Platform | Package | Size | MD5 Checksum |
---|---|---|---|
Windows | android-ndk-r8-windows.zip | 109928336 bytes | 37b1a2576f28752fcc09e1b9c07e3f14 |
Mac OS X (intel) | android-ndk-r8-darwin-x86.tar.bz2 | 96650992 bytes | 81ce5de731f945692123b377afe0bad9 |
Linux 32/64-bit (x86) | android-ndk-r8-linux-x86.tar.bz2 | 88310791 bytes | 5c9afc9695ad67c61f82fbf896803c05 |
The NDK is a toolset that allows you to implement parts of your app using native-code languages such as C and C++. For certain types of apps, this can be helpful so that you may reuse existing code libraries written in these languages and possibly increased performance.
Before downloading the NDK, you should understand that the NDK will not benefit most apps. As a developer, you need to balance its benefits against its drawbacks. Notably, using native code on Android generally does not result in a noticable performance improvement, but it always increases your app complexity. In general, you should only use the NDK if it is essential to your app—never because you simply prefer to program in C/C++.
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. 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 sections below provide information and notes about successive releases of the NDK, as denoted by revision number.
This release of the NDK includes support for MIPS ABI and a few additional fixes.
docs/CPU-MIPS.html
in the NDK package.
By default, code is generated for ARM-based devices. You can add mips
to
your APP_ABI
definition in your Application.mk
file to build
for MIPS platforms. For example, the following line instructs ndk-build
to build your code for three distinct ABIs:
APP_ABI := armeabi armeabi-v7a mips
Unless you rely on architecture-specific assembly sources, such as ARM assembly
code, you should not need to touch your Android.mk
files to build MIPS
machine code.
--arch=mips
option when calling make-standalone-toolchain.sh
. See
docs/STANDALONE-TOOLCHAIN.html
for more details.
Note: To ensure that your applications are available to users only if their devices are capable of running them, Google Play 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.
dynamic_cast<D>(b)
of base class object b
to derived class D
is
incorrectly adjusted in the opposite direction from the base class.
(Issue 28721)
make-standalone-toolchain.sh
fails to copy
libsupc++.*
.ndk-build.cmd
to ensure that ndk-build.cmd
works correctly even
if the user has redefined the SHELL
environment variable, which may be changed
when installing a variety of development tools in Windows environments.
This release of the NDK includes an important fix for Tegra2-based devices, and a few additional fixes and improvements:
cosf
, sinf
, expf
).NDK_OUT
environment variable. When defined, this variable is used to store all
intermediate generated files, instead of $PROJECT_PATH/obj
. The variable is
also recognized by ndk-gdb
. LOCAL_SHORT_COMMANDS
to true
in your Android.mk
.
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 docs/ANDROID-MK.html
for details.
android_getCpuCount()
implementation in the cpufeatures
helper library. On certain devices, where cores are enabled dynamically by the system, the previous
implementation would report the total number of active cores the first time the function
was called, rather than the total number of physically available cores.This release of the NDK includes fixes for native Windows builds, Cygwin and many other improvements:
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 docs/ANDROID-ATOMICS.html
.binutils
2.19 to fix debugging issues that
appeared in NDK r7 (which switched to binutils
2.20.1).ndk-build
on 32-bit Linux. A packaging error put a 64-bit version
of the awk
executable under prebuilt/linux-x86/bin
in NDK r7.ndk-build.cmd
). Other build modes were not
affected. The fixes include:
ndk-build.cmd
from a directory that was not the top of
your project path (e.g., in any sub-directory of it).-lstdc++
(i.e., linking against the GNU libstdc++
C++ runtime). You
should use -lgnustl_shared
if you want to link against the shared library
version or -lstdc++
for the static version.
See docs/STANDALONE-TOOLCHAIN.html
for more details about this fix.
gnustl_shared
on Cygwin. The linker complained that it couldn't find
libsupc++.a
even though the file was at the right location.APP_STL
.libstdc++
runtime, the compiler will
no longer forcibly enable exceptions and RTTI. This change results in smaller code.
If you need these features, you must do one of the following:
Application.mk
. (recommended)APP_GNUSTL_FORCE_CPP_FEATURES
to 'exceptions'
,
'rtti'
or both in your Application.mk
. See
docs/APPLICATION-MK.html
for more details.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 ps
, which is usually a service process.LOCAL_ARM_MODE
value
and always compile certain source files (but not all) to 32-bit instructions.stlport
: Refresh the sources to match the Android platform version. This
update fixes a few minor bugs:
memmove
instead of memcpy
in string::assign
IsNANorINF
, IsINF
, IsNegNAN
,
etc.For complete details, see the commit log.
stlport
: Removed 5 unnecessary static initializers from the library.cpu-features
helper library was updated to report three optional
x86 CPU features (SSSE3
, MOVBE
and POPCNT
). See
docs/CPU-FEATURES.html
for more details.docs/NDK-BUILD.html
was updated to mention NDK_APPLICATION_MK
instead
of NDK_APP_APPLICATION_MK
to select a custom Application.mk
file.ndk-build
no longer creates an empty "NUL" file in the current
directory when invoked./cygdrive
./home
to \\server\subdir
instead of C:\Some\Dir
.ndk-build
does not try to use the native Windows tools under
$NDK/prebuilt/windows/bin
with certain versions of Cygwin and/or GNU Make.This release of the NDK includes new features to support the Android 4.0 platform as well as many other additions and improvements:
<OMXAL/OpenMAXAL.h>
and
<OMXAL/OpenMAXAL_Android.h>
headers allow applications targeting
API level 14 to perform multimedia output directly from native code by using a new
Android-specific buffer queue interface. For more details, see
docs/openmaxal/index.html
and http://www.khronos.org/openmax/.docs/opensles/index.html
and
http://www.khronos.org/opensles/.NDK_CCACHE
environment variable to ccache
(or the path to
your ccache
binary). When declared, the NDK build system automatically
uses CCache when compiling any source file. For example:
export NDK_CCACHE=ccache
Note: CCache is not included in the NDK release so you must have it installed prior to using it. For more information about CCache, see http://ccache.samba.org.
APP_ABI
to all
to indicate that
you want to build your NDK modules for all the ABIs supported by your given NDK
release. This means that either one of the following two lines in your
Application.mk
are equivalent with this release:
APP_ABI := all APP_ABI := armeabi armeabi-v7a x86
This also works if you define APP_ABI
when calling
ndk-build
from the command-line, which is a quick way to check that your
project builds for all supported ABIs without changing the project's
Application.mk file
. For example:
ndk-build APP_ABI=all
LOCAL_CPP_FEATURES
variable in Android.mk
that
allows you to declare which C++ features (RTTI or Exceptions) your module uses. This
ensures that the final linking works correctly if you have prebuilt modules that depend
on these features. See docs/ANDROID-MK.html
and
docs/CPLUSPLUS-SUPPORT.html
for more details.$NDK/ndk-build
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 ndk-build
from a sub-directory of your project tree, or if
you define NDK_PROJECT_PATH
to point to a specific directory.ndk-build.cmd
script from the command line from your project path. The
script takes exactly the same arguments as the original ndk-build
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.
Important: ndk-gdb
does not work on
Windows, so you still need Cygwin to debug.
This feature is still experimental, so feel free to try it and report issues on the public bug database or public forum. All samples and unit tests shipped with the NDK succesfully compile with this feature.
libs/<abi>
) if APP_MODULES
is not defined in
your Application.mk
. For example, if a top-level module foo
imports a module bar
, then both libfoo.so
and
libbar.so
are copied to the install location. Previously, only
libfoo.so
was copied, unless you listed bar
in your
APP_MODULES
too. If you define APP_MODULES
explicitly, the
behavior is unchanged.ndk-gdb
now works correctly for activities with multiple categories in
their MAIN intent filters.foo
imports static library bar
that imports static
library zoo
, the libfoo.so
will now be linked against both
libbar.a
and libzoo.a
.docs/NATIVE-ACTIVITY.HTML
: Fixed typo. The minimum API level should be
9, not 8 for native activities.docs/STABLE-APIS.html
: Added missing documentation listing EGL as a
supported stable API, starting from API level 9.download-toolchain-sources.sh
: Updated to download the toolchain
sources from android.googlesource.com,
which is the new location for the AOSP servers.gabi++
. More details about it
are available in the updated docs/CPLUSPLUS-SUPPORT.html
.gnustl_shared
that corresponds
to the shared library version of GNU libstdc++ v3 (GPLv3 license). See more info at
docs/CPLUSPLUS-SUPPORT.html
LOCAL_CPP_EXTENSION
. For
example, to compile both foo.cpp
and bar.cxx
as C++ sources,
declare the following:
LOCAL_CPP_EXTENSION := .cpp .cxx
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 eglGetProcAddress()
or glGetProcAddress()
. The
following list describes the newly supported extensions:
GL_OES_vertex_array_object
GL_OES_EGL_image_external
GL_APPLE_texture_2D_limited_npot
GL_EXT_blend_minmax
GL_EXT_discard_framebuffer
GL_EXT_multi_draw_arrays
GL_EXT_read_format_bgra
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_lod_bias
GL_IMG_read_format
GL_IMG_texture_compression_pvrtc
GL_IMG_texture_env_enhanced_fixed_function
GL_IMG_user_clip_plane
GL_IMG_multisampled_render_to_texture
GL_NV_fence
GL_QCOM_driver_control
GL_QCOM_extended_get
GL_QCOM_extended_get2
GL_QCOM_perfmon_global_mode
GL_QCOM_writeonly_rendering
GL_QCOM_tiled_rendering
GL_OES_element_index_uint
GL_OES_get_program_binary
GL_OES_mapbuffer
GL_OES_packed_depth_stencil
GL_OES_texture_3D
GL_OES_texture_float
GL_OES_texture_float_linear
GL_OES_texture_half_float_linear
GL_OES_texture_npot
GL_OES_vertex_array_object
GL_OES_EGL_image_external
GL_AMD_program_binary_Z400
GL_EXT_blend_minmax
GL_EXT_discard_framebuffer
GL_EXT_multi_draw_arrays
GL_EXT_read_format_bgra
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_compression_dxt1
GL_IMG_program_binary
GL_IMG_read_format
GL_IMG_shader_binary
GL_IMG_texture_compression_pvrtc
GL_IMG_multisampled_render_to_texture
GL_NV_coverage_sample
GL_NV_depth_nonlinear
GL_QCOM_extended_get
GL_QCOM_extended_get2
GL_QCOM_writeonly_rendering
GL_QCOM_tiled_rendering
EGL_ANDROID_recordable
EGL_NV_system_time
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:
APP_ABI="armeabi x86"
is used for
multi-architecture builds.atexit()
usage in shared libraries with the x86standalone
toolchain.make-standalone-toolchain.sh --arch=x86
. It used to fail
to copy the proper GNU libstdc++ binaries to the right location.__dso_handle
symbol (ARM only).$(SYSROOT)/usr/include
for x86 builds.
See the bug for
more information.ptrdiff_t
and size_t
in
x86-specific systems when they are used with the x86 standalone toolchain.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
CHANGES.HTML
document included in the NDK package.
docs/CPU-X86.html
in the NDK package.
By default, code is generated for ARM-based devices, but you can add x86 to your
APP_ABI
definition in your Application.mk
file to build
for x86 platforms. For example, the following line instructs ndk-build
to build your code for three distinct ABIs:
APP_ABI := armeabi armeabi-v7a x86
Unless you rely on ARM-based assembly sources, you shouldn't need to touch
your Android.mk
files to build x86 machine code.
--toolchain=x86-4.4.3
option when calling make-standalone-toolchain.sh
. See
docs/STANDALONE-TOOLCHAIN.html
for more details.
ndk-stack
tool lets you translate stack traces in
logcat
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 docs/NDK-STACK.html
.
arm-eabi-4.4.0
, which had been deprecated since NDK r5, has been
removed from the NDK distribution.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:
ndk-build
: Fixed a rare bug that appeared when trying to perform parallel
builds of debuggable projects.LOCAL_WHOLE_STATIC_LIBRARIES
to work
correctly with the new toolchain and added documentation for this in
docs/ANDROID-MK.html
.gnustl_static
crashed when run on
platform releases older than API level 8 (Android 2.2).ndk-gdb
: Fixed a bug that caused a segmentation fault when debugging Android 3.0
or newer devices.<android/input.h>
: 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
history_index
parameter, and the correct definitions are shown below:
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);
pthread_rwlock_init
).LOCAL_SRC_FILES
. This was not the case previously because the files were
grouped by source extensions instead.import-module
fails, it now prints the list of directories that
were searched. This is useful to check that the NDK_MODULE_PATH
definition
used by the build system is correct.import-module
succeeds, it now prints the directory where the
module was found to the log (visible with NDK_LOG=1
).ndk-gdb
: Better detection of adb shell
failures and improved
error messages.<pthread.h>
: Fixed the definition of
PTHREAD_RWLOCK_INITIALIZER
for API level 9 (Android 2.3) and higher.LOCAL_ARM_NEON
was set to
true (typo in build/core/build-binary.mk
)..S
files were okay).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:
ndk-build
issues are fixed:
cygpath -m
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 NDK_USE_CYGPATH=1
in your
environment to use cygpath -m
again.NDK_MODULE_PATH
environment variable from working properly when
it contained multiple directories separated with a colon. prebuilt-common.sh
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.INET_ADDRSTRLEN
was added to <netinet/in.h>
.IN6_IS_ADDR_MC_NODELOCAL
and IN6_IS_ADDR_MC_GLOBAL
were added to <netinet/in6.h>
.<asm/byteorder.h>
to allow compilation with -std=c99
.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
NativeActivity
class. For detailed information describing the changes in this
release, read the CHANGES.HTML
document included in the downloaded NDK package.
.apk
file../configure && make
. 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.cpufeatures
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.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
.Bitmap
objects from native code.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 GLSurfaceView
object.Originally released as "Android 1.5 NDK, Release 1".
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.
Native Code CPU Architecture Used | Compatible Android Platform(s) |
---|---|
ARM, ARM-NEON | Android 1.5 (API Level 3) and higher |
x86 | Android 2.3 (API Level 9) and higher |
MIPS | Android 2.3 (API Level 9) and higher |
These requirements mean you can use native libraries produced with the NDK in applications that are deployable to ARM-based devices running Android 1.5 or later. If you are deploying native libraries to x86 and MIPS-based devices, your application must target Android 2.3 or later.
<uses-sdk>
element in its manifest file, with an
android:minSdkVersion
attribute value of "3" or higher. For example:
<manifest> <uses-sdk android:minSdkVersion="3" /> ... </manifest>
android:minSdkVersion
attribute value, as shown in the
following table.OpenGL ES Version Used | Compatible Android Platform(s) | Required uses-sdk Attribute |
---|---|---|
OpenGL ES 1.1 | Android 1.6 (API Level 4) and higher | android:minSdkVersion="4" |
OpenGL ES 2.0 | Android 2.0 (API Level 5) and higher | android:minSdkVersion="5" |
For more information about API Level and its relationship to Android platform versions, see Android API Levels.
<uses-feature>
element in its manifest, with an
android:glEsVersion
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:
<manifest> <uses-feature android:glEsVersion="0x00020000" /> ... </manifest>
For more information, see the <uses-feature>
documentation.
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 <uses-sdk
android:minSdkVersion="8" />
attribute value in its manifest.Installing the NDK on your development computer is straightforward and involves extracting the NDK from its download package.
Before you get started make sure that you have downloaded the latest Android SDK 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 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 to 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 Android framework provides two ways to use native code:
Write a native activity, which allows you to implement the lifecycle callbacks in native
code. The Android SDK provides the NativeActivity
class, which is a
convenience class that notifies your
native code of any activity lifecycle callbacks (onCreate()
, onPause()
,
onResume()
, 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.
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.
The NDK contains the APIs, documentation, and sample applications that help you write your native code. Specifically:
.apk
) that can be deployed on Android devicesThe latest release of the NDK supports the following instruction sets:
docs/CPU-ARCH-ABIS.html
for more
information)docs/CPU-ARM-NEON.html
for more information)docs/CPU-X86.html
for more information)docs/CPU-MIPS.html
for more information)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 .apk
.
Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package.
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 Development tools section.
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.
It provides a set of system headers for stable native APIs that are guaranteed to be supported in all later releases of the platform:
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.
Important: With the exception of the libraries listed above, native system libraries in the Android platform are not stable and may change in future platform versions. Your applications should only make use of the stable native system libraries provided in this NDK.
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 <ndk>/docs/
directory. Included are these files (partial listing):
cpufeatures
static library that
lets your application code detect the target device's CPU family and the optional features at
runtime.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 <ndk>/docs/system/libc/
directory:
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 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 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>/samples/<name>/
. Then, set up an AVD,
if necessary, and build/run the application in the emulator.android
tool to create the build file
for each of the sample projects at <ndk>/samples/<name>/
.
Then set up an AVD, if necessary, build your project in the usual way, and run it in the
emulator.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 Overview section for developing on Android.
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 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