a set of system headers for stable native APIs that are -guaranteed to be supported in all later releases of the platform:</p> - -<ul> -<li>libc (C library) headers</li> -<li>libm (math library) headers</li> -<li>JNI interface headers</li> -<li>libz (Zlib compression) headers</li> -<li>liblog (Android logging) header</li> -<li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li> -<li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li> -<li>A Minimal set of headers for C++ support</li> -</ul> - -<p>The NDK also provides a build system that lets you work efficiently with your -sources, without having to handle the toolchain/platform/CPU/ABI details. You -create very short build files to describe which sources to compile and which -Android application will use them — the build system compiles the sources -and places the shared libraries directly in your application project. </p> - -<p class="caution"><strong>Important:</strong> With the exception of the -libraries listed above, native system libraries in the Android platform are -<em>not</em> stable and may change in future platform versions. -Your applications should <em>only</em> make use of the stable native system -libraries provided in this NDK. </p> - -<h4>Documentation</h4> - -<p>The NDK package includes a set of documentation that describes the -capabilities of the NDK and how to use it to create shared libraries for your -Android applications. In this release, the documentation is provided only in the -downloadable NDK package. You can find the documentation in the -<code><ndk>/docs/</code> directory. Included are these files:</p> - -<ul> -<li>INSTALL.TXT — describes how to install the NDK and configure it for -your host system</li> -<li>OVERVIEW.TXT — provides an overview of the NDK capabilities and -usage</li> -<li>ANDROID-MK.TXT — describes the use of the Android.mk file, which -defines the native sources you want to compile</li> -<li>APPLICATION-MK.TXT — describes the use of the Application.mk file, -which describes the native sources required by your Android application</li> -<li>HOWTO.TXT — information about common tasks associated with NDK -development.</li> -<li>SYSTEM-ISSUES.TXT — known issues in the Android system images -that you should be aware of, if you are developing using the NDK. </li> -<li>STABLE-APIS.TXT — a complete list of the stable APIs exposed -by headers in the NDK.</li> -<li>CPU-ARCH-ABIS.TXT — a description of supported CPU architectures -and how to target them. </li> -<li>CPU-FEATURES.TXT — a description of the <code>cpufeatures</code> -static library that lets your application code detect the target device's -CPU family and the optional features at runtime. </li> -<li>CPU-ARM-NEON.TXT — a description of how to build with optional -ARM NEON / VFPv3-D32 instructions. </li> -<li>CHANGES.TXT — a complete list of changes to the NDK across all -releases.</li> -</ul> - -<p>Additionally, the package includes detailed information about the "bionic" -C library provided with the Android platform that you should be aware of, if you -are developing using the NDK. You can find the documentation in the -<code><ndk>/docs/system/libc/</code> directory:</p> - -<ul> -<li>OVERVIEW.TXT — provides an overview of the "bionic" C library and the -features it offers.</li> -</ul> - -<h4>Sample applications</h4> - -<p>The NDK includes sample Android applications that illustrate how to use -native code in your Android applications. For more information, see -<a href="#samples">Using the Sample Applications</a>.</p> - -<h2 id="requirements">System and Software Requirements</h2> - -<p>The sections below describe the system and software requirements for using -the Android NDK, as well as platform compatibility considerations that affect -appplications using libraries produced with the NDK. </p> - -<h4>The Android SDK</h4> -<ul> - <li>A complete Android SDK installation (including all dependencies) is -required.</li> - <li>Android 1.5 SDK or later version is required.</li> -</ul> - -<h4>Supported operating systems</h4> -<ul> - <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li> - <li>Mac OS X 10.4.8 or later (x86 only)</li> - <li>Linux (32- or 64-bit, tested on Linux Ubuntu Dapper Drake)</li> -</ul> - -<h4>Required development tools</h4> -<ul> - <li>For all development platforms, GNU Make 3.81 or later is required. Earlier -versions of GNU Make might work but have not been tested.</li> - <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li> - <li>For Windows, <a -href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK -will <em>not</em> work with Cygwin 1.5 installations.</li> -</ul> - -<h4>Android platform compatibility</h4> -<ul> - <li>The native libraries created by the Android NDK can only be used on -devices running the Android 1.5 platform version or later. This is due to -toolchain and ABI related changes that make the native libraries incompatible -with 1.0 and 1.1 system images.</li> - <li>For this reason, you should use native libraries produced with the NDK in -applications that are deployable to devices running the Android 1.5 platform -version or later. </li> - <li>To ensure compatibility, an application using a native library -produced with the NDK <em>must</em> declare a <a -href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code><uses-sdk></code></a> -element in its manifest file, with an <code>android:minSdkVersion</code> attribute -value of "3" or higher. For example: - -<pre style="margin:1em;"><manifest> - ... - <uses-sdk android:minSdkVersion="3" /> - ... -</manifest></pre> -</li> - -<li>If you use this NDK to create a native library that uses the -OpenGL ES APIs, the application containing the library can be deployed only to -devices running the minimum platform versions described in the table below. -To ensure compatibility, make sure that your application declares the proper -<code>android:minSdkVersion</code></a> attribute value, as given in the table.</p> - -<table style="margin:1em;"> -<tr> -<th>OpenGL ES Version Used</th> -<th>Compatible Android Platform(s)</th> -<th>Required uses-sdk Attribute</th> -</tr> -<tr><td>OpenGL ES 1.1</td><td>Android 1.6 and higher</td><td><code>android:minSdkVersion="4"</code></td></tr> -<tr><td>OpenGL ES 2.0</td><td>Android 2.0 and higher</td><td><code>android:minSdkVersion="5"</code></td></tr> -</table> - -<p>For more information about API Level and its relationship to Android -platform versions, see <a href="{@docRoot}guide/appendix/api-levels.html"> -Android API Levels</a>.</p></li> - -<li>Additionally, an application using the OpenGL ES APIs should declare a -<code><uses-feature></code> element in its manifest, with an -<code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES -version required by the application. This ensures that Android Market will show -your application only to users whose devices are capable of supporting your -application. For example: - -<pre style="margin:1em;"><manifest> - ... -<!-- Declare that the application uses the OpenGL ES 2.0 API and is designed - to run only on devices that support OpenGL ES 2.0 or higher. --> - <uses-feature android:glEsVersion="0x00020000" /> - ... -</manifest></pre> - -<p>For more information, see the <a -href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><code><uses-feature></code></a> -documentation.</p></li> - -<li>If you use this NDK to create a native library that uses the API to access -Android {@link android.graphics.Bitmap} pixel buffers, the application -containing the library can be deployed only to devices running Android 2.2 (API -level 8) or higher. To ensure compatibility, make sure that your application -declares <code><uses-sdk android:minSdkVersion="8" /></code>attribute -value in its manifest.</li> -</ul> - -<h2 id="installing">Installing the NDK</h2> - -<p>Installing the NDK on your development computer is straightforward and -involves extracting the NDK from its download package. Unlike previous releases, -there is no need to run a host-setup script.</p> - -<p>Before you get started make sure that you have downloaded the latest <a -href="{@docRoot}sdk/index.html">Android SDK</a> and upgraded your applications -and environment as needed. The NDK will not work with older versions of the -Android SDK. Also, take a moment to review the <a href="#requirements">System -and Software Requirements</a> for the NDK, if you haven't already. </p> - -<p>To install the NDK, follow these steps:</p> - -<ol> -<li>From the table at the top of this page, select the NDK package that is -appropriate for your development computer and download the package.</li> -<li>Uncompress the NDK download package using tools available on your computer. -When uncompressed, the NDK files are contained in a directory called -<code>android-ndk-<version></code>. You can rename the NDK directory if -necessary and you can move it to any location on your computer. This -documentation refers to the NDK directory as <code><ndk></code>. </li> -</ol> - -<p>You are now ready start working with the NDK. </p> - -<h2 id="gettingstarted">Getting Started with the NDK</h2> - -<p>Once you've installed the NDK successfully, take a few minutes to read the -documentation included in the NDK. You can find the documentation in the -<code><ndk>/docs/</code> directory. In particular, please read the -OVERVIEW.TXT document completely, so that you understand the intent of the NDK -and how to use it.</p> - -<p>If you used a previous version of the NDK, take a moment to review the -list of NDK changes in the CHANGES.TXT document. </p> - -<p>Here's the general outline of how you work with the NDK tools:</p> - -<ol> -<li>Place your native sources under -<code><project>/jni/...</code></li> -<li>Create <code><project>/jni/Android.mk</code> to -describe your native sources to the NDK build system</li> -<li>Optional: Create <code><project>/jni/Application.mk</code>.</li> -<li>Build your native code by running the 'ndk-build' script from your projet's directory. -It is located in the top-level NDK directory: - -<p><pre> -$ cd <project> -$ <ndk>/ndk-build -</pre></p> - -<p>The build tools copy the stripped, shared libraries needed by your -application to the proper location in the application's project directory.</p> -</li> - -<li>Finally, compile your application using the SDK tools in the usual way. The -SDK build tools will package the shared libraries in the application's -deployable <code>.apk</code> file. </p></li> - -</ol> - -<p>For complete information on all of the steps listed above, please see the -documentation included with the NDK package. </p> - - -<h2 id="samples">Using the Sample Applications</h2> - -<p>The NDK includes sample applications that illustrate how to use native -code in your Android applications:</p> - -<ul> -<li><code>hello-jni</code> — a simple application that loads a string from -a native method implemented in a shared library and then displays it in the -application UI. </li> -<li><code>two-libs</code> — a simple application that loads a shared -library dynamically and calls a native method provided by the library. In this -case, the method is implemented in a static library imported by the shared -library. </li> -<li><code>san-angeles</code> — a simple application that renders 3D -graphics through the native OpenGL ES APIs, while managing activity lifecycle -with a {@link android.opengl.GLSurfaceView} object. </li> -<li><code>hello-gl2</code> — a simple application that renders a triangle -using OpenGL ES 2.0 vertex and fragment shaders.</li> -<li><code>hello-neon</code> — a simple application that shows how to use -the <code>cpufeatures</code> library to check CPU capabilities at runtime, -then use NEON intrinsics if supported by the CPU. Specifically, the -application implements two versions of a tiny benchmark for a FIR filter -loop, a C version and a NEON-optimized version for devices that support it.</li> -<li><code>bitmap-plasma</code> — a simple application that demonstrates -how to access the pixel buffers of Android {@link android.graphics.Bitmap} -objects from native code, and uses this to generate an old-school "plasma" -effect. </li> -</ul> - -<p>For each sample, the NDK includes the corresponding C source code and the -necessary Android.mk and Application.mk files. There are located under -<code><ndk>/samples/<name>/</code> and their source code can be found under -<code><ndk>/samples/<name>/jni/</code>. </p> - -<p>You can build the shared libraries for the sample apps by going into <code><ndk>/samples/<name>/</code> -then calling the <code>ndk-build</code> command. The generated shared libraries will be located under -<code><ndk>/samples/<name>/libs/armeabi/</code> for (ARMv5TE machine code) and/or -<code><ndk>/samples/<name>/libs/armeabi-v7a/</code> for (ARMv7 machine code). -</p> - -<p>Next, build the sample Android applications that use the shared -libraries:</p> - -<ul> -<li>If you are developing in Eclipse with ADT, use the New Project Wizard to -create a new Android project for each sample, using the "Import from Existing -Source" option and importing the source from -<code><ndk>/apps/<app_name>/project/</code>. Then, set up an AVD, if -necessary, and build/run the application in the emulator. For more information -about creating a new Android project in Eclipse, see <a -href="{@docRoot}guide/developing/eclipse-adt.html">Developing in -Eclipse</a>.</li> -<li>If you are developing with Ant, use the <code>android</code> tool to create -the build file for each of the sample projects at -<code><ndk>/apps/<app_name>/project/</code>. Then set up an AVD, if -necessary, build your project in the usual way, and run it in the emulator. -For more information, see <a -href="{@docRoot}guide/developing/other-ide.html">Developing in Other -IDEs</a>.</li> -</ul> - -<h2>Discussion Forum and Mailing List</h2> - -<p>If you have questions about the NDK or would like to read or contribute to -discussions about it, please visit the <a -href="http://groups.google.com/group/android-ndk">android-ndk</a> group and -mailing list.</p> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-opened.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 5</a> <em>(November 2010)</em> + + <div class="toggleme"> + <dl> + <dt>NDK r5 notes:</dt> + + <dd> + <p>The r5 release of the NDK includes many new APIs, many of which are introduced to + support native game development and applications that require similar requirements. Most + notably, native activities are now supported, which allow you to write an application + entirely with native code. For detailed information describing the changes in this + release, read the CHANGES.HTML document included in the downloaded NDK package.</p> + </dd> + </dl> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Adds support for native activities, which allows you to write completely native + applications.</li> + + <li>Adds an EGL library that lets you create and manage OpenGL ES textures and + services.</li> + + <li>Provides an interface that lets you write a native text-to-speech engine.</li> + + <li>Adds native support for the following: + + <ul> + <li>the input subsystem (such as the keyboard and touch screen)</li> + + <li>the window and surface subsystem.</li> + + <li>audio APIs based on the OpenSL ES standard that support playback and recording + as well as control over platform audio effects.</li> + + <li>event loop APIs to wait for things such as input and sensor events.</li> + + <li>accessing assets packaged in an <code>.apk</code> file.</li> + + <li>accessing sensor data (accelerometer, compass, gyroscope, etc).</li> + + <li>provides sample applications, <code>native-plasma</code> and + <code>native-activity</code>, to demonstrate how to write a native activity.</li> + </ul> + </li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 4b</a> <em>(June 2010)</em> + + <div class="toggleme"> + <dl> + <dt>NDK r4b notes:</dt> + + <dd> + <p>Includes fixes for several issues in the NDK build and debugging scripts — if + you are using NDK r4, we recommend downloading the NDK r4b build. For detailed + information describing the changes in this release, read the CHANGES.TXT document + included in the downloaded NDK package.</p> + </dd> + </dl> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Provides a simplified build system through the new <code>ndk-build</code> build + command.</li> + + <li>Adds support for easy native debugging of generated machine code on production + devices through the new <code>ndk-gdb</code> command.</li> + + <li>Adds a new Android-specific ABI for ARM-based CPU architectures, + <code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code> ABI to + include these CPU instruction set extensions: + + <ul> + <li>Thumb-2 instructions</li> + + <li>VFP hardware FPU instructions (VFPv3-D16)</li> + + <li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32. + Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and + others.</li> + </ul> + </li> + + <li>Adds a new <code>cpufeatures</code> static library (with sources) that lets your + app detect the host device's CPU features at runtime. Specifically, applications can + check for ARMv7-A support, as well as VFPv3-D32 and NEON support, then provide separate + code paths as needed.</li> + + <li>Adds a sample application, <code>hello-neon</code>, that illustrates how to use the + <code>cpufeatures</code> library to check CPU features and then provide an optimized + code path using NEON instrinsics, if supported by the CPU.</li> + + <li>Lets you generate machine code for either or both of the instruction sets supported + by the NDK. For example, you can build for both ARMv5 and ARMv7-A architectures at the + same time and have everything stored to your application's final + <code>.apk</code>.</li> + + <li>To ensure that your applications are available to users only if their devices are + capable of running them, Android Market now filters applications based on the + instruction set information included in your application — no action is needed on + your part to enable the filtering. Additionally, the Android system itself also checks + your application at install time and allows the installation to continue only if the + application provides a library that is compiled for the device's CPU architecture.</li> + + <li>Adds support for Android 2.2, including a new stable API for accessing the pixel + buffers of {@link android.graphics.Bitmap} objects from native code.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 3</a> <em>(March 2010)</em> + + <div class="toggleme"> + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Adds OpenGL ES 2.0 native library support.</li> + + <li>Adds a sample application,<code>hello-gl2</code>, that illustrates the use of + OpenGL ES 2.0 vertex and fragment shaders.</li> + + <li>The toolchain binaries have been refreshed for this release with GCC 4.4.0, which + should generate slightly more compact and efficient machine code than the previous one + (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use + to build your machine code.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 2</a> <em>(September 2009)</em> + + <div class="toggleme"> + <p>Originally released as "Android 1.6 NDK, Release 1".</p> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Adds OpenGL ES 1.1 native library support.</li> + + <li>Adds a sample application, <code>san-angeles</code>, that renders 3D graphics + through the native OpenGL ES APIs, while managing activity lifecycle with a {@link + android.opengl.GLSurfaceView} object.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <div class="toggleable closed"> + <a href="#" + onclick="return toggleDiv(this)"><img src="{@docRoot}assets/images/triangle-closed.png" + class="toggle-img" + height="9px" + width="9px" /> Android NDK, Revision 1</a> <em>(June 2009)</em> + + <div class="toggleme"> + <p>Originally released as "Android 1.5 NDK, Release 1".</p> + + <dl> + <dt>General notes:</dt> + + <dd> + <ul> + <li>Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1 + instructions.</li> + + <li>Includes system headers for stable native APIs, documentation, and sample + applications.</li> + </ul> + </dd> + </dl> + </div> + </div> + + <h2 id="installing">Installing the NDK</h2> + <p>Installing the NDK on your development computer is straightforward and involves extracting the + NDK from its download package. Unlike previous releases, there is no need to run a host-setup + script.</p> + + <p>Before you get started make sure that you have downloaded the latest <a href= + "{@docRoot}sdk/index.html">Android SDK</a> and upgraded your applications and environment as + needed. The NDK will not work with older versions of the Android SDK. Also, take a moment to + review the <a href="{@docRoot}sdk/ndk/reqs.html">System and Software Requirements</a> for the + NDK, if you haven't already.</p> + + <p>To install the NDK, follow these steps:</p> + + <ol> + <li>From the table at the top of this page, select the NDK package that is appropriate for your + development computer and download the package.</li> + + <li>Uncompress the NDK download package using tools available on your computer. When + uncompressed, the NDK files are contained in a directory called + <code>android-ndk-<version></code>. You can rename the NDK directory if necessary and you + can move it to any location on your computer. This documentation refers to the NDK directory as + <code><ndk></code>.</li> + </ol> + + <p>You are now ready start working with the NDK.</p> + + <h2 id="gettingstarted">Getting Started with the NDK</h2> + + <p>Once you've installed the NDK successfully, take a few minutes to read the documentation + included in the NDK. You can find the documentation in the <code><ndk>/docs/</code> + directory. In particular, please read the OVERVIEW.HTML document completely, so that you + understand the intent of the NDK and how to use it.</p> + + <p>If you used a previous version of the NDK, take a moment to review the list of NDK changes in + the CHANGES.HTML document.</p> + + <p>Here's the general outline of how you work with the NDK tools:</p> + + <ol> + <li>Place your native sources under <code><project>/jni/...</code></li> + + <li>Create <code><project>/jni/Android.mk</code> to describe your native sources to the + NDK build system</li> + + <li>Optional: Create <code><project>/jni/Application.mk</code>.</li> + + <li>Build your native code by running the 'ndk-build' script from your project's directory. It + is located in the top-level NDK directory: + <pre class="no-pretty-print"> +cd <project> +<ndk>/ndk-build +</pre> + + <p>The build tools copy the stripped, shared libraries needed by your application to the + proper location in the application's project directory.</p> + </li> + + <li>Finally, compile your application using the SDK tools in the usual way. The SDK build tools + will package the shared libraries in the application's deployable <code>.apk</code> file.</li> + </ol> + <p>For complete information on all of the steps listed above, please see the documentation + included with the NDK package.</p> + <h2 id="samples">Sample Applications</h2> + + <p>The NDK includes sample applications that illustrate how to use native code in your Android + applications:</p> + <ul> + <li><code>hello-jni</code> — a simple application that loads a string from a native + method implemented in a shared library and then displays it in the application UI.</li> + + <li><code>two-libs</code> — a simple application that loads a shared library dynamically + and calls a native method provided by the library. In this case, the method is implemented in a + static library imported by the shared library.</li> + + <li><code>san-angeles</code> — a simple application that renders 3D graphics through the + native OpenGL ES APIs, while managing activity lifecycle with a {@link + android.opengl.GLSurfaceView} object.</li> + + <li><code>hello-gl2</code> — a simple application that renders a triangle using OpenGL ES + 2.0 vertex and fragment shaders.</li> + + <li><code>hello-neon</code> — a simple application that shows how to use the + <code>cpufeatures</code> library to check CPU capabilities at runtime, then use NEON intrinsics + if supported by the CPU. Specifically, the application implements two versions of a tiny + benchmark for a FIR filter loop, a C version and a NEON-optimized version for devices that + support it.</li> + + <li><code>bitmap-plasma</code> — a simple application that demonstrates how to access the + pixel buffers of Android {@link android.graphics.Bitmap} objects from native code, and uses + this to generate an old-school "plasma" effect.</li> + + <li><code>native-activity</code> — a simple application that demonstrates how to use the + native-app-glue static library to create a native activity</li> + + <li><code>native-plasma</code> — a version of bitmap-plasma implemented with a native + activity.</li> + </ul> + + <p>For each sample, the NDK includes the corresponding C source code and the necessary Android.mk + and Application.mk files. There are located under <code><ndk>/samples/<name>/</code> + and their source code can be found under <code><ndk>/samples/<name>/jni/</code>.</p> + + <p>You can build the shared libraries for the sample apps by going into + <code><ndk>/samples/<name>/</code> then calling the <code>ndk-build</code> command. + The generated shared libraries will be located under + <code><ndk>/samples/<name>/libs/armeabi/</code> for (ARMv5TE machine code) and/or + <code><ndk>/samples/<name>/libs/armeabi-v7a/</code> for (ARMv7 machine code).</p> + + <p>Next, build the sample Android applications that use the shared libraries:</p> + + <ul> + <li>If you are developing in Eclipse with ADT, use the New Project Wizard to create a new + Android project for each sample, using the "Import from Existing Source" option and importing + the source from <code><ndk>/apps/<app_name>/project/</code>. Then, set up an AVD, + if necessary, and build/run the application in the emulator. For more information about + creating a new Android project in Eclipse, see <a href= + "{@docRoot}guide/developing/eclipse-adt.html">Developing in Eclipse</a>.</li> + + <li>If you are developing with Ant, use the <code>android</code> tool to create the build file + for each of the sample projects at <code><ndk>/apps/<app_name>/project/</code>. + Then set up an AVD, if necessary, build your project in the usual way, and run it in the + emulator. For more information, see <a href= + "{@docRoot}guide/developing/other-ide.html">Developing in Other IDEs</a>.</li> + </ul> + + <h3 id="hello-jni">Exploring the hello-jni Sample</h3> + + <p>The hello-jni sample is a simple demonstration on how to use JNI from an Android application. + The HelloJni activity receives a string from a simple C function and displays it in a + TextView.</p> + + <p>The main components of the sample include:</p> + + <ul> + <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code> + file, a <code>src/</code> and <code>res</code> directories, and a main activity)</li> + + <li>A <code>jni/</code> directory that includes the implemented source file for the native code + as well as the Android.mk file</li> + + <li>A <code>tests/</code> directory that contains unit test code.</li> + </ul> + + <ol> + <li>Create a new project in Eclipse from the existing sample source or use the + <code>android</code> tool to update the project so it generates a build.xml file that you can + use to build the sample. + + <ul> + <li>In Eclipse: + + <ol type="a"> + <li>Click <strong>File > New Android Project...</strong></li> + + <li>Select the <strong>Create project from existing source</strong> radio button.</li> + + <li>Select any API level above Android 1.5.</li> + + <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select + the <code><ndk-root>/samples/hello-jni</code> directory.</li> + + <li>Click <strong>Finish</strong>.</li> + </ol> + </li> + + <li>On the command line: + + <ol type="a"> + <li>Change to the <code><ndk-root>/samples/hello-jni</code> directory.</li> + + <li>Run the following command to generate a build.xml file: + <pre class="no-pretty-print"> +android update project -p . -s +</pre> + </li> + </ol> + </li> + </ul> + </li> + + <li>Compile the native code using the <code>ndk-build</code> command. + <pre class="no-pretty-print"> +cd <ndk-root>/samples/hello-jni +<ndk_root>/ndk-build +</pre> + </li> + + <li>Build and install the application as you would a normal Android application. If you are + using Eclipse, run the application to build and install it on a device. If you are using Ant, + run the following commands from the project directory: + <pre class="no-pretty-print"> +ant debug +adb install bin/HelloJni-debug.apk +</pre> + </li> + </ol> + + <p>When you run the application on the device, the string <code>Hello JNI</code> should appear on + your device. You can explore the rest of the samples that are located in the + <code><ndk-root>/samples</code> directory for more examples on how to use the JNI.</p> + + <h3 id="native-activity">Exploring the native-activity Sample Application</h3> + + <p>The native-activity sample provided with the Android NDK demonstrates how to use the + android_native_app_glue static library. This static library makes creating a native activity + easier by providing you with an implementation that handles your callbacks in another thread, so + you do not have to worry about them blocking your main UI thread. The main parts of the sample + are described below:</p> + + <ul> + <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code> + file, a <code>src/</code> and <code>res</code> directories). The AndroidManifest.xml declares + that the application is native and specifies the .so file of the native activity. See {@link + android.app.NativeActivity} for the source or see the + <code><ndk_root>/platforms/samples/native-activity/AndroidManifest.xml</code> file.</li> + + <li>A <code>jni/</code> directory contains the native activity, main.c, which uses the + <code>android_native_app_glue.h</code> interface to implement the activity. The Android.mk that + describes the native module to the build system also exists here.</li> + </ul> + + <p>To build this sample application:</p> + + <ol> + <li>Create a new project in Eclipse from the existing sample source or use the + <code>android</code> tool to update the project so it generates a build.xml file that you can + use to build the sample. + + <ul> + <li>In Eclipse: + + <ol type="a"> + <li>Click <strong>File > New Android Project...</strong></li> + + <li>Select the <strong>Create project from existing source</strong> radio button.</li> + + <li>Select any API level above Android 2.3.</li> + + <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select + the <code><ndk-root>/samples/native-activity</code> directory.</li> + + <li>Click <strong>Finish</strong>.</li> + </ol> + </li> + + <li>On the command line: + + <ol type="a"> + <li>Change to the <code><ndk-root>/samples/native-activity</code> directory.</li> + + <li>Run the following command to generate a build.xml file: + <pre class="no-pretty-print"> +android update project -p . -s +</pre> + </li> + </ol> + </li> + </ul> + </li> + + <li>Compile the native code using the <code>ndk-build</code> command. + <pre class="no-pretty-print"> +cd <ndk-root>/platforms/samples/android-9/samples/native-activity +<ndk_root>/ndk-build +</pre> + </li> + + <li>Build and install the application as you would a normal Android application. If you are + using Eclipse, run the application to build and install it on a device. If you are using Ant, + run the following commands in the project directory, then run the application on the device: + <pre class="no-pretty-print"> +ant debug +adb install bin/NativeActivity-debug.apk +</pre> + </li> + </ol> + + <h2 id="forum">Discussion Forum and Mailing List</h2> + + <p>If you have questions about the NDK or would like to read or contribute to discussions about + it, please visit the <a href="http://groups.google.com/group/android-ndk">android-ndk</a> group + and mailing list.</p> diff --git a/docs/html/sdk/ndk/overview.jd b/docs/html/sdk/ndk/overview.jd new file mode 100644 index 0000000..a7ec5d4 --- /dev/null +++ b/docs/html/sdk/ndk/overview.jd @@ -0,0 +1,334 @@ +page.title=What is the NDK? +@jd:body + + <div id="qv-wrapper"> + <div id="qv"> + <h2>In this document</h2> + + <ol> + <li><a href="#choosing">When to Develop in Native Code</a></li> + + <li> + <a href="#contents">Contents of the NDK</a> + + <ol> + <li><a href="#tools">Development tools</a></li> + + <li><a href="#docs">Documentation</a></li> + + <li><a href="#samples">Sample applications</a></li> + </ol> + </li> + + <li><a href="#reqs">System and Software Requirements</a></li> + + </ol> + </div> + </div> + + <p>The Android NDK is a toolset that lets you embed components that make use of native code in + your Android applications.</p> + + <p>Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts + of your applications using native-code languages such as C and C++. This can provide benefits to + certain classes of applications, in the form of reuse of existing code and in some cases + increased speed.</p> + + <p>The NDK provides:</p> + + <ul> + <li>A set of tools and build files used to generate native code libraries from C and C++ + sources</li> + + <li>A way to embed the corresponding native libraries into an application package file + (<code>.apk</code>) that can be deployed on Android devices</li> + + <li>A set of native system headers and libraries that will be supported in all future versions + of the Android platform, starting from Android 1.5. Applications that use native activities + must be run on Android 2.3 or later.</li> + + <li>Documentation, samples, and tutorials</li> + </ul> + + <p>The latest release of the NDK supports these ARM instruction sets:</p> + + <ul> + <li>ARMv5TE (including Thumb-1 instructions)</li> + + <li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with optional support for + NEON/VFPv3-D32 instructions)</li> + </ul> + + <p>Future releases of the NDK will also support:</p> + + <ul> + <li>x86 instructions (see CPU-ARCH-ABIS.HTML for more information)</li> + </ul> + + <p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will run only on + devices such as the Verizon Droid or Google Nexus One that have a compatible CPU. The main + difference between the two instruction sets is that ARMv7-A supports hardware FPU, Thumb-2, and + NEON instructions. You can target either or both of the instruction sets — ARMv5TE is the + default, but switching to ARMv7-A is as easy as adding a single line to the application's + <code>Application.mk</code> file, without needing to change anything else in the file. You can also build for + both architectures at the same time and have everything stored in the final <code>.apk</code>. + Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package.</p> + + <p>The NDK provides stable headers for libc (the C library), libm (the Math library), OpenGL ES + (3D graphics library), the JNI interface, and other libraries, as listed in the <a href= + "#tools">Development Tools</a> section.</p> + + <h2 id="choosing">When to Develop in Native Code</h2> + + <p>The NDK will not benefit most applications. As a developer, you need to balance its benefits + against its drawbacks; notably, using native code does not result in an automatic performance + increase, but always increases application complexity. In general, you should only use native + code if it is essential to your application, not just because you prefer to program in C/C++.</p> + + <p>Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't + allocate much memory, such as signal processing, physics simulation, and so on. Simply re-coding + a method to run in C usually does not result in a large performance increase. When examining + whether or not you should develop in native code, think about your requirements and see if the + Android framework APIs provide the functionality that you need. The NDK can, however, can be an + effective way to reuse a large corpus of existing C/C++ code.</p> + + <p>The Android framework provides two ways to use native code:</p> + + <ul> + <li>Write your application using the Android framework and use JNI to access the APIs provided + by the Android NDK. This technique allows you to take advantage of the convenience of the + Android framework, but still allows you to write native code when necessary. You can install + applications that use native code through the JNI on devices that run Android 1.5 or + later.</li> + + <li> + <p>Write a native activity, which allows you to potentially create an application completely in native + code, because you can implement the lifecycle callbacks natively. The Android SDK provides + the {@link android.app.NativeActivity} class, which is a convenience class that notifies your + native code of any activity lifecycle callbacks (<code>onCreate()</code>, <code>onPause()</code>, + <code>onResume()</code>, etc). You can implement the callbacks in your native code to handle + these events when they occur. Applications that use native activities must be run on Android + 2.3 (API Level 9) or later.</p> + + <p>You cannot access features such as Services and Content Providers natively, so if you want + to use them or any other framework API, you can still write JNI code to do so.</p> + </li> + </ul> + + <h2 id="contents">Contents of the NDK</h2>The NDK contains the APIs, documentation, and sample + applications that help you write your native code. + + <h3 id="tools">Development tools</h3> + + <p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that can generate + native ARM binaries on Linux, OS X, and Windows (with Cygwin) platforms.</p> + + <p>It provides a set of system headers for stable native APIs that are guaranteed to be supported + in all later releases of the platform:</p> + + <ul> + <li>libc (C library) headers</li> + + <li>libm (math library) headers</li> + + <li>JNI interface headers</li> + + <li>libz (Zlib compression) headers</li> + + <li>liblog (Android logging) header</li> + + <li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li> + + <li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li> + + <li>A Minimal set of headers for C++ support</li> + </ul> + + <p>The NDK also provides a build system that lets you work efficiently with your sources, without + having to handle the toolchain/platform/CPU/ABI details. You create very short build files to + describe which sources to compile and which Android application will use them — the build + system compiles the sources and places the shared libraries directly in your application + project.</p> + + <p class="caution"><strong>Important:</strong> With the exception of the libraries listed above, + native system libraries in the Android platform are <em>not</em> stable and may change in future + platform versions. Your applications should <em>only</em> make use of the stable native system + libraries provided in this NDK.</p> + + <h3 id="docs">Documentation</h3> + + <p>The NDK package includes a set of documentation that describes the capabilities of the NDK and + how to use it to create shared libraries for your Android applications. In this release, the + documentation is provided only in the downloadable NDK package. You can find the documentation in + the <code><ndk>/docs/</code> directory. Included are these files:</p> + + <ul> + <li>INSTALL.HTML — describes how to install the NDK and configure it for your host + system</li> + + <li>OVERVIEW.HTML — provides an overview of the NDK capabilities and usage</li> + + <li>ANDROID-MK.HTML — describes the use of the Android.mk file, which defines the native + sources you want to compile</li> + + <li>APPLICATION-MK.HTML — describes the use of the Application.mk file, which describes + the native sources required by your Android application</li> + + <li>HOWTO.HTML — information about common tasks associated with NDK development.</li> + + <li>SYSTEM-ISSUES.HTML — known issues in the Android system images that you should be + aware of, if you are developing using the NDK.</li> + + <li>STABLE-APIS.HTML — a complete list of the stable APIs exposed by headers in the + NDK.</li> + + <li>CPU-ARCH-ABIS.HTML — a description of supported CPU architectures and how to target + them.</li> + + <li>CPU-FEATURES.HTML — a description of the <code>cpufeatures</code> static library that + lets your application code detect the target device's CPU family and the optional features at + runtime.</li> + + <li>CPU-ARM-NEON.HTML — a description of how to build with optional ARM NEON / VFPv3-D32 + instructions.</li> + + <li>CHANGES.HTML — a complete list of changes to the NDK across all releases.</li> + </ul> + + <p>Additionally, the package includes detailed information about the "bionic" C library provided + with the Android platform that you should be aware of, if you are developing using the NDK. You + can find the documentation in the <code><ndk>/docs/system/libc/</code> directory:</p> + + <ul> + <li>OVERVIEW.HTML — provides an overview of the "bionic" C library and the features it + offers.</li> + </ul> + + <h3 id="samples">Sample applications</h3> + + <p>The NDK includes sample Android applications that illustrate how to use native code in your + Android applications. For more information, see <a href= + "{@docRoot}sdk/ndk/installing.html#samples">Sample Applications</a>.</p> + + <h2 id="reqs">System and Software Requirements</h2> + + <p>The sections below describe the system and software requirements for using the Android NDK, as + well as platform compatibility considerations that affect appplications using libraries produced + with the NDK.</p> + + <h4>The Android SDK</h4> + + <ul> + <li>A complete Android SDK installation (including all dependencies) is required.</li> + + <li>Android 1.5 SDK or later version is required.</li> + </ul> + + <h4>Supported operating systems</h4> + + <ul> + <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li> + + <li>Mac OS X 10.4.8 or later (x86 only)</li> + + <li>Linux (32- or 64-bit, tested on Linux Ubuntu Dapper Drake)</li> + </ul> + + <h4>Required development tools</h4> + + <ul> + <li>For all development platforms, GNU Make 3.81 or later is required. Earlier versions of GNU + Make might work but have not been tested.</li> + + <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li> + + <li>For Windows, <a href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK + will <em>not</em> work with Cygwin 1.5 installations.</li> + </ul> + + <h4>Android platform compatibility</h4> + + <ul> + <li>The native libraries created by the Android NDK can only be used on devices running the + Android 1.5 platform version or later. This is due to toolchain and ABI related changes that + make the native libraries incompatible with 1.0 and 1.1 system images.</li> + + <li>For this reason, you should use native libraries produced with the NDK in applications that + are deployable to devices running the Android 1.5 platform version or later.</li> + + <li>To ensure compatibility, an application using a native library produced with the NDK + <em>must</em> declare a <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code> + <uses-sdk></code></a> element in its manifest file, with an + <code>android:minSdkVersion</code> attribute value of "3" or higher. For example: + <pre style="margin:1em;"> +<manifest> + ... + <uses-sdk android:minSdkVersion="3" /> + ... +</manifest> +</pre> + </li> + + <li>If you use this NDK to create a native library that uses the OpenGL ES APIs, the + application containing the library can be deployed only to devices running the minimum platform + versions described in the table below. To ensure compatibility, make sure that your application + declares the proper <code>android:minSdkVersion</code> attribute value, as given in the + table.</li> + + <li style="list-style: none; display: inline"> + <table style="margin:1em;"> + <tr> + <th>OpenGL ES Version Used</th> + + <th>Compatible Android Platform(s)</th> + + <th>Required uses-sdk Attribute</th> + </tr> + + <tr> + <td>OpenGL ES 1.1</td> + + <td>Android 1.6 and higher</td> + + <td><code>android:minSdkVersion="4"</code></td> + </tr> + + <tr> + <td>OpenGL ES 2.0</td> + + <td>Android 2.0 and higher</td> + + <td><code>android:minSdkVersion="5"</code></td> + </tr> + </table> + + <p>For more information about API Level and its relationship to Android platform versions, + see <a href="{@docRoot}guide/appendix/api-levels.html">Android API Levels</a>.</p> + </li> + + <li>Additionally, an application using the OpenGL ES APIs should declare a + <code><uses-feature></code> element in its manifest, with an + <code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES version + required by the application. This ensures that Android Market will show your application only + to users whose devices are capable of supporting your application. For example: + <pre style="margin:1em;"> +<manifest> + ... +<!-- Declare that the application uses the OpenGL ES 2.0 API and is designed + to run only on devices that support OpenGL ES 2.0 or higher. --> + <uses-feature android:glEsVersion="0x00020000" /> + ... +</manifest> +</pre> + + <p>For more information, see the <a href= + "{@docRoot}guide/topics/manifest/uses-feature-element.html"><code><uses-feature></code></a> + documentation.</p> + </li> + + <li>If you use this NDK to create a native library that uses the API to access Android {@link + android.graphics.Bitmap} pixel buffers or utilizes native activities, the application + containing the library can be deployed only to devices running Android 2.2 (API level 8) or + higher. To ensure compatibility, make sure that your application declares <code><uses-sdk + android:minSdkVersion="8" /></code> attribute value in its manifest.</li> + </ul>
\ No newline at end of file diff --git a/docs/html/sdk/sdk_toc.cs b/docs/html/sdk/sdk_toc.cs index 7b9a5a2..ecc69c2 100644 --- a/docs/html/sdk/sdk_toc.cs +++ b/docs/html/sdk/sdk_toc.cs @@ -101,7 +101,7 @@ <span style="display:none" class="ja"></span> <span style="display:none" class="zh-CN"></span> <span style="display:none" class="zh-TW"></span></a> - </li> + <span class="new">new!</span></li> </ul> </li> <li> @@ -115,9 +115,11 @@ <span style="display:none" class="zh-TW"></span> </h2> <ul> - <li><a href="<?cs var:toroot ?>sdk/ndk/index.html">Android NDK, r4b</a></li> + <li><a href="<?cs var:toroot ?>sdk/ndk/index.html">Download the Android NDK, r5</a></li> + <li><a href="<?cs var:toroot ?>sdk/ndk/overview.html">What is the NDK?</a></li> </ul> </li> + <li> <h2> <span class="en">More Information</span> |