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page.title=Android 1.5 NDK, Release 1
sdk.redirect=true
sdk.redirect.path=ndk/index.html
@jd:body

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page.title=Android 1.6 NDK, Release 1
sdk.redirect=true
sdk.redirect.path=ndk/index.html
@jd:body

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ndk=true
ndk.win_download=android-ndk-r5b-windows.zip
ndk.win_bytes=61299831
ndk.win_checksum=87745ada305ab639399161ab4faf684c
ndk.mac_download=android-ndk-r5b-darwin-x86.tar.bz2
ndk.mac_bytes=50210863
ndk.mac_checksum=019a14622a377b3727ec789af6707037
ndk.linux_download=android-ndk-r5b-linux-x86.tar.bz2
ndk.linux_bytes=44138539
ndk.linux_checksum=4c0045ddc2bfd657be9d5177d0e0b7e7
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>
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<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 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>&lt;netinet/in.h&gt;</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>&lt;netinet/in6.h&gt;</code>.</li>
<li>'asm' was replaced with '__asm__' in <code>&lt;asm/byteorder.h&gt;</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 &amp;&amp; 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 Market 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 &mdash; if
you are using NDK r4, we recommend downloading the NDK r4b build. For detailed
information describing the changes in this release, read the CHANGES.TXT document
included in the downloaded NDK package.</p>
</dd>
</dl>
<dl>
<dt>General notes:</dt>
<dd>
<ul>
<li>Provides a simplified build system through the new <code>ndk-build</code> build
command.</li>
<li>Adds support for easy native debugging of generated machine code on production
devices through the new <code>ndk-gdb</code> command.</li>
<li>Adds a new Android-specific ABI for ARM-based CPU architectures,
<code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code> ABI to
include these CPU instruction set extensions:
<ul>
<li>Thumb-2 instructions</li>
<li>VFP hardware FPU instructions (VFPv3-D16)</li>
<li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32.
Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and
others.</li>
</ul>
</li>
<li>Adds a new <code>cpufeatures</code> static library (with sources) that lets your
app detect the host device's CPU features at runtime. Specifically, applications can
check for ARMv7-A support, as well as VFPv3-D32 and NEON support, then provide separate
code paths as needed.</li>
<li>Adds a sample application, <code>hello-neon</code>, that illustrates how to use the
<code>cpufeatures</code> library to check CPU features and then provide an optimized
code path using NEON instrinsics, if supported by the CPU.</li>
<li>Lets you generate machine code for either or both of the instruction sets supported
by the NDK. For example, you can build for both ARMv5 and ARMv7-A architectures at the
same time and have everything stored to your application's final
<code>.apk</code>.</li>
<li>To ensure that your applications are available to users only if their devices are
capable of running them, Android Market now filters applications based on the
instruction set information included in your application &mdash; 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-&lt;version&gt;</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>&lt;ndk&gt;</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>&lt;ndk&gt;/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>&lt;project&gt;/jni/...</code></li>
<li>Create <code>&lt;project&gt;/jni/Android.mk</code> to describe your native sources to the
NDK build system</li>
<li>Optional: Create <code>&lt;project&gt;/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 &lt;project&gt;
&lt;ndk&gt;/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>

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page.title=What is the NDK?
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>In this document</h2>
<ol>
<li><a href="#choosing">When to Develop in Native Code</a></li>
<li>
<a href="#contents">Contents of the NDK</a>
<ol>
<li><a href="#tools">Development tools</a></li>
<li><a href="#docs">Documentation</a></li>
<li><a href="#samples">Sample applications</a></li>
</ol>
</li>
<li><a href="#reqs">System and Software Requirements</a></li>
</ol>
</div>
</div>
<p>The Android NDK is a toolset that lets you embed components that make use of native code in
your Android applications.</p>
<p>Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts
of your applications using native-code languages such as C and C++. This can provide benefits to
certain classes of applications, in the form of reuse of existing code and in some cases
increased speed.</p>
<p>The NDK provides:</p>
<ul>
<li>A set of tools and build files used to generate native code libraries from C and C++
sources</li>
<li>A way to embed the corresponding native libraries into an application package file
(<code>.apk</code>) that can be deployed on Android devices</li>
<li>A set of native system headers and libraries that will be supported in all future versions
of the Android platform, starting from Android 1.5. Applications that use native activities
must be run on Android 2.3 or later.</li>
<li>Documentation, samples, and tutorials</li>
</ul>
<p>The latest release of the NDK supports these ARM instruction sets:</p>
<ul>
<li>ARMv5TE (including Thumb-1 instructions)</li>
<li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with optional support for
NEON/VFPv3-D32 instructions)</li>
</ul>
<p>Future releases of the NDK will also support:</p>
<ul>
<li>x86 instructions (see CPU-ARCH-ABIS.HTML for more information)</li>
</ul>
<p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will run only on
devices such as the Verizon Droid or Google Nexus One that have a compatible CPU. The main
difference between the two instruction sets is that ARMv7-A supports hardware FPU, Thumb-2, and
NEON instructions. You can target either or both of the instruction sets &mdash; 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 &mdash; 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>&lt;ndk&gt;/docs/</code> directory. Included are these files:</p>
<ul>
<li>
INSTALL.HTML &mdash; describes how to install the NDK and configure it for your host
system</li>
<li>OVERVIEW.HTML &mdash; provides an overview of the NDK capabilities and usage</li>
<li>ANDROID-MK.HTML &mdash; describes the use of the Android.mk file, which defines the native
sources you want to compile</li>
<li>APPLICATION-MK.HTML &mdash; describes the use of the Application.mk file, which describes
the native sources required by your Android application</li>
<li>CPLUSPLUS-SUPPORT.HTML &mdash; describes the C++ support provided in the Android NDK</li>
<li>CPU-ARCH-ABIS.HTML &mdash; a description of supported CPU architectures and how to target
them.</li>
<li>CPU-FEATURES.HTML &mdash; 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 &mdash; a description of how to build with optional ARM NEON / VFPv3-D32
instructions.</li>
<li>CHANGES.HTML &mdash; a complete list of changes to the NDK across all releases.</li>
<li>DEVELOPMENT.HTML &mdash; describes how to modify the NDK and generate release packages for it</li>
<li>HOWTO.HTML &mdash; information about common tasks associated with NDK development</li>
<li>IMPORT-MODULE.HTML &mdash; describes how to share and reuse modules</li>
<li>LICENSES.HTML &mdash; information about the various open source licenses that govern the Android NDK</li>
<li>NATIVE-ACTIVITY.HTML &mdash; describes how to implement native activities</li>
<li>NDK-BUILD.HTML &mdash; describes the usage of the ndk-build script</li>
<li>NDK-GDB.HTML &mdash; describes how to use the native code debugger</li>
<li>PREBUILTS.HTML &mdash; information about how shared and static prebuilt libraries work </li>
<li>STANDALONE-TOOLCHAIN.HTML &mdash; describes how to use Android NDK toolchain as a standalone
compiler (still in beta).</li>
<li>SYSTEM-ISSUES.HTML &mdash; 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 &mdash; 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>&lt;ndk&gt;/docs/system/libc/</code> directory:</p>
<ul>
<li>OVERVIEW.HTML &mdash; 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> &mdash; 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> &mdash; 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> &mdash; 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> &mdash; a simple application that renders a triangle using OpenGL ES
2.0 vertex and fragment shaders.</li>
<li><code>hello-neon</code> &mdash; 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> &mdash; 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> &mdash; 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> &mdash; 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>&lt;ndk&gt;/samples/&lt;name&gt;/</code>
and their source code can be found under <code>&lt;ndk&gt;/samples/&lt;name&gt;/jni/</code>.</p>
<p>You can build the shared libraries for the sample apps by going into
<code>&lt;ndk&gt;/samples/&lt;name&gt;/</code> then calling the <code>ndk-build</code> command.
The generated shared libraries will be located under
<code>&lt;ndk&gt;/samples/&lt;name&gt;/libs/armeabi/</code> for (ARMv5TE machine code) and/or
<code>&lt;ndk&gt;/samples/&lt;name&gt;/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>&lt;ndk&gt;/apps/&lt;app_name&gt;/project/</code>. Then, set up an AVD,
if necessary, and build/run the application in the emulator. For more information about
creating a new Android project in Eclipse, see <a href=
"{@docRoot}guide/developing/eclipse-adt.html">Developing in Eclipse</a>.</li>
<li>If you are developing with Ant, use the <code>android</code> tool to create the build file
for each of the sample projects at <code>&lt;ndk&gt;/apps/&lt;app_name&gt;/project/</code>.
Then set up an AVD, if necessary, build your project in the usual way, and run it in the
emulator. For more information, see <a href=
"{@docRoot}guide/developing/other-ide.html">Developing in Other IDEs</a>.</li>
</ul>
<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 &gt; 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>&lt;ndk-root&gt;/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>&lt;ndk-root&gt;/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 &lt;ndk-root&gt;/samples/hello-jni
&lt;ndk_root&gt;/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>&lt;ndk-root&gt;/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>&lt;ndk_root&gt;/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 &gt; 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>&lt;ndk-root&gt;/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>&lt;ndk-root&gt;/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 &lt;ndk-root&gt;/platforms/samples/android-9/samples/native-activity
&lt;ndk_root&gt;/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, tested on Linux Ubuntu Dapper Drake)</li>
</ul>
<h4>Required development tools</h4>
<ul>
<li>For all development platforms, GNU Make 3.81 or later is required. Earlier versions of GNU
Make might work but have not been tested.</li>
<li>A recent version of awk (either GNU Awk or Nawk) is also required.</li>
<li>For Windows, <a href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK
will <em>not</em> work with Cygwin 1.5 installations.</li>
</ul>
<h4>Android platform compatibility</h4>
<ul>
<li>The native libraries created by the Android NDK can only be used on devices running the
Android 1.5 platform version or later. This is due to toolchain and ABI related changes that
make the native libraries incompatible with 1.0 and 1.1 system images.</li>
<li>For this reason, you should use native libraries produced with the NDK in applications that
are deployable to devices running the Android 1.5 platform version or later.</li>
<li>To ensure compatibility, an application using a native library produced with the NDK
<em>must</em> declare a <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code>
&lt;uses-sdk&gt;</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;">
&lt;manifest&gt;
&lt;uses-sdk android:minSdkVersion="3" /&gt;
...
&lt;/manifest&gt;
</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>&lt;uses-feature&gt;</code> element in its manifest, with an
<code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES version
required by the application. This ensures that Android Market will show your application only
to users whose devices are capable of supporting your application. For example:
<pre style="margin:1em;">
&lt;manifest&gt;
<!-- 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. -->
&lt;uses-feature android:glEsVersion="0x00020000" /&gt;
...
&lt;/manifest&gt;
</pre>
<p>For more information, see the <a href=
"{@docRoot}guide/topics/manifest/uses-feature-element.html"><code>&lt;uses-feature&gt;</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>&lt;uses-sdk
android:minSdkVersion="8" /&gt;</code> attribute value in its manifest.</li>
</ul>