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Mastering Android NDK
Mastering Android NDK

Mastering Android NDK: Master the skills you need to develop portable, highly-functional Android applications using NDK

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Profile Icon Sergey Kosarevsky Profile Icon Viktor Latypov
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Mastering Android NDK

Chapter 2. Native Libraries

In this chapter, you will learn how to build popular C/C++ libraries and link them against your applications using Android NDK. These libraries are building blocks to implement feature-rich applications with images, videos, sounds, physical simulations, and networking entirely in C++. We will provide minimal samples to demonstrate the functionality of each library. Audio and networking libraries are discussed in greater detail in the subsequent chapters. We will show you how to compile libraries and, of course, give some short samples and hints on how to start using them.

Typical caveats for porting libraries across different processors and operating systems are memory access (structure alignment and padding), byte order (endianness), calling conventions, and floating-point issues. All the libraries described in the preceding sections address these issues quite well, and even if some of them do not officially support Android NDK, fixing this is just...

Dealing with precompiled static libraries

Let's put the source code of a library we need to build for different platforms into the src directory. The Makefile script should start as follows:

CFLAGS = -O2 -I src

This line defines a variable CFLAGS with a list of compiler command-line parameters. In our case, we instruct the compiler to search the src directory for header files. If the library source code spans across multiple directories, we need to add the –I switch for each of the directories. The -O2 switch tells the compiler to enable level 2 optimizations. Next, we add the following lines for each source file:

<SourceFileName>.o:
gcc $(CFLAGS) –c <SourceFile>.cpp –o <SourceFile>.o

The string <SourceFileName> should be replaced with the actual name of the .cpp source file, and these lines should be written for each of the source files.

Now, we add the list of object files:

ObjectFiles = <SourceFile1>.o <SourceFile2>.o

Finally,...

Dynamic linking on Windows platform

The libraries considered in this chapter can be built for Windows as dynamic link libraries. We do not provide recipes for doing this because each project already contains all the necessary instructions, and Windows development is not the focus of this book. The only exception is the libcurl and OpenSSL libraries. We recommend that you download the prebuilt DLL files from the official library site.

In the example code for FreeImage, FreeType, and Theora, we use function pointers, which are initialized using the GetProcAddress() and LoadLibrary() functions from WinAPI. The same function pointers are used on Android, but in this case, they point to appropriate functions from a static library.

For example, the function FreeImage_OpenMemory() is declared as follows:

typedef FIMEMORY* ( DLL_CALLCONV* PFNFreeImage_OpenMemory )
  ( void*, unsigned int );
PFNFreeImage_OpenMemory  FI_OpenMemory = nullptr;

On Windows, we initialize the pointer with the GetProcAddress...

Curl

The libcurl library http://curl.haxx.se/libcurl is a free and easy to use client-side URL transfer library. It is a de facto standard for native applications, which deal with numerous networking protocols. Linux and OS X users enjoy having the library on their system, and a possibility to link against it using the -lcurl switch. Compilation of libcurl for Android on a Windows host requires some additional steps to be done. We explain them here.

The libcurl library build process is based on autoconf; we will need to generate the curl_config.h file before actually building the library. Run the configure script from the folder containing the unpacked libcurl distribution package. Cross-compilation command-line flags should be set to:

--host=arm-linux CC=arm-eabi-gcc

The -I parameter of the CPPFLAGS variable should point to the /system/core/include subfolder of your NDK folder, in our case:

CPPFLAGS="-I D:/NDK/system/core/include"

The libcurl library can be customized in many ways...

OpenSSL

OpenSSL is an open source library implementing the Secure Sockets Layer (SSL v2/v3) and Transport Layer Security (TLS) protocols as well as a full-strength general purpose cryptography library. It can be found at https://www.openssl.org.

Here, we will build the OpenSSL Version 1.0.1j, which contains a fix for the Heartbleed Bug(http://heartbleed.com).

The Heartbleed Bug is a serious vulnerability in the popular OpenSSL cryptographic software library. This weakness allows stealing the information that is protected, under normal conditions, by the SSL/TLS encryption used to secure the Internet.

If you try to statically link your application against an old version of OpenSSL and then publish it on Google Play, you may see the following security alert:

OpenSSL

It is possible that by the time this book is published, even the version 1.0.0j of OpenSSL will be outdated. Hence, it would be a great exercise for you to download the most recent source code and update NDK Makefiles accordingly. Here is...

FreeImage

FreeImage is a popular library for bitmap manipulation, Unity gaming engine is among the users of this library (http://freeimage.sourceforge.net/users.html). The library is an all-in-one wrapper on top of libpng, libjpeg, libtiff, and many others, providing fast image loading routines without falling back to Java code.

FreeImage includes a complete set of Makefiles for different platforms. The compilation of the library for Android is straightforward with the instructions from Dealing with precompiled static libraries section. The Application.mk file differs from the same file for Curl in one line:

APP_MODULES := FreeImage

In the Android.mk file, we will change the C compilation flags:

GLOBAL_CFLAGS   := -O3 -DHAVE_CONFIG_H=1 -DFREEIMAGE_LIB -DDISABLE_PERF_MEASUREMENT

In the following sample, we will implement two simple routines to load and save images in various file formats to and from memory blocks.

We start with the FreeImage_LoadFromMemory() routine, which takes the Data array...

Dealing with precompiled static libraries


Let's put the source code of a library we need to build for different platforms into the src directory. The Makefile script should start as follows:

CFLAGS = -O2 -I src

This line defines a variable CFLAGS with a list of compiler command-line parameters. In our case, we instruct the compiler to search the src directory for header files. If the library source code spans across multiple directories, we need to add the –I switch for each of the directories. The -O2 switch tells the compiler to enable level 2 optimizations. Next, we add the following lines for each source file:

<SourceFileName>.o:
gcc $(CFLAGS) –c <SourceFile>.cpp –o <SourceFile>.o

The string <SourceFileName> should be replaced with the actual name of the .cpp source file, and these lines should be written for each of the source files.

Now, we add the list of object files:

ObjectFiles = <SourceFile1>.o <SourceFile2>.o

Finally, we will write the target for...

Dynamic linking on Windows platform


The libraries considered in this chapter can be built for Windows as dynamic link libraries. We do not provide recipes for doing this because each project already contains all the necessary instructions, and Windows development is not the focus of this book. The only exception is the libcurl and OpenSSL libraries. We recommend that you download the prebuilt DLL files from the official library site.

In the example code for FreeImage, FreeType, and Theora, we use function pointers, which are initialized using the GetProcAddress() and LoadLibrary() functions from WinAPI. The same function pointers are used on Android, but in this case, they point to appropriate functions from a static library.

For example, the function FreeImage_OpenMemory() is declared as follows:

typedef FIMEMORY* ( DLL_CALLCONV* PFNFreeImage_OpenMemory )
  ( void*, unsigned int );
PFNFreeImage_OpenMemory  FI_OpenMemory = nullptr;

On Windows, we initialize the pointer with the GetProcAddress...

Curl


The libcurl library http://curl.haxx.se/libcurl is a free and easy to use client-side URL transfer library. It is a de facto standard for native applications, which deal with numerous networking protocols. Linux and OS X users enjoy having the library on their system, and a possibility to link against it using the -lcurl switch. Compilation of libcurl for Android on a Windows host requires some additional steps to be done. We explain them here.

The libcurl library build process is based on autoconf; we will need to generate the curl_config.h file before actually building the library. Run the configure script from the folder containing the unpacked libcurl distribution package. Cross-compilation command-line flags should be set to:

--host=arm-linux CC=arm-eabi-gcc

The -I parameter of the CPPFLAGS variable should point to the /system/core/include subfolder of your NDK folder, in our case:

CPPFLAGS="-I D:/NDK/system/core/include"

The libcurl library can be customized in many ways. We use...

OpenSSL


OpenSSL is an open source library implementing the Secure Sockets Layer (SSL v2/v3) and Transport Layer Security (TLS) protocols as well as a full-strength general purpose cryptography library. It can be found at https://www.openssl.org.

Here, we will build the OpenSSL Version 1.0.1j, which contains a fix for the Heartbleed Bug(http://heartbleed.com).

The Heartbleed Bug is a serious vulnerability in the popular OpenSSL cryptographic software library. This weakness allows stealing the information that is protected, under normal conditions, by the SSL/TLS encryption used to secure the Internet.

If you try to statically link your application against an old version of OpenSSL and then publish it on Google Play, you may see the following security alert:

It is possible that by the time this book is published, even the version 1.0.0j of OpenSSL will be outdated. Hence, it would be a great exercise for you to download the most recent source code and update NDK Makefiles accordingly. Here is...

FreeImage


FreeImage is a popular library for bitmap manipulation, Unity gaming engine is among the users of this library (http://freeimage.sourceforge.net/users.html). The library is an all-in-one wrapper on top of libpng, libjpeg, libtiff, and many others, providing fast image loading routines without falling back to Java code.

FreeImage includes a complete set of Makefiles for different platforms. The compilation of the library for Android is straightforward with the instructions from Dealing with precompiled static libraries section. The Application.mk file differs from the same file for Curl in one line:

APP_MODULES := FreeImage

In the Android.mk file, we will change the C compilation flags:

GLOBAL_CFLAGS   := -O3 -DHAVE_CONFIG_H=1 -DFREEIMAGE_LIB -DDISABLE_PERF_MEASUREMENT

In the following sample, we will implement two simple routines to load and save images in various file formats to and from memory blocks.

We start with the FreeImage_LoadFromMemory() routine, which takes the Data array...

Loading and saving images


To make the preceding code usable, we add two more routines that save and load images from disk files. The first one, FreeImage_LoadBitmapFromFile(), loads the bitmap:

bool FreeImage_LoadBitmapFromFile( const std::string& FileName, std::vector<ubyte>& OutData, int& W, int& H, int& BitsPP )
{
  std::ifstream InFile( FileName.c_str(),
  std::ios::in | std::ifstream::binary );
  std::vector<char> Data(
    ( std::istreambuf_iterator<char>( InFile ) ), std::istreambuf_iterator<char>() );
  return FreeImage_LoadFromStream(
    ( ubyte* )&Data[0], ( int )data.size(),
    OutData, W, H, BitsPP, true );
}

We use a simple function to extract the file extension, which serves as a file type tag:

std::string ExtractExtension( const std::string& FileName )
{
  size_t pos = FileName.find_last_of( '.' );
  return ( pos == std::string::npos ) ?
    FileName : FileName.substr( pos );
}

The FreeImage_SaveBitmapToFile() function saves...

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Key benefits

  • Develop portable games using Android NDK and debug them on your desktop
  • Familiarise yourself with different popular C++ libraries on Android and use them in your games
  • Write multi-threaded code with graphics, sound, networking, and resource storage

Description

Android NDK is used for multimedia applications that require direct access to system resources. NDK is also the key for portability, which in turn allows a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. This is a hands-on guide to extending your game development skills with Android NDK. The book takes you through many clear, step-by-step example applications to help you further explore the features of Android NDK and some popular C++ libraries and boost your productivity by debugging the development process. Through the course of this book, you will learn how to write portable multi-threaded native code, use HTTP networking in C++, play audio files, use OpenGL ES 3, and render high-quality text. Each chapter aims to take you one step closer to building your application. By the end of this book, you will be able to create an engaging, complete gaming application.

Who is this book for?

If you want to leverage your C++ skills in mobile development and increase the performance of your Android applications, then this is the book for you. Knowledge of C or C++ is assumed, including pointer manipulation, multi-threading, object-oriented programming concepts, and the basics of C++11. It would be an added advantage if you know how to develop applications without any IDE.

What you will learn

  • Explore popular C++ libraries and use them on Android
  • Write portable, multithreaded native networking code
  • Create portable audio framework using OpenAL
  • Implement portable rendering framework using OpenGL ES 3
  • Debug mobile applications on your desktop machine
  • Access resources from APK archives
  • Render text with FreeType
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Table of Contents

11 Chapters
1. Using Command-line Tools Chevron down icon Chevron up icon
2. Native Libraries Chevron down icon Chevron up icon
3. Networking Chevron down icon Chevron up icon
4. Organizing a Virtual Filesystem Chevron down icon Chevron up icon
5. Cross-platform Audio Streaming Chevron down icon Chevron up icon
6. OpenGL ES 3.1 and Cross-platform Rendering Chevron down icon Chevron up icon
7. Cross-platform UI and Input System Chevron down icon Chevron up icon
8. Writing a Rendering Engine Chevron down icon Chevron up icon
9. Implementing Game Logic Chevron down icon Chevron up icon
10. Writing Asteroids Game Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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aReviewer Nov 12, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
For Android phones, while you can write applications entirely in Java, there are situations where Java alone does not meet the needs of your application. For example, you already have a library written in another language, and wish to make it accessible to Java code. This would also be true for portions of time-critical code that you want to implement in C/C++ or assembly. This is where “Mastering Android NDK” is a great help. The following quote from books’s description sums it very well:“It covers [Android] NDK development from quite an unusual point of view: building your mobile C++ applications in a portable way so that they can be developed and debugged on a desktop computer.”The book starts out with steps for installing essential tools and building popular C/C++ libraries. Then the authors take you through details on cross-platform networking, UI, audio streaming and 3D graphics rendering. The last chapter brings everything together with an Asteroids game with 3D graphics, shadows, particles, and sounds. There is an entire chapter dedicated to game logic.I like writing style of Packt books so I know what to expect. The books packs lots of details and I would recommend it to anyone seriously looking to mastering Android NDK.Also, checkout Dan Galpin’s presentation “Using the NDK Performantly” (at Big Android BBQ 2015) https://www.youtube.com/watch?v=Wb5HAI73QRE
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Satya S Kolachina Oct 31, 2015
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NDK toolset plays critical role in Android development to implement CPU-intensive tasks using native C/C++ languages. While most of the literature available discusses the typical Java based development for Android platform, there are not many publications available in the market to help developers understand how to use the NDK toolset effectively.The book ‘Mastering Android NDK’ collectively authored by ‘Sergey Kosarevsky’ and ‘Viktor Latypov’ makes good attempt in educating the readers the techniques of using the Android NDK toolset. This is a simple, well written, ‘No nonsense’ book explaining the developers how to use the command-line tools, building libraries, networking, working with OpenGL ES 3.1 to develop Game engines as well as effective graphic applications.Android developers working on any of the popular desktops (Windows, OS X and Linux) will be able to use this book as it explains the readers how to use it on each of these platforms. From my perspective this is a commendable approach the authors have taken to ensure that developers on all these platforms will be able to make use of the book.From my perspective the book is an asset to every Android developer, who wants to write effective, performance oriented applications on Android platform, as the book provide enough examples to supplement the theoretical discussion.
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