diff options
Diffstat (limited to 'docs/html/sdk/ndk')
-rw-r--r-- | docs/html/sdk/ndk/1.5_r1/index.jd | 6 | ||||
-rw-r--r-- | docs/html/sdk/ndk/1.6_r1/index.jd | 5 | ||||
-rw-r--r-- | docs/html/sdk/ndk/index.jd | 1055 | ||||
-rw-r--r-- | docs/html/sdk/ndk/overview.jd | 559 |
4 files changed, 0 insertions, 1625 deletions
diff --git a/docs/html/sdk/ndk/1.5_r1/index.jd b/docs/html/sdk/ndk/1.5_r1/index.jd deleted file mode 100644 index 4c70a8a..0000000 --- a/docs/html/sdk/ndk/1.5_r1/index.jd +++ /dev/null @@ -1,6 +0,0 @@ -page.title=Android 1.5 NDK, Release 1 -sdk.redirect=true -sdk.redirect.path=ndk/index.html - -@jd:body - diff --git a/docs/html/sdk/ndk/1.6_r1/index.jd b/docs/html/sdk/ndk/1.6_r1/index.jd deleted file mode 100644 index 090dcdc..0000000 --- a/docs/html/sdk/ndk/1.6_r1/index.jd +++ /dev/null @@ -1,5 +0,0 @@ -page.title=Android 1.6 NDK, Release 1 -sdk.redirect=true -sdk.redirect.path=ndk/index.html - -@jd:body diff --git a/docs/html/sdk/ndk/index.jd b/docs/html/sdk/ndk/index.jd deleted file mode 100644 index fddbcc7..0000000 --- a/docs/html/sdk/ndk/index.jd +++ /dev/null @@ -1,1055 +0,0 @@ -ndk=true - -ndk.win_download=android-ndk-r7c-windows.zip -ndk.win_bytes=80361003 -ndk.win_checksum=e86184cdc4bf71d32fa9185fad8544e2 - -ndk.mac_download=android-ndk-r7c-darwin-x86.tar.bz2 -ndk.mac_bytes=73836512 -ndk.mac_checksum=025f57feb5f32ed993a5fa7f5996477d - -ndk.linux_download=android-ndk-r7c-linux-x86.tar.bz2 -ndk.linux_bytes=63432410 -ndk.linux_checksum=0bc21b78823dcf6f86b988203626b1fe - -page.title=Android NDK - -@jd:body - -<h2 id="notes">Revisions</h2> - -<p>The sections below provide information and notes about successive releases of -the NDK, as denoted by revision number. </p> - -<script type="text/javascript"> -function toggleDiv(link) { - var toggleable = $(link).parent(); - if (toggleable.hasClass("closed")) { - //$(".toggleme", toggleable).slideDown("fast"); - toggleable.removeClass("closed"); - toggleable.addClass("open"); - $(".toggle-img", toggleable).attr("title", "hide").attr("src", "{@docRoot}assets/images/triangle-opened.png"); - } else { - //$(".toggleme", toggleable).slideUp("fast"); - toggleable.removeClass("open"); - toggleable.addClass("closed"); - $(".toggle-img", toggleable).attr("title", "show").attr("src", "/assets/images/triangle-closed.png"); - } - return false; -} -</script> -<style> -.toggleable { -padding: .25em 1em; -} -.toggleme { - padding: 1em 1em 0 2em; - line-height:1em; -} -.toggleable a { - text-decoration:none; -} -.toggleme a { - text-decoration:underline; -} -.toggleable.closed .toggleme { - display:none;} -#jd-content .toggle-img { - margin:0; -} -</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 7c</a> <em>(April 2012)</em> - - <div class="toggleme"> - <p>This release of the NDK includes an important fix for Tegra2-based devices, and a few -additional fixes and improvements:</p> - - <dl> - <dt>Important bug fixes:</dt> - - <dd> - <ul> - <li>Fixed GNU STL armeabi-v7a binaries to not crash on non-NEON - devices. The files provided with NDK r7b were not configured properly, - resulting in crashes on Tegra2-based devices and others when trying to use - certain floating-point functions (e.g., {@code cosf}, {@code sinf}, {@code expf}).</li> - </ul> - </dd> - - <dt>Important changes:</dt> - - <dd> - <ul> - <li>Added support for custom output directories through the {@code NDK_OUT} - environment variable. When defined, this variable is used to store all - intermediate generated files, instead of {@code $PROJECT_PATH/obj}. The variable is - also recognized by {@code ndk-gdb}. </li> - <li>Added support for building modules with hundreds or even thousands of source - files by defining {@code LOCAL_SHORT_COMMANDS} to {@code true} in your {@code Android.mk}. - <p>This change forces the NDK build system to put most linker or archiver options - into list files, as a work-around for command-line length limitations. - See {@code docs/ANDROID-MK.html} for details.</p> - </li> - </ul> - </dd> - - <dt>Other bug fixes:</dt> - - <dd> - <ul> - <li>Fixed {@code android_getCpuCount()} implementation in the {@code cpufeatures} -helper library. On certain devices, where cores are enabled dynamically by the system, the previous -implementation would report the total number of <em>active</em> cores the first time the function -was called, rather than the total number of <em>physically available</em> cores.</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 7b</a> <em>(February 2012)</em> - - <div class="toggleme"> - <p>This release of the NDK includes fixes for native Windows builds, Cygwin and many other - improvements:</p> - - <dl> - <dt>Important bug fixes:</dt> - - <dd> - <ul> - <li>Updated {@code sys/atomics.h} to avoid correctness issues - on some multi-core ARM-based devices. Rebuild your unmodified sources with this - version of the NDK and this problem should be completely eliminated. - For more details, read {@code docs/ANDROID-ATOMICS.html}.</li> - <li>Reverted to {@code binutils} 2.19 to fix debugging issues that - appeared in NDK r7 (which switched to {@code binutils} 2.20.1).</li> - <li>Fixed {@code ndk-build} on 32-bit Linux. A packaging error put a 64-bit version - of the {@code awk} executable under {@code prebuilt/linux-x86/bin} in NDK r7.</li> - <li>Fixed native Windows build ({@code ndk-build.cmd}). Other build modes were not - affected. The fixes include: - <ul> - <li>Removed an infinite loop / stack overflow bug that happened when trying - to call {@code ndk-build.cmd} from a directory that was <em>not</em> the top of - your project path (e.g., in any sub-directory of it).</li> - <li>Fixed a problem where the auto-generated dependency files were ignored. This - meant that updating a header didn't trigger recompilation of sources that included - it.</li> - <li>Fixed a problem where special characters in files or paths, other than spaces and - quotes, were not correctly handled.</li> - </ul> - </li> - <li>Fixed the standalone toolchain to generate proper binaries when using - {@code -lstdc++} (i.e., linking against the GNU {@code libstdc++} C++ runtime). You - should use {@code -lgnustl_shared} if you want to link against the shared library - version or {@code -lstdc++} for the static version. - - <p>See {@code docs/STANDALONE-TOOLCHAIN.html} for more details about this fix.</p> - </li> - <li>Fixed {@code gnustl_shared} on Cygwin. The linker complained that it couldn't find - {@code libsupc++.a} even though the file was at the right location.</li> - <li>Fixed Cygwin C++ link when not using any specific C++ runtime through - {@code APP_STL}.</li> - </ul> - </dd> - </dl> - - <dl> - <dt>Other changes:</dt> - - <dd> - <ul> - <li>When your application uses the GNU {@code libstdc++} runtime, the compiler will - no longer forcibly enable exceptions and RTTI. This change results in smaller code. - <p>If you need these features, you must do one of the following:</p> - <ul> - <li>Enable exceptions and/or RTTI explicitly in your modules or - {@code Application.mk}. (recommended)</li> - <li>Define {@code APP_GNUSTL_FORCE_CPP_FEATURES} to {@code 'exceptions'}, - {@code 'rtti'} or both in your {@code Application.mk}. See - {@code docs/APPLICATION-MK.html} for more details.</li> - </ul> - </li> - <li>{@code ndk-gdb} now works properly when your application has private services - running in independent processes. It debugs the main application process, instead of the - first process listed by {@code ps}, which is usually a service process.</li> - <li>Fixed a rare bug where NDK r7 would fail to honor the {@code LOCAL_ARM_MODE} value - and always compile certain source files (but not all) to 32-bit instructions.</li> - <li>{@code stlport}: Refresh the sources to match the Android platform version. This - update fixes a few minor bugs: - <ul> - <li>Fixed instantiation of an incomplete type</li> - <li>Fixed minor "==" versus "=" typo</li> - <li>Used {@code memmove} instead of {@code memcpy} in {@code string::assign}</li> - <li>Added better handling of {@code IsNANorINF}, {@code IsINF}, {@code IsNegNAN}, - etc.</li> - </ul> - <p>For complete details, see the commit log.</p> - </li> - <li>{@code stlport}: Removed 5 unnecessary static initializers from the library.</li> - <li>The GNU libstdc++ libraries for armeabi-v7a were mistakenly compiled for - armeabi instead. This change had no impact on correctness, but using the right - ABI should provide slightly better performance.</li> - <li>The {@code cpu-features} helper library was updated to report three optional - x86 CPU features ({@code SSSE3}, {@code MOVBE} and {@code POPCNT}). See - {@code docs/CPU-FEATURES.html} for more details.</li> - <li>{@code docs/NDK-BUILD.html} was updated to mention {@code NDK_APPLICATION_MK} instead - of {@code NDK_APP_APPLICATION_MK} to select a custom {@code Application.mk} file.</li> - <li>Cygwin: {@code ndk-build} no longer creates an empty "NUL" file in the current - directory when invoked.</li> - <li>Cygwin: Added better automatic dependency detection. In the previous version, it - didn't work properly in the following cases: - <ul> - <li>When the Cygwin drive prefix was not {@code /cygdrive}.</li> - <li>When using drive-less mounts, for example, when Cygwin would translate - {@code /home} to {@code \\server\subdir} instead of {@code C:\Some\Dir}.</li> - </ul> - </li> - <li>Cygwin: {@code ndk-build} does not try to use the native Windows tools under - {@code $NDK/prebuilt/windows/bin} with certain versions of Cygwin and/or GNU Make.</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 7</a> <em>(November 2011)</em> - - <div class="toggleme"> - <p>This release of the NDK includes new features to support the Android 4.0 platform as well - as many other additions and improvements:</p> - - <dl> - <dt>New features</dt> - - <dd> - <ul> - <li>Added official NDK APIs for Android 4.0 (API level 14), which adds the following - native features to the platform: - - <ul> - <li>Added native multimedia API based on the Khronos Group OpenMAX AL™ 1.0.1 - standard. The new <code><OMXAL/OpenMAXAL.h></code> and - <code><OMXAL/OpenMAXAL_Android.h></code> headers allow applications targeting - API level 14 to perform multimedia output directly from native code by using a new - Android-specific buffer queue interface. For more details, see - <code>docs/openmaxal/index.html</code> and <a href= - "http://www.khronos.org/openmax/">http://www.khronos.org/openmax/</a>.</li> - - <li>Updated the native audio API based on the Khronos Group OpenSL ES 1.0.1™ - standard. With API Level 14, you can now decode compressed audio (e.g. MP3, AAC, - Vorbis) to PCM. For more details, see <code>docs/opensles/index.html</code> and - <a href= - "http://www.khronos.org/opensles">http://www.khronos.org/opensles/</a>.</li> - </ul> - </li> - - <li>Added CCache support. To speed up large rebuilds, define the - <code>NDK_CCACHE</code> environment variable to <code>ccache</code> (or the path to - your <code>ccache</code> binary). When declared, the NDK build system automatically - uses CCache when compiling any source file. For example: - <pre> -export NDK_CCACHE=ccache -</pre> - <p class="note"><strong>Note:</strong> CCache is not included in the NDK release - so you must have it installed prior to using it. For more information about CCache, see - <a href="http://ccache.samba.org">http://ccache.samba.org</a>.</p> - </li> - - <li>Added support for setting <code>APP_ABI</code> to <code>all</code> to indicate that - you want to build your NDK modules for all the ABIs supported by your given NDK - release. This means that either one of the following two lines in your - <code>Application.mk</code> are equivalent with this release: - <pre> -APP_ABI := all -APP_ABI := armeabi armeabi-v7a x86 -</pre> - - <p>This also works if you define <code>APP_ABI</code> when calling - <code>ndk-build</code> from the command-line, which is a quick way to check that your - project builds for all supported ABIs without changing the project's - <code>Application.mk file</code>. For example:</p> - <pre> -ndk-build APP_ABI=all -</pre> - </li> - - <li>Added a <code>LOCAL_CPP_FEATURES</code> variable in <code>Android.mk</code> that - allows you to declare which C++ features (RTTI or Exceptions) your module uses. This - ensures that the final linking works correctly if you have prebuilt modules that depend - on these features. See <code>docs/ANDROID-MK.html</code> and - <code>docs/CPLUSPLUS-SUPPORT.html</code> for more details.</li> - - <li>Shortened paths to source and object files that are used in build commands. When - invoking <code>$NDK/ndk-build</code> from your project path, the paths to the source, - object, and binary files that are passed to the build commands are significantly - shorter now, because they are passed relative to the current directory. This is useful - when building projects with a lot of source files, to avoid limits on the maximum - command line length supported by your host operating system. The behavior is unchanged - if you invoke <code>ndk-build</code> from a sub-directory of your project tree, or if - you define <code>NDK_PROJECT_PATH</code> to point to a specific directory.</li> - </ul> - </dd> - - <dt>Experimental features</dt> - - <dd> - You can now build your NDK source files on Windows <em>without</em> Cygwin by calling the - <code>ndk-build.cmd</code> script from the command line from your project path. The - script takes exactly the same arguments as the original <code>ndk-build</code> script. - The Windows NDK package comes with its own prebuilt binaries for GNU Make, Awk and other - tools required by the build. You should not need to install anything else to get a - working build system. - - <p class="caution"><strong>Important:</strong> <code>ndk-gdb</code> does not work on - Windows, so you still need Cygwin to debug.</p> - - <p>This feature is still experimental, so feel free to try it and report issues on the - <a href="http://b.android.com">public bug database</a> or <a href= - "http://groups.google.com/group/android-ndk">public forum</a>. All samples and unit tests - shipped with the NDK succesfully compile with this feature.</p> - </dd> - - <dt>Important bug fixes</dt> - - <dd> - <ul> - <li>Imported shared libraries are now installed by default to the target installation - location (<code>libs/<abi></code>) if <code>APP_MODULES</code> is not defined in - your <code>Application.mk</code>. For example, if a top-level module <code>foo</code> - imports a module <code>bar</code>, then both <code>libfoo.so</code> and - <code>libbar.so</code> are copied to the install location. Previously, only - <code>libfoo.so</code> was copied, unless you listed <code>bar</code> in your - <code>APP_MODULES</code> too. If you define <code>APP_MODULES</code> explicitly, the - behavior is unchanged.</li> - - <li><code>ndk-gdb</code> now works correctly for activities with multiple categories in - their MAIN intent filters.</li> - - <li>Static library imports are now properly transitive. For example, if a top-level - module <code>foo</code> imports static library <code>bar</code> that imports static - library <code>zoo</code>, the <code>libfoo.so</code> will now be linked against both - <code>libbar.a</code> and <code>libzoo.a</code>.</li> - </ul> - </dd> - - <dt>Other changes</dt> - - <dd> - <ul> - <li><code>docs/NATIVE-ACTIVITY.HTML</code>: Fixed typo. The minimum API level should be - 9, not 8 for native activities.</li> - - <li><code>docs/STABLE-APIS.html</code>: Added missing documentation listing EGL as a - supported stable API, starting from API level 9.</li> - - <li><code>download-toolchain-sources.sh</code>: Updated to download the toolchain - sources from <a href="http://android.googlesource.com">android.googlesource.com</a>, - which is the new location for the AOSP servers.</li> - - <li>Added a new C++ support runtime named <code>gabi++</code>. More details about it - are available in the updated <code>docs/CPLUSPLUS-SUPPORT.html</code>.</li> - - <li>Added a new C++ support runtime named <code>gnustl_shared</code> that corresponds - to the shared library version of GNU libstdc++ v3 (GPLv3 license). See more info at - <code>docs/CPLUSPLUS-SUPPORT.html</code></li> - - <li>Added support for RTTI in the STLport C++ runtimes (no support for - exceptions).</li> - - <li>Added support for multiple file extensions in <code>LOCAL_CPP_EXTENSION</code>. For - example, to compile both <code>foo.cpp</code> and <code>bar.cxx</code> as C++ sources, - declare the following: - <pre> -LOCAL_CPP_EXTENSION := .cpp .cxx -</pre> - </li> - - <li>Removed many unwanted exported symbols from the link-time shared system libraries - provided by the NDK. This ensures that code generated with the standalone toolchain - doesn't risk to accidentally depend on a non-stable ABI symbol (e.g. any libgcc.a - symbol that changes each time the toolchain used to build the platform is changed)</li> - - <li>Refreshed the EGL and OpenGLES Khronos headers to support more extensions. Note - that this does <em>not</em> change the NDK ABIs for the corresponding libraries, - because each extension must be probed at runtime by the client application. - - <p>The extensions that are available depend on your actual device and GPU drivers, - not the platform version the device runs on. The header changes simply add new - constants and types to make it easier to use the extensions when they have been - probed with <code>eglGetProcAddress()</code> or <code>glGetProcAddress()</code>. The - following list describes the newly supported extensions:</p> - - <dl> - <dt>GLES 1.x</dt> - - <dd> - <ul> - <li><code>GL_OES_vertex_array_object</code></li> - - <li><code>GL_OES_EGL_image_external</code></li> - - <li><code>GL_APPLE_texture_2D_limited_npot</code></li> - - <li><code>GL_EXT_blend_minmax</code></li> - - <li><code>GL_EXT_discard_framebuffer</code></li> - - <li><code>GL_EXT_multi_draw_arrays</code></li> - - <li><code>GL_EXT_read_format_bgra</code></li> - - <li><code>GL_EXT_texture_filter_anisotropic</code></li> - - <li><code>GL_EXT_texture_format_BGRA8888</code></li> - - <li><code>GL_EXT_texture_lod_bias</code></li> - - <li><code>GL_IMG_read_format</code></li> - - <li><code>GL_IMG_texture_compression_pvrtc</code></li> - - <li><code>GL_IMG_texture_env_enhanced_fixed_function</code></li> - - <li><code>GL_IMG_user_clip_plane</code></li> - - <li><code>GL_IMG_multisampled_render_to_texture</code></li> - - <li><code>GL_NV_fence</code></li> - - <li><code>GL_QCOM_driver_control</code></li> - - <li><code>GL_QCOM_extended_get</code></li> - - <li><code>GL_QCOM_extended_get2</code></li> - - <li><code>GL_QCOM_perfmon_global_mode</code></li> - - <li><code>GL_QCOM_writeonly_rendering</code></li> - - <li><code>GL_QCOM_tiled_rendering</code></li> - </ul> - </dd> - - <dt>GLES 2.0</dt> - - <dd> - <ul> - <li><code>GL_OES_element_index_uint</code></li> - - <li><code>GL_OES_get_program_binary</code></li> - - <li><code>GL_OES_mapbuffer</code></li> - - <li><code>GL_OES_packed_depth_stencil</code></li> - - <li><code>GL_OES_texture_3D</code></li> - - <li><code>GL_OES_texture_float</code></li> - - <li><code>GL_OES_texture_float_linear</code></li> - - <li><code>GL_OES_texture_half_float_linear</code></li> - - <li><code>GL_OES_texture_npot</code></li> - - <li><code>GL_OES_vertex_array_object</code></li> - - <li><code>GL_OES_EGL_image_external</code></li> - - <li><code>GL_AMD_program_binary_Z400</code></li> - - <li><code>GL_EXT_blend_minmax</code></li> - - <li><code>GL_EXT_discard_framebuffer</code></li> - - <li><code>GL_EXT_multi_draw_arrays</code></li> - - <li><code>GL_EXT_read_format_bgra</code></li> - - <li><code>GL_EXT_texture_format_BGRA8888</code></li> - - <li><code>GL_EXT_texture_compression_dxt1</code></li> - - <li><code>GL_IMG_program_binary</code></li> - - <li><code>GL_IMG_read_format</code></li> - - <li><code>GL_IMG_shader_binary</code></li> - - <li><code>GL_IMG_texture_compression_pvrtc</code></li> - - <li><code>GL_IMG_multisampled_render_to_texture</code></li> - - <li><code>GL_NV_coverage_sample</code></li> - - <li><code>GL_NV_depth_nonlinear</code></li> - - <li><code>GL_QCOM_extended_get</code></li> - - <li><code>GL_QCOM_extended_get2</code></li> - - <li><code>GL_QCOM_writeonly_rendering</code></li> - - <li><code>GL_QCOM_tiled_rendering</code></li> - </ul> - </dd> - - <dt>EGL</dt> - - <dd> - <ul> - <li><code>EGL_ANDROID_recordable</code></li> - - <li><code>EGL_NV_system_time</code></li> - </ul> - </dd> - </dl> - </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 6b</a> <em>(August 2011)</em> - - <div class="toggleme"> - <p>This release of the NDK does not include any new features compared to r6. The r6b release - addresses the following issues in the r6 release:</p> - <dl> - <dt>Important bug fixes</dt> - <dd> - <ul> - <li>Fixed the build when <code>APP_ABI="armeabi x86"</code> is used for - multi-architecture builds.</li> - <li>Fixed the location of prebuilt STLport binaries in the NDK release package. - A bug in the packaging script placed them in the wrong location.</li> - <li>Fixed <code>atexit()</code> usage in shared libraries with the x86standalone - toolchain.</li> - <li>Fixed <code>make-standalone-toolchain.sh --arch=x86</code>. It used to fail - to copy the proper GNU libstdc++ binaries to the right location.</li> - <li>Fixed the standalone toolchain linker warnings about missing the definition and - size for the <code>__dso_handle</code> symbol (ARM only).</li> - <li>Fixed the inclusion order of <code>$(SYSROOT)/usr/include</code> for x86 builds. - See the <a href="http://code.google.com/p/android/issues/detail?id=18540">bug</a> for - more information.</li> - <li>Fixed the definitions of <code>ptrdiff_t</code> and <code>size_t</code> in - x86-specific systems when they are used with the x86 standalone toolchain.</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 6</a> <em>(July 2011)</em> - - <div class="toggleme"> - <p>This release of the NDK includes support for the x86 ABI and other minor changes. - For detailed information describing the changes in this release, read the - <code>CHANGES.HTML</code> document included in the NDK package. - </p> - <dl> - <dt>General notes:</dt> - <dd> - <ul> - <li>Adds support for the x86 ABI, which allows you to generate machine code - that runs on compatible x86-based Android devices. Major features for x86 - include x86-specific toolchains, system headers, libraries and - debugging support. For all of the details regarding x86 support, - see <code>docs/CPU-X86.html</code> in the NDK package. - - <p>By default, code is generated for ARM-based devices, but you can add x86 to your - <code>APP_ABI</code> definition in your <code>Application.mk</code> file to build - for x86 platforms. For example, the following line instructs <code>ndk-build</code> - to build your code for three distinct ABIs:</p> - - <pre>APP_ABI := armeabi armeabi-v7a x86</pre> - - <p>Unless you rely on ARM-based assembly sources, you shouldn't need to touch - your <code>Android.mk</code> files to build x86 machine code.</p> - - </li> - - <li>You can build a standalone x86 toolchain using the <code>--toolchain=x86-4.4.3</code> - option when calling <code>make-standalone-toolchain.sh</code>. See - <code>docs/STANDALONE-TOOLCHAIN.html</code> for more details. - </li> - <li>The new <code>ndk-stack</code> tool lets you translate stack traces in - <code>logcat</code> that are generated by native code. The tool translates - instruction addresses into a readable format that contains things such - as the function, source file, and line number corresponding to each stack frame. - For more information and a usage example, see <code>docs/NDK-STACK.html</code>. - </li> - </ul> - </dd> - <dt>Other changes:</dt> - <dd><code>arm-eabi-4.4.0</code>, which had been deprecated since NDK r5, has been - removed from the NDK distribution.</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 5c</a> <em>(June 2011)</em> - - <div class="toggleme"> - <p>This release of the NDK does not include any new features compared to r5b. The r5c release - addresses the following problems in the r5b release:</p> - <dl> - <dt>Important bug fixes:</dt> - <dd> - <ul> - <li><code>ndk-build</code>: Fixed a rare bug that appeared when trying to perform parallel - builds of debuggable projects.</li> - - <li>Fixed a typo that prevented <code>LOCAL_WHOLE_STATIC_LIBRARIES</code> to work - correctly with the new toolchain and added documentation for this in - <code>docs/ANDROID-MK.html</code>.</li> - - <li>Fixed a bug where code linked against <code>gnustl_static</code> crashed when run on - platform releases older than API level 8 (Android 2.2).</li> - - <li><code>ndk-gdb</code>: Fixed a bug that caused a segmentation fault when debugging Android 3.0 - or newer devices.</li> - - <li><code><android/input.h></code>: Two functions that were introduced in API level - 9 (Android 2.3) were incorrect and are fixed. While this breaks the source API, the - binary interface to the system is unchanged. The incorrect functions were missing a - <code>history_index</code> parameter, and the correct definitions are shown below: -<pre> -float AMotionEvent_getHistoricalRawX(const AInputEvent* motion_event, - size_t pointer_index, - size_t history_index); - -float AMotionEvent_getHistoricalRawY(const AInputEvent* motion_event, - size_t pointer_index, - size_t history_index); -</pre> - </li> - - <li>Updated the C library ARM binary for API level 9 (Android 2.3) to correctly expose at - link time new functions that were added in that API level (for example, - <code>pthread_rwlock_init</code>).</li> - - </ul> - </dd> - - <dt>Minor improvements and fixes:</dt> - <dd> - <ul> - <li>Object files are now always linked in the order they appear in - <code>LOCAL_SRC_FILES</code>. This was not the case previously because the files were - grouped by source extensions instead.</li> - - <li>When <code>import-module</code> fails, it now prints the list of directories that - were searched. This is useful to check that the <code>NDK_MODULE_PATH</code> definition - used by the build system is correct.</li> - - <li>When <code>import-module</code> succeeds, it now prints the directory where the - module was found to the log (visible with <code>NDK_LOG=1</code>).</li> - - <li>Increased the build speed of debuggable applications when there is a very large number - of include directories in the project.</li> - - <li><code>ndk-gdb</code>: Better detection of <code>adb shell</code> failures and improved - error messages.</li> - - <li><code><pthread.h></code>: Fixed the definition of - <code>PTHREAD_RWLOCK_INITIALIZER</code> for API level 9 (Android 2.3) and higher.</li> - - <li>Fixed an issue where a module could import itself, resulting in an infinite loop in - GNU Make.</li> - - <li>Fixed a bug that caused the build to fail if <code>LOCAL_ARM_NEON</code> was set to - true (typo in <code>build/core/build-binary.mk</code>).</li> - - <li>Fixed a bug that prevented the compilation of </code>.s</code> assembly files - (<code>.S</code> files were okay).</li> - </ul> - </dd> - </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 5b</a> <em>(January 2011)</em> - - <div class="toggleme"> - <p>This release of the NDK does not include any new features compared to r5. The r5b release addresses the - following problems in the r5 release: - </p> - <ul> - <li>The r5 binaries required glibc 2.11, but the r5b binaries are generated with a special - toolchain that targets glibc 2.7 or higher instead. The Linux toolchain binaries now run on Ubuntu 8.04 or higher. </li> - <li>Fixes a compiler bug in the arm-linux-androideabi-4.4.3 toolchain. - The previous binary generated invalid thumb instruction sequences when - dealing with signed chars.</li> - <li>Adds missing documentation for the - "gnustl_static" value for APP_STL, that allows you to link against - a static library version of GNU libstdc++. </li> - <li>The following <code>ndk-build</code> issues are fixed: - <ul> - <li>A bug that created inconsistent dependency files when a - compilation error occured on Windows. This prevented a proper build after - the error was fixed in the source code.</li> - <li>A Cygwin-specific bug where using very short paths for - the Android NDK installation or the project path led to the - generation of invalid dependency files. This made incremental builds - impossible.</li> - <li>A typo that prevented the cpufeatures library from working correctly - with the new NDK toolchain.</li> - <li>Builds in Cygwin are faster by avoiding calls to <code>cygpath -m</code> - from GNU Make for every source or object file, which caused problems - with very large source trees. In case this doesn't work properly, define <code>NDK_USE_CYGPATH=1</code> in your - environment to use <code>cygpath -m</code> again.</li> - <li>The Cygwin installation now notifies the user of invalid installation paths that contain spaces. Previously, an invalid path - would output an error that complained about an incorrect version of GNU Make, even if the right one was installed. - </ul> - </li> - <li>Fixed a typo that prevented the <code>NDK_MODULE_PATH</code> environment variable from working properly when - it contained multiple directories separated with a colon. </li> - <li>The <code>prebuilt-common.sh</code> script contains fixes to check the compiler for 64-bit - generated machine code, instead of relying on the host tag, which - allows the 32-bit toolchain to rebuild properly on Snow Leopard. The toolchain rebuild scripts now also support - using a 32-bit host toolchain.</li> - <li>A missing declaration for <code>INET_ADDRSTRLEN</code> was added to <code><netinet/in.h></code>.</li> - <li>Missing declarations for <code>IN6_IS_ADDR_MC_NODELOCAL</code> and <code>IN6_IS_ADDR_MC_GLOBAL</code> were added to <code><netinet/in6.h></code>.</li> - <li>'asm' was replaced with '__asm__' in <code><asm/byteorder.h></code> to allow compilation with <code>-std=c99</code>.</li> - </ul> - </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 5</a> <em>(December 2010)</em> - - <div class="toggleme"> - <p>This release of the NDK includes many new APIs, most of which are introduced to - support the development of games and similar applications that make extensive use - of native code. Using the APIs, developers have direct native access to events, audio, - graphics and window management, assets, and storage. Developers can also implement the - Android application lifecycle in native code with help from the new - {@link android.app.NativeActivity} class. For detailed information describing the changes in this - release, read the <code>CHANGES.HTML</code> document included in the downloaded NDK package. - </p> - <dl> - <dt>General notes:</dt> - <dd> - <ul> - <li>Adds support for native activities, which allows you to implement the - Android application lifecycle in native code.</li> - - <li>Adds native support for the following: - - <ul> - - <li>Input subsystem (such as the keyboard and touch screen)</li> - - <li>Access to sensor data (accelerometer, compass, gyroscope, etc).</li> - - <li>Event loop APIs to wait for things such as input and sensor events.</li> - - <li>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>Access to assets packaged in an <code>.apk</code> file.</li> - - </ul> - </li> - - <li>Includes a new toolchain (based on GCC 4.4.3), which generates better code, and can also now - be used as a standalone cross-compiler, for people who want to build their stuff with - <code>./configure && make</code>. See - docs/STANDALONE-TOOLCHAIN.html for the details. The binaries for GCC 4.4.0 are still provided, - but the 4.2.1 binaries were removed.</li> - - <li>Adds support for prebuilt static and shared libraries (docs/PREBUILTS.html) and module - exports and imports to make sharing and reuse of third-party modules much easier - (docs/IMPORT-MODULE.html explains why).</li> - - <li>Provides a default C++ STL implementation (based on STLport) as a helper module. It can be used either - as a static or shared library (details and usage examples are in sources/android/stlport/README). Prebuilt - binaries for STLport (static or shared) and GNU libstdc++ (static only) are also provided if you choose to - compile against those libraries instead of the default C++ STL implementation. - C++ Exceptions and RTTI are not supported in the default STL implementation. For more information, see - docs/CPLUSPLUS-SUPPORT.HTML.</li> - - <li>Includes improvements to the <code>cpufeatures</code> helper library that improves reporting - of the CPU type (some devices previously reported ARMv7 CPU when the device really was an ARMv6). We - recommend developers that use this library to rebuild their applications then - upload to Google Play to benefit from the improvements.</li> - - <li>Adds an EGL library that lets you create and manage OpenGL ES textures and - services.</li> - - <li>Adds new sample applications, <code>native-plasma</code> and <code>native-activity</code>, - to demonstrate how to write a native activity.</li> - - <li>Includes many bugfixes and other small improvements; see docs/CHANGES.html for a more - detailed list of changes.</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, Google Play 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.</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 is compatible with older platform versions but not older versions of the SDK tools. - Also, take a moment to review the <a href="{@docRoot}sdk/ndk/overview.html#reqs">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 to 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 Android applications that illustrate how to use native code in your - Android applications. For more information, see <a href= - "{@docRoot}sdk/ndk/overview.html#samples">Sample Applications</a>.</p> - - <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 deleted file mode 100644 index d2a9746..0000000 --- a/docs/html/sdk/ndk/overview.jd +++ /dev/null @@ -1,559 +0,0 @@ -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 the following 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> - - <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 implement the lifecycle callbacks in native - code. 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> - - <li>OpenSL ES native audio libraries</li> - - <li>Android native application APIS</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>CPLUSPLUS-SUPPORT.HTML — describes the C++ support provided in the Android 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> - - <li>DEVELOPMENT.HTML — describes how to modify the NDK and generate release packages for it</li> - - <li>HOWTO.HTML — information about common tasks associated with NDK development</li> - - <li>IMPORT-MODULE.HTML — describes how to share and reuse modules</li> - - <li>LICENSES.HTML — information about the various open source licenses that govern the Android NDK</li> - - <li>NATIVE-ACTIVITY.HTML — describes how to implement native activities</li> - - <li>NDK-BUILD.HTML — describes the usage of the ndk-build script</li> - - <li>NDK-GDB.HTML — describes how to use the native code debugger</li> - - <li>PREBUILTS.HTML — information about how shared and static prebuilt libraries work </li> - - <li>STANDALONE-TOOLCHAIN.HTML — describes how to use Android NDK toolchain as a standalone - compiler (still in beta).</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> - - </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 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>/samples/<name>/</code>. Then, set up an AVD, - if necessary, and build/run the application in the emulator.</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>/samples/<name>/</code>. - Then set up an AVD, if necessary, build your project in the usual way, and run it in the - emulator.</li> - - </ul> - - <p>For more information about developing with the Android SDK tools and what - you need to do to create, build, and run your applications, see - the <a href="{@docRoot}guide/developing/index.html">Overview</a> - section for developing on Android.</p> - - <h4 id="hello-jni">Exploring the hello-jni Sample</h4> - - <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> - - <h4 id="native-activity">Exploring the native-activity Sample Application</h4> - - <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="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; Ubuntu 8.04, or other Linux distributions using GLibc 2.7 or -later)</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 Google Play 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> |