ndk=true ndk.win_download=android-ndk-r4b-windows.zip ndk.win_bytes=45792835 ndk.win_checksum=e397145e155a639be53ee4b6db8ad511 ndk.mac_download=android-ndk-r4b-darwin-x86.zip ndk.mac_bytes=50586041 ndk.mac_checksum=41dbd54335fb828ee408eab17103a1b0 ndk.linux_download=android-ndk-r4b-linux-x86.zip ndk.linux_bytes=49464776 ndk.linux_checksum=2deabcb125c219b34140975b710f00ec page.title=Android NDK @jd:body
The sections below provide information and notes about successive releases of the NDK, as denoted by revision number.
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.
.apk
file.native-plasma
and
native-activity
, to demonstrate how to write a native activity.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.
ndk-build
build
command.ndk-gdb
command.armeabi-v7a
. The new ABI extends the existing armeabi
ABI to
include these CPU instruction set extensions:
cpufeatures
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.hello-neon
, that illustrates how to use the
cpufeatures
library to check CPU features and then provide an optimized
code path using NEON instrinsics, if supported by the CPU..apk
.hello-gl2
, that illustrates the use of
OpenGL ES 2.0 vertex and fragment shaders.Originally released as "Android 1.6 NDK, Release 1".
san-angeles
, that renders 3D graphics
through the native OpenGL ES APIs, while managing activity lifecycle with a {@link
android.opengl.GLSurfaceView} object.Originally released as "Android 1.5 NDK, Release 1".
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.
Before you get started make sure that you have downloaded the latest Android SDK 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 System and Software Requirements for the NDK, if you haven't already.
To install the NDK, follow these steps:
android-ndk-<version>
. 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
<ndk>
.You are now ready start working with the NDK.
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 <ndk>/docs/
directory. In particular, please read the OVERVIEW.HTML document completely, so that you
understand the intent of the NDK and how to use it.
If you used a previous version of the NDK, take a moment to review the list of NDK changes in the CHANGES.HTML document.
Here's the general outline of how you work with the NDK tools:
<project>/jni/...
<project>/jni/Android.mk
to describe your native sources to the
NDK build system<project>/jni/Application.mk
.cd <project> <ndk>/ndk-build
The build tools copy the stripped, shared libraries needed by your application to the proper location in the application's project directory.
.apk
file.For complete information on all of the steps listed above, please see the documentation included with the NDK package.
The NDK includes sample applications that illustrate how to use native code in your Android applications:
hello-jni
— a simple application that loads a string from a native
method implemented in a shared library and then displays it in the application UI.two-libs
— 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.san-angeles
— a simple application that renders 3D graphics through the
native OpenGL ES APIs, while managing activity lifecycle with a {@link
android.opengl.GLSurfaceView} object.hello-gl2
— a simple application that renders a triangle using OpenGL ES
2.0 vertex and fragment shaders.hello-neon
— a simple application that shows how to use the
cpufeatures
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.bitmap-plasma
— 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.native-activity
— a simple application that demonstrates how to use the
native-app-glue static library to create a native activitynative-plasma
— a version of bitmap-plasma implemented with a native
activity.For each sample, the NDK includes the corresponding C source code and the necessary Android.mk
and Application.mk files. There are located under <ndk>/samples/<name>/
and their source code can be found under <ndk>/samples/<name>/jni/
.
You can build the shared libraries for the sample apps by going into
<ndk>/samples/<name>/
then calling the ndk-build
command.
The generated shared libraries will be located under
<ndk>/samples/<name>/libs/armeabi/
for (ARMv5TE machine code) and/or
<ndk>/samples/<name>/libs/armeabi-v7a/
for (ARMv7 machine code).
Next, build the sample Android applications that use the shared libraries:
<ndk>/apps/<app_name>/project/
. 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 Developing in Eclipse.android
tool to create the build file
for each of the sample projects at <ndk>/apps/<app_name>/project/
.
Then set up an AVD, if necessary, build your project in the usual way, and run it in the
emulator. For more information, see Developing in Other IDEs.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.
The main components of the sample include:
AndroidManifest.xml
file, a src/
and res
directories, and a main activity)jni/
directory that includes the implemented source file for the native code
as well as the Android.mk filetests/
directory that contains unit test code.android
tool to update the project so it generates a build.xml file that you can
use to build the sample.
<ndk-root>/samples/hello-jni
directory.<ndk-root>/samples/hello-jni
directory.android update project -p . -s
ndk-build
command.
cd <ndk-root>/samples/hello-jni <ndk_root>/ndk-build
ant debug adb install bin/HelloJni-debug.apk
When you run the application on the device, the string Hello JNI
should appear on
your device. You can explore the rest of the samples that are located in the
<ndk-root>/samples
directory for more examples on how to use the JNI.
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:
AndroidManifest.xml
file, a src/
and res
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
<ndk_root>/platforms/samples/native-activity/AndroidManifest.xml
file.jni/
directory contains the native activity, main.c, which uses the
android_native_app_glue.h
interface to implement the activity. The Android.mk that
describes the native module to the build system also exists here.To build this sample application:
android
tool to update the project so it generates a build.xml file that you can
use to build the sample.
<ndk-root>/samples/native-activity
directory.<ndk-root>/samples/native-activity
directory.android update project -p . -s
ndk-build
command.
cd <ndk-root>/platforms/samples/android-9/samples/native-activity <ndk_root>/ndk-build
ant debug adb install bin/NativeActivity-debug.apk
If you have questions about the NDK or would like to read or contribute to discussions about it, please visit the android-ndk group and mailing list.