Merge \"Delete the NDK docs from Git. They\'re now in Piper, as per: https://critique.corp.google.com/#review/126357681\" into nyc-dev

am: 5460fef952

Change-Id: I47077a173dfbcaaf7a3b20768e9f682d2a97f106
This commit is contained in:
smain@google.com
2016-07-01 19:18:22 +00:00
committed by android-build-merger
146 changed files with 0 additions and 32760 deletions

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toc:
- title: Downloads
path: /ndk/downloads/index.html
- title: Revision History
path: /ndk/downloads/revision_history.html

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<?cs # Table of contents for Dev Guide.
For each document available in translation, add an localized title to this TOC.
Do not add localized title for docs not available in translation.
Below are template spans for adding localized doc titles. Please ensure that
localized titles are added in the language order specified below.
?>
<ul id="nav">
<li class="nav-section">
<div class="nav-section-header empty"><a href="/ndk/downloads/index.html"><span class="en">
Downloads</span></a></div>
</li>
<li class="nav-section">
<div class="nav-section-header empty"><a href="/ndk/downloads/revision_history.html">
<span class="en">Revision History</span></a></div>
</li>
</ul>
<script type="text/javascript">
<!--
buildToggleLists();
changeNavLang(getLangPref());
//-->
</script>

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ndk=true
page.template=sdk
page.title=NDK Downloads
@jd:body
<!-- start studio download modal -->
<div data-modal="ndk_tos" class="dac-modal" id="ndk_tos">
<div class="dac-modal-container">
<div class="dac-modal-window">
<header class="dac-modal-header">
<div class="dac-modal-header-actions">
<button class="dac-modal-header-close" data-modal-toggle></button>
</div>
<section class="dac-swap-section dac-active dac-down">
<h2 class="norule dac-modal-header-title" id="tos-header">Download the Android NDK</h2>
</section>
</header>
<section class="dac-swap-section dac-active dac-left">
<section class="dac-modal-content">
<fieldset class="dac-form-fieldset">
<div class="cols">
<div class="col-2of2 tos-leftCol">
<p class="sdk-terms-intro">Before installing the Android
NDK,
you must agree to the following terms
and conditions.</p>
</div>
<div class="sdk-terms" style="width:auto" onfocus="this.blur()">
<h2 class="norule">Terms and Conditions</h2>
This is the Android Software Development Kit License Agreement
<h3>1. Introduction</h3>
1.1 The Android Software Development Kit (referred to in the License Agreement as the "SDK" and
specifically including the Android system files, packaged APIs, and Google APIs add-ons) is
licensed to you subject to the terms of the License Agreement. The License Agreement forms a
legally binding contract between you and Google in relation to your use of the SDK.
1.2 "Android" means the Android software stack for devices, as made available under the Android
Open Source Project, which is located at the following URL: http://source.android.com/, as updated
from time to time.
1.3 A "compatible implementation" means any Android device that (i) complies with the Android
Compatibility Definition document, which can be found at the Android compatibility website
(http://source.android.com/compatibility) and which may be updated from time to time; and (ii)
successfully passes the Android Compatibility Test Suite (CTS).
1.4 "Google" means Google Inc., a Delaware corporation with principal place of business at 1600
Amphitheatre Parkway, Mountain View, CA 94043, United States.
<h3>2. Accepting this License Agreement</h3>
2.1 In order to use the SDK, you must first agree to the License Agreement. You may not use the SDK
if you do not accept the License Agreement.
2.2 By clicking to accept, you hereby agree to the terms of the License Agreement.
2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred
from receiving the SDK under the laws of the United States or other countries, including the
country in which you are resident or from which you use the SDK.
2.4 If you are agreeing to be bound by the License Agreement on behalf of your employer or other
entity, you represent and warrant that you have full legal authority to bind your employer or such
entity to the License Agreement. If you do not have the requisite authority, you may not accept the
License Agreement or use the SDK on behalf of your employer or other entity.
<h3>3. SDK License from Google</h3>
3.1 Subject to the terms of the License Agreement, Google grants you a limited, worldwide,
royalty-free, non-assignable, non-exclusive, and non-sublicensable license to use the SDK solely to
develop applications for compatible implementations of Android.
3.2 You may not use this SDK to develop applications for other platforms (including non-compatible
implementations of Android) or to develop another SDK. You are of course free to develop
applications for other platforms, including non-compatible implementations of Android, provided
that this SDK is not used for that purpose.
3.3 You agree that Google or third parties own all legal right, title and interest in and to the
SDK, including any Intellectual Property Rights that subsist in the SDK. "Intellectual Property
Rights" means any and all rights under patent law, copyright law, trade secret law, trademark law,
and any and all other proprietary rights. Google reserves all rights not expressly granted to you.
3.4 You may not use the SDK for any purpose not expressly permitted by the License Agreement.
Except to the extent required by applicable third party licenses, you may not: (a) copy (except for
backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create
derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile
handset or any other hardware device except a personal computer, combine any part of the SDK with
other software, or distribute any software or device incorporating a part of the SDK.
3.5 Use, reproduction and distribution of components of the SDK licensed under an open source
software license are governed solely by the terms of that open source software license and not the
License Agreement.
3.6 You agree that the form and nature of the SDK that Google provides may change without prior
notice to you and that future versions of the SDK may be incompatible with applications developed
on previous versions of the SDK. You agree that Google may stop (permanently or temporarily)
providing the SDK (or any features within the SDK) to you or to users generally at Google's sole
discretion, without prior notice to you.
3.7 Nothing in the License Agreement gives you a right to use any of Google's trade names,
trademarks, service marks, logos, domain names, or other distinctive brand features.
3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including
copyright and trademark notices) that may be affixed to or contained within the SDK.
<h3>4. Use of the SDK by You</h3>
4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under
the License Agreement in or to any software applications that you develop using the SDK, including
any intellectual property rights that subsist in those applications.
4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) the
License Agreement and (b) any applicable law, regulation or generally accepted practices or
guidelines in the relevant jurisdictions (including any laws regarding the export of data or
software to and from the United States or other relevant countries).
4.3 You agree that if you use the SDK to develop applications for general public users, you will
protect the privacy and legal rights of those users. If the users provide you with user names,
passwords, or other login information or personal information, you must make the users aware that
the information will be available to your application, and you must provide legally adequate
privacy notice and protection for those users. If your application stores personal or sensitive
information provided by users, it must do so securely. If the user provides your application with
Google Account information, your application may only use that information to access the user's
Google Account when, and for the limited purposes for which, the user has given you permission to
do so.
4.4 You agree that you will not engage in any activity with the SDK, including the development or
distribution of an application, that interferes with, disrupts, damages, or accesses in an
unauthorized manner the servers, networks, or other properties or services of any third party
including, but not limited to, Google or any mobile communications carrier.
4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or
to any third party for) any data, content, or resources that you create, transmit or display
through Android and/or applications for Android, and for the consequences of your actions
(including any loss or damage which Google may suffer) by doing so.
4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or
to any third party for) any breach of your obligations under the License Agreement, any applicable
third party contract or Terms of Service, or any applicable law or regulation, and for the
consequences (including any loss or damage which Google or any third party may suffer) of any such
breach.
<h3>5. Your Developer Credentials</h3>
5.1 You agree that you are responsible for maintaining the confidentiality of any developer
credentials that may be issued to you by Google or which you may choose yourself and that you will
be solely responsible for all applications that are developed under your developer credentials.
<h3>6. Privacy and Information</h3>
6.1 In order to continually innovate and improve the SDK, Google may collect certain usage
statistics from the software including but not limited to a unique identifier, associated IP
address, version number of the software, and information on which tools and/or services in the SDK
are being used and how they are being used. Before any of this information is collected, the SDK
will notify you and seek your consent. If you withhold consent, the information will not be
collected.
6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in
accordance with Google's Privacy Policy.
<h3>7. Third Party Applications</h3>
7.1 If you use the SDK to run applications developed by a third party or that access data, content
or resources provided by a third party, you agree that Google is not responsible for those
applications, data, content, or resources. You understand that all data, content or resources which
you may access through such third party applications are the sole responsibility of the person from
which they originated and that Google is not liable for any loss or damage that you may experience
as a result of the use or access of any of those third party applications, data, content, or
resources.
7.2 You should be aware the data, content, and resources presented to you through such a third
party application may be protected by intellectual property rights which are owned by the providers
(or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell,
distribute or create derivative works based on these data, content, or resources (either in whole
or in part) unless you have been specifically given permission to do so by the relevant owners.
7.3 You acknowledge that your use of such third party applications, data, content, or resources may
be subject to separate terms between you and the relevant third party. In that case, the License
Agreement does not affect your legal relationship with these third parties.
<h3>8. Using Android APIs</h3>
8.1 Google Data APIs
8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be
protected by intellectual property rights which are owned by Google or those parties that provide
the data (or by other persons or companies on their behalf). Your use of any such API may be
subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or
create derivative works based on this data (either in whole or in part) unless allowed by the
relevant Terms of Service.
8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you
shall retrieve data only with the user's explicit consent and only when, and for the limited
purposes for which, the user has given you permission to do so.
<h3>9. Terminating this License Agreement</h3>
9.1 The License Agreement will continue to apply until terminated by either you or Google as set
out below.
9.2 If you want to terminate the License Agreement, you may do so by ceasing your use of the SDK
and any relevant developer credentials.
9.3 Google may at any time, terminate the License Agreement with you if:
(A) you have breached any provision of the License Agreement; or
(B) Google is required to do so by law; or
(C) the partner with whom Google offered certain parts of SDK (such as APIs) to you has terminated
its relationship with Google or ceased to offer certain parts of the SDK to you; or
(D) Google decides to no longer provide the SDK or certain parts of the SDK to users in the country
in which you are resident or from which you use the service, or the provision of the SDK or certain
SDK services to you by Google is, in Google's sole discretion, no longer commercially viable.
9.4 When the License Agreement comes to an end, all of the legal rights, obligations and
liabilities that you and Google have benefited from, been subject to (or which have accrued over
time whilst the License Agreement has been in force) or which are expressed to continue
indefinitely, shall be unaffected by this cessation, and the provisions of paragraph 14.7 shall
continue to apply to such rights, obligations and liabilities indefinitely.
<h3>10. DISCLAIMER OF WARRANTIES</h3>
10.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT YOUR USE OF THE SDK IS AT YOUR SOLE RISK AND THAT THE
SDK IS PROVIDED "AS IS" AND "AS AVAILABLE" WITHOUT WARRANTY OF ANY KIND FROM GOOGLE.
10.2 YOUR USE OF THE SDK AND ANY MATERIAL DOWNLOADED OR OTHERWISE OBTAINED THROUGH THE USE OF THE
SDK IS AT YOUR OWN DISCRETION AND RISK AND YOU ARE SOLELY RESPONSIBLE FOR ANY DAMAGE TO YOUR
COMPUTER SYSTEM OR OTHER DEVICE OR LOSS OF DATA THAT RESULTS FROM SUCH USE.
10.3 GOOGLE FURTHER EXPRESSLY DISCLAIMS ALL WARRANTIES AND CONDITIONS OF ANY KIND, WHETHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO THE IMPLIED WARRANTIES AND CONDITIONS OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
<h3>11. LIMITATION OF LIABILITY</h3>
11.1 YOU EXPRESSLY UNDERSTAND AND AGREE THAT GOOGLE, ITS SUBSIDIARIES AND AFFILIATES, AND ITS
LICENSORS SHALL NOT BE LIABLE TO YOU UNDER ANY THEORY OF LIABILITY FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, CONSEQUENTIAL OR EXEMPLARY DAMAGES THAT MAY BE INCURRED BY YOU, INCLUDING ANY
LOSS OF DATA, WHETHER OR NOT GOOGLE OR ITS REPRESENTATIVES HAVE BEEN ADVISED OF OR SHOULD HAVE BEEN
AWARE OF THE POSSIBILITY OF ANY SUCH LOSSES ARISING.
<h3>12. Indemnification</h3>
12.1 To the maximum extent permitted by law, you agree to defend, indemnify and hold harmless
Google, its affiliates and their respective directors, officers, employees and agents from and
against any and all claims, actions, suits or proceedings, as well as any and all losses,
liabilities, damages, costs and expenses (including reasonable attorneys fees) arising out of or
accruing from (a) your use of the SDK, (b) any application you develop on the SDK that infringes
any copyright, trademark, trade secret, trade dress, patent or other intellectual property right of
any person or defames any person or violates their rights of publicity or privacy, and (c) any
non-compliance by you with the License Agreement.
<h3>13. Changes to the License Agreement</h3>
13.1 Google may make changes to the License Agreement as it distributes new versions of the SDK.
When these changes are made, Google will make a new version of the License Agreement available on
the website where the SDK is made available.
<h3>14. General Legal Terms</h3>
14.1 The License Agreement constitutes the whole legal agreement between you and Google and governs
your use of the SDK (excluding any services which Google may provide to you under a separate
written agreement), and completely replaces any prior agreements between you and Google in relation
to the SDK.
14.2 You agree that if Google does not exercise or enforce any legal right or remedy which is
contained in the License Agreement (or which Google has the benefit of under any applicable law),
this will not be taken to be a formal waiver of Google's rights and that those rights or remedies
will still be available to Google.
14.3 If any court of law, having the jurisdiction to decide on this matter, rules that any
provision of the License Agreement is invalid, then that provision will be removed from the License
Agreement without affecting the rest of the License Agreement. The remaining provisions of the
License Agreement will continue to be valid and enforceable.
14.4 You acknowledge and agree that each member of the group of companies of which Google is the
parent shall be third party beneficiaries to the License Agreement and that such other companies
shall be entitled to directly enforce, and rely upon, any provision of the License Agreement that
confers a benefit on (or rights in favor of) them. Other than this, no other person or company
shall be third party beneficiaries to the License Agreement.
14.5 EXPORT RESTRICTIONS. THE SDK IS SUBJECT TO UNITED STATES EXPORT LAWS AND REGULATIONS. YOU MUST
COMPLY WITH ALL DOMESTIC AND INTERNATIONAL EXPORT LAWS AND REGULATIONS THAT APPLY TO THE SDK. THESE
LAWS INCLUDE RESTRICTIONS ON DESTINATIONS, END USERS AND END USE.
14.6 The rights granted in the License Agreement may not be assigned or transferred by either you
or Google without the prior written approval of the other party. Neither you nor Google shall be
permitted to delegate their responsibilities or obligations under the License Agreement without the
prior written approval of the other party.
14.7 The License Agreement, and your relationship with Google under the License Agreement, shall be
governed by the laws of the State of California without regard to its conflict of laws provisions.
You and Google agree to submit to the exclusive jurisdiction of the courts located within the
county of Santa Clara, California to resolve any legal matter arising from the License Agreement.
Notwithstanding this, you agree that Google shall still be allowed to apply for injunctive remedies
(or an equivalent type of urgent legal relief) in any jurisdiction.
<em>November 20, 2015</em>
</div>
<div id="sdk-terms-form">
<p>
<input id="agree" type="checkbox" name="agree" value="1" onclick="onAgreeChecked()" />
<label id="agreeLabel" for="agree">I have read and agree with the above terms and conditions</label>
</p>
<p><a href="" class="button disabled" id="downloadForRealz" onclick="return onDownloadForRealz(this);"></a></p>
</div>
</div>
</div>
</fieldset>
</section>
</form>
</section>
</div>
</div>
</div>
<!-- end ndk_tos modal -->
<p>Select, from the table above, the NDK package for your development platform. For information
about the changes in the newest version of the NDK, see <a href="#rel">Release Notes</a>. For
information about earlier revisions, see <a href="{@docRoot}ndk/downloads/revision_history.html">
NDK Revision History.</a></p>
<script>
$('#Downloads').after($('#download-table'));
</script>
<h2 id="rel">Release Notes</h2>
<p>
Android NDK, Revision 12 <em>(June 2016)</em>
</p>
<dl>
<dt>
Announcements
</dt>
<ul>
<li>The <code>ndk-build</code> command will default to using
Clang in an upcoming release. GCC will be removed in a later release.
</li>
<li>The <code>make-standalone-toolchain.sh</code> script will be removed
in an upcoming release. If you use this script, please plan to migrate to the
<code>make_standalone_toolchain.py</code> as soon as possible.
</li>
</ul>
<dt>
NDK
</dt>
<ul>
<li>Removed support for the armeabi-v7a-hard ABI. See the explanation in the
<a href=
"https://android.googlesource.com/platform/ndk/+/ndk-r12-release/docs/HardFloatAbi.md">
documentation</a>.
</li>
<li>Removed all sysroots for platform levels prior to Android 2.3 (API level 9).
We dropped support for them in NDK r11, but neglected to actually remove them.
</li>
<li>Updated exception handling when using c++_shared on ARM32 so that it
mostly works (see <a href="#known-issues">Known Issues</a>). The unwinder
is now linked into each linked object rather than into libc++ itself.
</li>
<li>Pruned the default compiler flags (<a href=
"https://github.com/android-ndk/ndk/issues/27">NDK Issue 27</a>). You can see
details of this update in <a href=
"https://android-review.googlesource.com/#/c/207721/5">Change 207721</a>.
</li>
<li>Added a Python implementation of standalone toolchains in <code>
build/tools/make_standalone_toolchain.py</code>. On Windows, you no longer
need Cygwin to use this feature. Note that the bash flavor will be removed
in an upcoming release, so please test the new one now.
</li>
<li>Configured Clang debug builds to have the <code>-fno-limit-debug-info</code>
option is enabled by default. This change enables better debugging with LLDB.
</li>
<li>Enabled the <code>--build-id</code> as a default option. This option
causes an identifier to be shown in native crash reports so you can easily
identify which version of your code was running.
</li>
<li>Fixed issue with <code>NDK_USE_CYGPATH</code> so that it no longer causes
problems with libgcc
(<a href="http://b.android.com/195486">Issue 195486</a>).
</li>
<li>Enabled the following options as default:
<code>-Wl,--warn-shared-textrel</code> and <code>-Wl,--fatal-warnings</code>.
If you have shared text relocations, your app does not load on Android 6.0
(API level 23) and higher. Note that this configuration has never been
allowed for 64-bit apps.
</li>
<li>Fixed a few issues so that precompiled headers work better
(<a href="https://github.com/android-ndk/ndk/issues/14">NDK Issue 14</a>,
<a href="https://github.com/android-ndk/ndk/issues/16">NDK Issue 16</a>).
</li>
<li>Removed unreachable ARM (non-thumb) STL libraries.
</li>
<li>Added Vulkan support to android-24.
</li>
<li>Added Choreographer API to android-24.
</li>
<li>Added libcamera2 APIs for devices that support the
<code>INFO_SUPPORTED_HARDWARE_LEVEL_LIMITED</code> feature level or higher.
For more information, see the
<a href="{@docRoot}reference/android/hardware/camera2/CameraCharacteristics.html#INFO_SUPPORTED_HARDWARE_LEVEL">
<code>CameraCharacteristics</code></a> reference.
</li>
</ul>
<dt>
Clang
</dt>
<ul>
<li>Clang has been updated to 3.8svn (r256229, build 2812033). Note that
Clang packaged in the Windows 64-bit NDK is actually 32-bit.
</li>
<li>Fixed <code>__thread</code> so that it works for real this time.
</li>
</ul>
<dt>
GCC
</dt>
<ul>
<li>Synchronized the compiler with the ChromeOS GCC @ google/gcc-4_9 r227810.
</li>
<li>Backported coverage sanitizer patch from ToT (r231296).
</li>
<li>Fixed <code>libatomic</code> to not use ifuncs (<a href=
"https://github.com/android-ndk/ndk/issues/31">NDK Issue 31</a>).
</li>
</ul>
<dt>
Binutils
</dt>
<ul>
<li>Silenced the "Erratum 843419 found and fixed" info messages.
</li>
<li>Introduced option <code>--long-plt</code> to fix an internal linker error
when linking huge arm32 binaries.
</li>
<li>Fixed wrong run time stubs for <code>AArch64</code>. This problem was
causing jump addresses to be calculated incorrectly for very large
dynamic shared objects (DSOs).
</li>
<li>Introduced default option <code>--no-apply-dynamic</code> to work around
a dynamic linker bug for earlier Android releases.
</li>
<li>Fixed a known issue with NDK r11 where <code>dynamic_cast</code> was not
working with Clang, x86, stlport_static and optimization.
</li>
</ul>
<dt>
GDB
</dt>
<ul>
<li>Updated to GDB version 7.11. For more information about this release, see
<a href="https://www.gnu.org/software/gdb/news/">GDB News</a>.
</li>
<li>Fixed a number of bugs in the <code>ndk-gdb.py</code> script.
</li>
</ul>
<dt id="known-issues">
Known Issues
</dt>
<ul>
<li>The x86 <a href="http://source.android.com/devices/tech/debug/asan.html">Address
Sanitizer</a> (ASAN) currently does not work. For more information, see
<a href="https://android-review.googlesource.com/#/c/186276/">Issue 186276</a>.
</li>
<li>Exception unwinding with <code>c++_shared</code> does not work for ARM on
Android 2.3 (API level 9) or Android 4.0 (API level 14).
</li>
<li>Bionic headers and libraries for Android 6.0 (API level 23) and higher
are not yet exposed despite the presence of android-24. Those platforms still
have the Android 5.0 (API level 21) headers and libraries, which is consistent
with NDK r11.
</li>
<li>The RenderScript tools are not present, which is consistent with
NDK r11.
(<a href="https://github.com/android-ndk/ndk/issues/7">NDK Issue 7</a>)
</li>
<li>In <code>NdkCameraMetadataTags.h</code> header file, the camera metadata
tag enum value <code>ACAMERA_STATISTICS_LENS_SHADING_CORRECTION_MAP</code>
was listed by accident and will be removed in next release. Use
the <code>ACAMERA_STATISTICS_LENS_SHADING_MAP</code> value instead.
</li>
</ul>
</dl>

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toc:
- title: Getting Started
path: /ndk/guides/index.html
section:
- title: Setup
path: /ndk/guides/setup.html
- title: Concepts
path: /ndk/guides/concepts.html
- title: Building
path: /ndk/guides/build.html
section:
- title: Android.mk
path: /ndk/guides/android_mk.html
- title: Application.mk
path: /ndk/guides/application_mk.html
- title: ndk-build
path: /ndk/guides/ndk-build.html
- title: Standalone Toolchain
path: /ndk/guides/standalone_toolchain.html
- title: Architectures and CPUs
path: /ndk/guides/arch.html
section:
- title: ABI Management
path: /ndk/guides/abis.html
- title: NEON
path: /ndk/guides/cpu-arm-neon.html
- title: x86
path: /ndk/guides/x86.html
- title: x86-64
path: /ndk/guides/x86-64.html
- title: MIPS
path: /ndk/guides/mips.html
- title: The cpufeatures Library
path: /ndk/guides/cpu-features.html
- title: Debugging
path: /ndk/guides/debug.html
section:
- title: ndk-gdb
path: /ndk/guides/ndk-gdb.html
- title: ndk-stack
path: /ndk/guides/ndk-stack.html
- title: Libraries
path: /ndk/guides/libs.html
section:
- title: Prebuilt Libraries
path: /ndk/guides/prebuilts.html
- title: C++ Support
path: /ndk/guides/cpp-support.html
- title: Stable APIs
path: /ndk/guides/stable_apis.html
- title: Audio
path: /ndk/guides/audio/index.html
section:
- title: Basics
path: /ndk/guides/audio/basics.html
- title: OpenSL ES for Android
path: /ndk/guides/audio/opensl-for-android.html
- title: Audio Input Latency
path: /ndk/guides/audio/input-latency.html
- title: Audio Output Latency
path: /ndk/guides/audio/output-latency.html
- title: Floating-Point Audio
path: /ndk/guides/audio/floating-point.html
- title: Sample Rates
path: /ndk/guides/audio/sample-rates.html
- title: OpenSL ES Programming Notes
path: /ndk/guides/audio/opensl-prog-notes.html
- title: Vulkan
path: /ndk/guides/graphics/index.html
section:
- title: Getting Started
path: /ndk/guides/graphics/getting-started.html
- title: Design Guidelines
path: /ndk/guides/graphics/design-notes.html
- title: Shader Compilers
path: /ndk/guides/graphics/shader-compilers.html
- title: Validation Layers
path: /ndk/guides/graphics/validation-layer.html

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page.title=ABI Management
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#sa">Supported ABIs</a></li>
<li><a href="#gc">Generating Code for a Specific ABI</a></li>
<li><a href="#am">ABI Management on the Android Platform</a></li>
</ol>
</div>
</div>
<p>Different Android handsets use different CPUs, which in turn support different instruction sets.
Each combination of CPU and instruction sets has its own Application Binary Interface, or
<i>ABI</i>. The ABI defines, with great precision, how an application's machine code is supposed to
interact with the system at runtime. You must specify an ABI for each CPU architecture you want
your app to work with.</p>
<p>A typical ABI includes the following information:</p>
<ul>
<li>The CPU instruction set(s) that the machine code should use.</li>
<li>The endianness of memory stores and loads at runtime.</li>
<li>The format of executable binaries, such as programs and shared libraries, and
the types of content they support.</li>
<li>Various conventions for passing data between your code and the system.
These conventions include alignment constraints, as well as how the system uses the stack and
registers when it calls functions.</li>
<li>The list of function symbols available to your machine code at runtime,
generally from very specific sets of libraries.</li>
</ul>
<p>This page enumerates the ABIs that the NDK supports, and provides information about how each ABI
works.</p>
<h2 id="sa">Supported ABIs</h2>
<p>Each ABI supports one or more instruction sets. Table 1 provides an at-a-glance overview of
the instruction sets each ABI supports.</p>
<p class="table-caption" id="abi-table">
<strong>Table 1.</strong> ABIs and supported instruction sets.</p>
<table>
<tr>
<th>ABI</th>
<th>Supported Instruction Set(s)</th>
<th>Notes</th>
</tr>
<tr>
<td><a href="#armeabi">{@code armeabi}</a> </td>
<td><li>ARMV5TE and later</li>
<li>Thumb-1</li></td>
<td>No hard float.</td>
</tr>
<tr>
<td><a href="#v7a">{@code armeabi-v7a}</a></td>
<td>
<li>armeabi</li>
<li>Thumb-2</li>
<li>VFPv3-D16</li>
<li>Other, optional</li></td>
<td>Incompatible with ARMv5, v6 devices.</td>
</tr>
<tr>
<td><a href="#arm64-v8a">{@code arm64-v8a}</a></td>
<td><li>AArch-64</li></td>
</tr>
<tr>
<td>
<a href="#x86">{@code x86}</a></td>
<td><li>x86 (IA-32)</li>
<li>MMX</li>
<li>SSE/2/3</li>
<li>SSSE3</li></td>
<td>No support for MOVBE or SSE4.</td>
</tr>
<tr>
<td><a href="#86-64">{@code x86_64}</a> </td>
<td>
<li>x86-64</li>
<li>MMX</li>
<li>SSE/2/3</li>
<li>SSSE3</li>
<li>SSE4.1, 4.2</li>
<li>POPCNT</li></td>
</tr>
<tr>
<td><a href="#mips">{@code mips}</a></td>
<td><li>MIPS32r1 and later</li></td>
<td>Uses hard-float, and assumes a CPU:FPU clock ratio of 2:1 for maximum
compatibility. Provides neither micromips nor MIPS16.</td>
</tr>
<tr>
<td><a href="#mips64">{@code mips64}</a></td>
<td><li>MIPS64r6</li></td><td>
</td>
</tr>
</table>
<p>More detailed information about each ABI appears below.</p>
<h3 id="armeabi">armeabi</h3>
<p>This ABI is for ARM-based CPUs that support at least
the ARMv5TE instruction set. Please refer to the following documentation for
more details:</p>
<ul>
<li><a href="https://www.scss.tcd.ie/~waldroj/3d1/arm_arm.pdf">ARM Architecture
Reference Manual</a></li>
<li><a
href="http://infocenter.arm.com/help/topic/com.arm.doc.ihi0042e/IHI0042E_aapcs.pdf">
Procedure Call Standard for the ARM Architecture</a></li>
<li><a
href="http://infocenter.arm.com/help/topic/com.arm.doc.dui0101a/DUI0101A_Elf.pdf">
ARM ELF File Format</a></li>
<li><a
href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.subset.swdev.abi/index.html">Application Binary Interface (ABI) for the ARM Architecture</a></li>
<li><a
href="http://infocenter.arm.com/help/topic/com.arm.doc.ihi0037c/IHI0037C_bpabi.pdf">
Base Platform ABI for the ARM Architecture</a></li>
<li><a
href="http://infocenter.arm.com/help/topic/com.arm.doc.ihi0039c/IHI0039C_clibabi.pdf">
C Library ABI for the ARM Architecture</a></li>
<li><a
href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ihi0041d/index.html">
C++ ABI for the ARM Architecture</a></li>
<li><a
href="http://infocenter.arm.com/help/topic/com.arm.doc.ihi0043d/IHI0043D_rtabi.pdf">
Run-time ABI for the ARM Architecture</a></li>
<li><a href="http://www.sco.com/developers/gabi/2001-04-24/contents.html">ELF
System V Application Binary Interface</a></li>
<li><a href="http://mentorembedded.github.com/cxx-abi/abi.html">Generic/Itanium C++
ABI</a></li>
</ul>
<p>The AAPCS standard defines EABI as a family of similar
but distinct ABIs. Also, Android follows the little-endian
<a href="http://sourcery.mentor.com/sgpp/lite/arm/portal/kbattach142/arm_gnu_linux_ abi.pdf">
ARM GNU/Linux ABI</a>.</p>
<p>This ABI does not support hardware-assisted floating point
computations. Instead, all floating-point operations use software helper
functions from the compiler's {@code libgcc.a} static library.</p>
<p>The armeabi ABI supports ARM’s
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0210c/CACBCAAE.html">
Thumb (a.k.a. Thumb-1) instruction set</a>. The NDK generates Thumb
code by default unless you specify different behavior using the
<code>LOCAL_ARM_MODE</code> variable in your
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>
file.</p>
<h3 id="v7a">armeabi-v7a</h3>
<p>This ABI extends armeabi to include several
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0406c/index.html">
CPU instruction set extensions</a>. The instruction extensions that this Android-specific
ABI supports are:</p>
<ul>
<li>The Thumb-2 instruction set extension, which provides performance comparable to 32-bit ARM
instructions with similar compactness to Thumb-1.</li>
<li>The VFP hardware-FPU instructions. More specifically, VFPv3-D16, which
includes 16 dedicated 64-bit floating point registers, in addition to another
16 32-bit registers from the ARM core.</li>
</ul>
<p>Other extensions that the v7-a ARM spec describes, including
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.ddi0388f/Beijfcja.html">
Advanced SIMD</a> (a.k.a. NEON), VFPv3-D32, and ThumbEE, are optional
to this ABI. Since their presence is not guaranteed, the system should check at runtime
whether the extensions are available. If they are not, you must use alternative code paths. This
check is similar to the one that the system typically performs to check or use
<a href="http://en.wikipedia.org/wiki/MMX_%28instruction_set%29">MMX</a>,
<a href="http://en.wikipedia.org/wiki/SSE2">SSE2</a>, and other specialized
instruction sets on x86 CPUs.</p>
<p>For information about how to perform these runtime checks, refer to
<a href="{@docRoot}ndk/guides/cpu-features.html">The {@code cpufeatures} Library</a>.
Also, for information about the NDK's support for building
machine code for NEON, see
<a href="{@docRoot}ndk/guides/cpu-arm-neon.html">NEON Support</a>.</p>
<p>The {@code armeabi-v7a} ABI uses the {@code -mfloat-abi=softfp} switch to
enforce the rule that the compiler must pass all double values in core register pairs during
function calls, instead of dedicated floating-point ones. The system can perform all internal
computations using the FP registers. Doing so speeds up the computations greatly.</p>
<h3 id="arm64-v8a">arm64-v8a</h3>
<p>This ABI is for ARMv8-based CPUs that support AArch64. It also includes the NEON and
VFPv4 instruction sets.</p>
<p>For more information, see the
<a href="http://www.arm.com/files/downloads/ARMv8_Architecture.pdf">ARMv8
Technology Preview</a>, and contact ARM for further details.</p>
<h3 id="x86">x86</h3>
<p>This ABI is for CPUs supporting the instruction set commonly
referred to as "x86" or "IA-32". Characteristics of this ABI include:</p>
<ul>
<li>Instructions normally generated by GCC with compiler flags such as the following:
<pre class="no-pretty-print">
-march=i686 -mtune=intel -mssse3 -mfpmath=sse -m32
</pre>
<p>These flags target the the Pentium Pro instruction set, along with the
the <a href="http://en.wikipedia.org/wiki/MMX_%28instruction_set%29">MMX</a>,
<a href="http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions">SSE</a>,
<a href="http://en.wikipedia.org/wiki/SSE2">SSE2</a>,
<a href="http://en.wikipedia.org/wiki/SSE3">SSE3</a>, and
<a href="http://en.wikipedia.org/wiki/SSSE3">SSSE3</a> instruction set extensions.
The generated code is an optimization balanced across the top Intel 32-bit
CPUs.</p>
<p> For more information on compiler flags, particularly related to performance optimization,
refer to <a href="http://software.intel.com/blogs/2012/09/26/gcc-x86-performance-hints">GCC
x86 performance hints</a>.</p>
</li>
<li>Use of the standard Linux x86 32-bit calling convention, as opposed to the one for SVR. For
more information, see section 6, "Register Usage", of
<a href="http://www.agner.org/optimize/calling_conventions.pdf">Calling conventions for different
C++ compilers and operating systems</a>.</li>
</ul>
<p>The ABI does not include any other optional IA-32 instruction set
extensions, such as:</p>
<ul>
<li>MOVBE</li>
<li>Any variant of SSE4.</li>
</ul>
<p>You can still use these extensions, as long as you use runtime feature-probing to
enable them, and provide fallbacks for devices that do not support them.</p>
<p>The NDK toolchain assumes 16-byte stack alignment before a function call. The default tools and
options enforce this rule. If you are writing assembly code, you must make sure to maintain stack
alignment, and ensure that other compilers also obey this rule.</p>
<p>Refer to the following documents for more details:</p>
<ul>
<li>
<a href="https://gcc.gnu.org/onlinedocs/gcc-4.9.2/gcc/i386-and-x86-64-Options.html">
GCC online documentation: Intel 386 and AMD x86-64 Options</a></li>
<li><a href="http://www.agner.org/optimize/calling_conventions.pdf">Calling
conventions for different C++ compilers and operating systems</a></li>
<li><a
href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-instruction-set-reference-manual-325383.pdf"
>Intel IA-32 Intel Architecture Software Developer's Manual, Volume 2:
Instruction Set Reference</a></li>
<li><a
href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-system-programming-manual-325384.pdf">Intel
IA-32 Intel Architecture Software Developer's Manual, Volume 3: System
Programming Guide</a></li>
<li><a href="http://www.sco.com/developers/devspecs/abi386-4.pdf">System V Application Binary
Interface: Intel386 Processor Architecture Supplement</a></li>
</ul>
<h3 id="86-64">x86_64</h3>
<p>This ABI is for CPUs supporting the instruction set commonly referred to as
"x86-64." It supports instructions that GCC typically generates with the following
compiler flags:</p>
<pre class="no-pretty-print">
-march=x86-64 -msse4.2 -mpopcnt -m64 -mtune=intel
</pre>
<p>These flags target the x86-64 instruction set, according to the GCC
documentation. along with the
<a href="http://en.wikipedia.org/wiki/MMX_%28instruction_set%29">MMX</a>,
<a href="http://en.wikipedia.org/wiki/Streaming_SIMD_Extensions">SSE</a>,
<a href="http://en.wikipedia.org/wiki/SSE2">SSE2</a>,
<a href="http://en.wikipedia.org/wiki/SSE3">SSE3</a>,
<a href="http://en.wikipedia.org/wiki/SSSE3">SSSE3</a>,
<a href="http://en.wikipedia.org/wiki/SSE4#SSE4.1">SSE4.1</a>,
<a href="http://en.wikipedia.org/wiki/SSE4#SSE4.2">SSE4.2</a>, and
<a href="https://software.intel.com/en-us/node/512035">POPCNT</a>
instruction-set extensions. The generated code is an optimization balanced
across the top Intel 64-bit CPUs.</p>
<p> For more information on compiler flags, particularly related to performance optimization,
refer to <a href="http://software.intel.com/blogs/2012/09/26/gcc-x86-performance-hints">GCC
x86 Performance</a>.</p>
<p>This ABI does not include any other optional x86-64 instruction set
extensions, such as:</p>
<ul>
<li>MOVBE</li>
<li>SHA</li>
<li>AVX</li>
<li>AVX2</li>
</ul>
<p>You can still use these extensions, as long as you use runtime feature probing to
enable them, and provide fallbacks for devices that do not support them.</p>
<p>Refer to the following documents for more details:</p>
<ul>
<li><a href="http://www.agner.org/optimize/calling_conventions.pdf">Calling conventions for
different C++ compilers and operating systems</a></li>
<li>
<a href="http://www.intel.com/content/www/us/en/processors/architectures-software-developer-manuals.html?iid=tech_vt_tech+64-32_manuals">
Intel64 and IA-32 Architectures Software Developer's Manual, Volume 2: Instruction Set
Reference</a></li>
<li>
<a href="http://www.intel.com/content/www/us/en/processors/architectures-software-developer-manuals.html?iid=tech_vt_tech+64-32_manuals">
Intel64 and IA-32 Intel Architecture Software Developer's Manual Volume 3: System Programming</a>
</li>
</ul>
<h3 id="mips">mips</h3>
<p>This ABI is for MIPS-based CPUs that support at least the MIPS32r1 instruction set. It includes
the following features:</p>
<ul>
<li>MIPS32 revision 1 ISA</li>
<li>Little-endian</li>
<li>O32</li>
<li>Hard-float</li>
<li>No DSP application-specific extensions</li>
</ul>
<p>For more information, please refer to the following documentation:</p>
<ul>
<li>Architecture for Programmers ("MIPSARCH")</li>
<li><a href="https://refspecs.linuxbase.org/elf/gabi4+/contents.html">ELF
System V Application Binary Interface</a></li>
<li><a href="http://sourcery.mentor.com/public/cxx-abi/abi.html">Itanium/Generic C++
ABI</a></li>
</ul>
<p>For more specific details, see
<a href="http://www.imgtec.com/mips/architectures/mips32/">MIPS32 Architecture</a>.
Answers to common questions are in the
<a href="https://sourcery.mentor.com/sgpp/lite/mips/portal/target_arch?@action=faq&amp;target_arch=MIPS">MIPS FAQ</a>.
</p>
</li>
</ul>
<h3 id="mips64">mips64</h3>
<p>This ABI is for MIPS64 R6. For more information, see
<a href="http://www.imgtec.com/mips/architectures/mips64/">MIPS64 Architecture</a>.</p>
<h2 id="gc">Generating Code for a Specific ABI</h2>
<p>By default, the NDK generates machine code for the armeabi ABI. You can
generate ARMv7-a-compatible machine code, instead, by adding the following line
to your <a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file.</p>
<pre class="no-pretty-print">
APP_ABI := armeabi-v7a
</pre>
<p>To build machine code for two or more distinct ABIs, using spaces as delimiters. For
example:</p>
<pre class="no-pretty-print">
APP_ABI := armeabi armeabi-v7a
</pre>
<p>This setting tells the NDK to build two versions of your machine code: one
for each ABI listed on this line. For more information on the values you can specify for the
{@code APP_ABI} variable, see <a href="{@docRoot}ndk/guides/android_mk.html">Android.mk</a>.
</p>
<p>When you build multiple machine-code versions, the build system copies the libraries to your
application project path, and ultimately packages them into your APK, so creating
a <a href="http://en.wikipedia.org/wiki/Fat_binary"><i>fat binary</i></a>. A fat binary
is larger than one containing only the machine code for a single system; the tradeoff is
gaining wider compatibility, but at the expense of a larger APK.</p>
<p>At installation time, the package manager unpacks only the most appropriate
machine code for the target device. For details, see <a href="#aen">Automatic
extraction of native code at install time</a>.</p>
<h2 id="am">ABI Management on the Android Platform</h2>
<p>This section provides details about how the Android platform manages native
code in APKs.</p>
<h3>Native code in app packages</h3>
<p>Both the Play Store and Package Manager expect to find NDK-generated
libraries on filepaths inside the APK matching the following pattern:</p>
<pre class="no-pretty-print">
/lib/&lt;abi&gt;/lib&lt;name&gt;.so
</pre>
<p>Here, {@code <abi>} is one of the ABI names listed under <a href="#sa">Supported ABIs</a>,
and {@code <name>} is the name of the library as you defined it for the {@code LOCAL_MODULE}
variable in the <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file. Since
APK files are just zip files, it is trivial to open them and confirm that the shared native
libraries are where they belong.</p>
<p>If the system does not find the native shared libraries where it expects them, it cannot use
them. In such a case, the app itself has to copy the libraries over, and then
perform <code>dlopen()</code>.</p>
<p>In a fat binary, each library resides under a directory whose name matches a corresponding ABI.
For example, a fat binary may contain:</p>
<pre class="no-pretty-print">
/lib/armeabi/libfoo.so
/lib/armeabi-v7a/libfoo.so
/lib/arm64-v8a/libfoo.so
/lib/x86/libfoo.so
/lib/x86_64/libfoo.so
/lib/mips/libfoo.so
/lib/mips64/libfoo.so
</pre>
<p class="note"><strong>Note:</strong> ARMv7-based Android devices running 4.0.3 or earlier
install native libraries from the {@code armeabi} directory instead of the {@code armeabi-v7a}
directory if both directories exist. This is because {@code /lib/armeabi/} comes after
{@code /lib/armeabi-v7a/} in the APK. This issue is fixed from 4.0.4.</p>
<h3>Android Platform ABI support</h3>
<p>The Android system knows at runtime which ABI(s) it supports, because build-specific system
properties indicate:</p>
<ul>
<li>The primary ABI for the device, corresponding to the machine code used in
the system image itself.</li>
<li>An optional, secondary ABI, corresponding to another ABI that the system image also supports.
</li>
</ul>
<p>This mechanism ensures that the system extracts the best machine code from
the package at installation time.</p>
<p>For best performance, you should compile directly for the primary ABI. For example, a
typical ARMv5TE-based device would only define the primary ABI: {@code armeabi}. By contrast, a
typical, ARMv7-based device would define the primary ABI as {@code armeabi-v7a} and the secondary
one as {@code armeabi}, since it can run application native binaries generated for each of them.</p>
<p>Many x86-based devices can also run {@code armeabi-v7a} and {@code armeabi} NDK binaries. For
such devices, the primary ABI would be {@code x86}, and the second one, {@code armeabi-v7a}.</p>
<p>A typical MIPS-based device only defines a primary abi: {@code mips}.</p>
<h3 id="aen">Automatic extraction of native code at install time</h3>
<p>When installing an application, the package manager service scans the APK, and looks for any
shared libraries of the form:</p>
<pre class="no-pretty-print">
lib/&lt;primary-abi&gt;/lib&lt;name&gt;.so
</pre>
<p>If none is found, and you have defined a secondary ABI, the service scans for shared libraries of
the form:</p>
<pre class="no-pretty-print">
lib/&lt;secondary-abi&gt;/lib&lt;name&gt;.so
</pre>
<p>When it finds the libraries that it's looking for, the package manager
copies them to <code>/lib/lib&lt;name&gt;.so</code>, under the application's
{@code data} directory ({@code data/data/<package_name>/lib/}).</p>
<p>If there is no shared-object file at all, the application builds and installs, but crashes at
runtime.</p>

View File

@@ -1,875 +0,0 @@
page.title=Android.mk
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#over">Overview</a></li>
<li><a href="#basics">Basics</a></li>
<li><a href="#var">Variables and Macros</a></li>
<li><a href="#mdv">Module-Description Variables</a></li>
</ol>
</div>
</div>
<p>This page describes the syntax of the {@code Android.mk} build file,
which glues your C and C++ source files to the Android NDK.</p>
<h2 id="over">Overview</h2>
<p>The {@code Android.mk} file resides in a subdirectory of your project's {@code jni/} directory,
and describes your sources and shared libraries to the build system. It is really a tiny GNU
makefile fragment that the build system parses once or more. The {@code Android.mk} file is useful
for defining project-wide settings that <a href="{@docRoot}ndk/guides/application_mk.html">{@code
Application.mk}</a>, the build system, and your
environment variables leave undefined. It can also override project-wide settings for specific
<i>modules</i>.</p>
<p>The syntax of the {@code Android.mk} allows you to group your sources into
<em>modules</em>. A module is either a static library, a shared library, or a standalone
executable. You can define one or more modules in each {@code Android.mk} file, and
you can use the same source file in multiple modules. The build system only places shared libraries
into your application package. In addition, static libraries can generate shared libraries.</p>
<p>In addition to packaging libraries, the build system handles a variety of other details for you.
For example, you don't need to list header files or explicit dependencies between generated files in
your {@code Android.mk} file. The NDK build system computes these relationships automatically for
you. As a result, you should be able to benefit from new toolchain/platform support in future NDK
releases without having to touch your {@code Android.mk} file.</p>
<p>The syntax of this file is very close to that used in the {@code Android.mk} files distributed with
the full <a href="https://source.android.com">Android Open Source Project</a>. While the
build system implementation that uses them is different, their similarity is an
intentional design decision aimed at making it easier for application
developers to reuse source code for external libraries.</p>
<h2 id="basics">Basics</h2>
<p>Before exploring the syntax in detail, it is useful to start by understanding the basics
of what a {@code Android.mk} file contains. This section uses the {@code Android.mk} file in the
Hello-JNI sample toward that end, explaining the role that each line in the file plays.</p>
<p>An {@code Android.mk} file must begin by defining the {@code LOCAL_PATH} variable:
<pre class="no-pretty-print">
LOCAL_PATH := $(call my-dir)
</pre>
<p>This variable indicates the location of the source files in the development tree. Here, the macro
function {@code my-dir}, provided by the build system, returns the path of the current directory
(the directory containing the {@code Android.mk} file itself).</p>
<p>The next line declares the {@code CLEAR_VARS} variable, whose value the build system provides.
<pre class="no-pretty-print">
include $(CLEAR_VARS)
</pre>
<p>The {@code CLEAR_VARS} variable points to a special GNU Makefile that clears many
{@code LOCAL_XXX} variables for you, such as {@code LOCAL_MODULE}, {@code LOCAL_SRC_FILES}, and
{@code LOCAL_STATIC_LIBRARIES}. Note that it does not clear {@code LOCAL_PATH}. This variable must
retain its value because the system parses all build control files in a single GNU Make execution
context where all variables are global. You must (re-)declare this variable before describing each
module.</p>
<p>Next, the {@code LOCAL_MODULE} variable stores the name of the module that you wish to build.
Use this variable once per module in your application.</p>
<pre class="no-pretty-print">
LOCAL_MODULE := hello-jni
</pre>
<p>Each module name must be unique and not contain any spaces. The build system, when it
generates the final shared-library file, automatically adds the proper prefix and suffix to
the name that you assign to {@code LOCAL_MODULE}. For example, the example that appears above
results in generation of a library called {@code libhello-jni.so}.</p>
<p class="note"><strong>Note:</strong> If your module's name already starts with {@code lib}, the
build system does not prepend an additional {@code lib} prefix; it takes the module name as-is, and
adds the {@code .so} extension. So a source file originally called, for example, {@code libfoo.c}
still produces a shared-object file called {@code libfoo.so}. This behavior is to support libraries
that the Android platform sources generate from {@code Android.mk} files; the names of all such
libraries start with {@code lib}.</p>
<p>The next line enumerates the source files, with spaces delimiting multiple files:</p>
<pre class="no-pretty-print">
LOCAL_SRC_FILES := hello-jni.c
</pre>
<p>The {@code LOCAL_SRC_FILES} variable must contain a list of C and/or C++ source files to build
into a module.</p>
<p>The last line helps the system tie everything together:</p>
<pre class="no-pretty-print">
include $(BUILD_SHARED_LIBRARY)
</pre>
<p>The {@code BUILD_SHARED_LIBRARY} variable points to a GNU Makefile script that collects all the
information you defined in {@code LOCAL_XXX} variables since the most recent {@code include}. This
script determines what to build, and how to do it.</p>
<p>There are more complex examples in the samples directories, with commented
{@code Android.mk} files that you can look at. In addition,
<a href="{@docRoot}ndk/samples/sample_na.html">Sample: native-activity</a> provides
a detailed explanation of that sample's {@code Android.mk} file. Finally, <a href="#var">
Variables and Macros</a> provides further information on the variables from this section.
<h2 id="var">Variables and Macros</h2>
<p>The build system provides many possible variables for use in the the {@code Android.mk} file.
Many of these variables come with preassigned values. Others, you assign.</p>
<p>In addition to these variables, you can also define your own arbitrary ones. If you do so, keep
in mind that the NDK build system reserves the following variable names:</p>
<ul>
<li>Names that begin with {@code LOCAL_}, such as {@code LOCAL_MODULE}.</li>
<li>Names that begin with {@code PRIVATE_}, {@code NDK_}, or {@code APP}. The build system uses
these internally.</li>
<li>Lower-case names, such as {@code my-dir}. The build system uses these internally, as well.</li>
</ul>
<p>If you need to define your own convenience variables in an {@code Android.mk} file, we
recommend prepending {@code MY_} to their names.
<h3 id="npv">NDK-defined variables</h3>
<p>This section discusses the GNU Make variables that the build system defines before parsing your
{@code Android.mk} file. Under certain circumstances, the NDK might parse your {@code Android.mk}
file several times, using a different definition for some of these variables each time.</p>
<h4>CLEAR_VARS</h4>
<p>This variable points to a build script that undefines nearly all {@code LOCAL_XXX} variables
listed in the "Developer-defined variables" section below. Use this variable to include
this script before describing a new module. The syntax for using it is:</p>
<pre class="no-pretty-print">
include $(CLEAR_VARS)
</pre>
<h4>BUILD_SHARED_LIBRARY</h4>
<p>This variable points to a build script that collects all the information about the module
you provided in your {@code LOCAL_XXX} variables, and determines how to build a target shared
library from the sources you listed. Note that using this script requires that you have already
assigned values to {@code LOCAL_MODULE} and {@code LOCAL_SRC_FILES}, at a minimum (for more
information about these variables, see <a href = "#mdv">Module-Description Variables</a>).</p>
<p>The syntax for using this variable is:</p>
<pre class="no-pretty-print">
include $(BUILD_SHARED_LIBRARY)
</pre>
<p>A shared-library variable causes the build system to generate a library file with a {@code .so}
extension.</p>
<h4>BUILD_STATIC_LIBRARY</h4>
<p>A variant of {@code BUILD_SHARED_LIBRARY} that is used to build a static library. The build
system does not copy static libraries into your project/packages, but it can use them to build
shared libraries (see {@code LOCAL_STATIC_LIBRARIES} and {@code LOCAL_WHOLE_STATIC_LIBRARIES},
below). The syntax for using this variable is:</p>
<pre class="no-pretty-print">
include $(BUILD_STATIC_LIBRARY)
</pre>
<p>A static-library variable causes the build system to generate a library with a {@code .a}
extension.</p>
<h4>PREBUILT_SHARED_LIBRARY</h4>
<p>Points to a build script used to specify a prebuilt shared library. Unlike in the case of
{@code BUILD_SHARED_LIBRARY} and {@code BUILD_STATIC_LIBRARY}, here the value of
{@code LOCAL_SRC_FILES} cannot be a source file. Instead, it must be a single path to a prebuilt
shared library, such as {@code foo/libfoo.so}. The syntax for using this variable is:</p>
<pre class="no-pretty-print">
include $(PREBUILT_SHARED_LIBRARY)
</pre>
<p>You can also reference a prebuilt library in another module by using the
{@code LOCAL_PREBUILTS} variable. For more information about using prebuilts, see
<a href="{@docRoot}ndk/guides/prebuilts.html">Using Prebuilt Libraries</a>.</p>
<h4>PREBUILT_STATIC_LIBRARY</h4>
<p>The same as {@code PREBUILT_SHARED_LIBRARY}, but for a prebuilt static library. For more
information about using prebuilts, see <a href="{@docRoot}ndk/guides/prebuilts.html">Using Prebuilt
Libraries</a>.</p>
<h4>TARGET_ARCH</h4>
<p>The name of the target CPU architecture as the Android Open Source Project specifies it.
For any ARM-compatible build, use {@code arm}, independent of the CPU architecture revision or
ABI (see TARGET_ARCH_ABI, below).</p>
<p>The value of this variable is taken from the APP_ABI variable that you define in the
{@code Android.mk} file, which the system reads ahead of parsing the {@code Android.mk} file.</p>
<h4>TARGET_PLATFORM</h4>
<p>The Android API level number for the build system to target.
For example, the Android 5.1 system images correspond to Android API level 22: {@code android-22}.
For a complete list of platform names and corresponding Android system
images, see <a href="{@docRoot}ndk/guides/stable_apis.html">Android NDK Native APIs</a>.
The following example shows the syntax for using this variable:</p>
<pre class="no-pretty-print">
TARGET_PLATFORM := android-22
</pre>
<h4 id="taa">TARGET_ARCH_ABI</h4>
<p>This variable stores the name of the CPU and architecture to target when the build system
parses this {@code Android.mk} file. You can specify one or more of the following values, using
a space as a delimiter between multiple targets. Table 1 shows the ABI setting to use for each
supported CPU and architecture.
<p class="table-caption" id="table1">
<strong>Table 1.</strong> ABI settings for different CPUs and architectures.</p>
<table>
<tr>
<th scope="col">CPU and architecture</th>
<th scope="col">Setting</th>
</tr>
<tr>
<td>ARMv5TE</td>
<td>{@code armeabi}</td>
</tr>
<tr>
<td>ARMv7</td>
<td>{@code armeabi-v7a}</td>
</tr>
<tr>
<td>ARMv8 AArch64</td>
<td>{@code arm64-v8a}</td>
</tr>
<tr>
<td>i686</td>
<td>{@code x86}</td>
</tr>
<tr>
<td>x86-64</td>
<td>{@code x86_64}</td>
</tr>
<tr>
<td>mips32 (r1)</td>
<td>{@code mips}</td>
</tr>
<tr>
<td>mips64 (r6)</td>
<td>{@code mips64}</td>
</tr>
<tr>
<td>All</td>
<td>{@code all}</td>
</tr>
</table>
<p>The following example shows how to set ARMv8 AArch64 as the target CPU-and-ABI combination:</p>
<pre class="no-pretty-print">
TARGET_ARCH_ABI := arm64-v8a
</pre>
<p class="note"><strong>Note: </strong> Up to Android NDK 1.6_r1, this variable is defined as
{@code arm}.</p>
<p>For more details about architecture ABIs and associated compatibility
issues, refer to
<a href="{@docRoot}ndk/guides/abis.html">ABI Management</a>.</p>
<p>New target ABIs in the future will have different values.</p>
<h4>TARGET_ABI</h4>
<p>A concatenation of target Android API level and ABI, it is especially useful when you want to test against
a specific target system image for a real device. For example, to specify a 64-bit ARM device
running on Android API level 22:</p>
<pre class="no-pretty-print">
TARGET_ABI := android-22-arm64-v8a
</pre>
<p class="note"><strong>Note:</strong> Up to Android NDK 1.6_r1, the default value was
{@code android-3-arm}.</p>
<h2 id="mdv">Module-Description Variables</h2>
<p>The variables in this section describe your module to the build system. Each module description
should follow this basic flow:
<ul>
<ol type = "1">
<li>Initialize or undefine the variables associated with the module, using the {@code CLEAR_VARS}
variable.</li>
<li>Assign values to the variables used to describe the module.
<li>Set the NDK build system to use the appropriate build script for the module, using the
{@code BUILD_XXX} variable.</li>
</ol>
</ul>
<h4>LOCAL_PATH</h4>
<p>This variable is used to give the path of the current file. You must define
it at the start of your {@code Android.mk} file. The following example shows how to do so:</p>
<pre class="no-pretty-print">
LOCAL_PATH := $(call my-dir)
</pre>
<p>The script to which {@code CLEAR_VARS} points does not clear this variable. Therefore, you only need
to define it a single time, even if your {@code Android.mk} file describes multiple modules.</p>
<h4>LOCAL_MODULE</h4>
<p>This variable stores the name of your module. It must be unique among all module names,
and must not contain any spaces. You must define it before including any scripts (other than
the one for {@code CLEAR_VARS}). You need not add either the {@code lib} prefix
or the {@code .so} or {@code .a} file extension; the build system makes these modifications
automatically. Throughout your {@code Android.mk} and
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> files, refer to
your module by its unmodified name. For example, the following line results in the generation of a
shared library module called {@code libfoo.so}:</p>
<pre class="no-pretty-print">
LOCAL_MODULE := "foo"
</pre>
<p>If you want the generated module to have a name other than {@code lib} + the value of
{@code LOCAL_MODULE}, you can use the {@code LOCAL_MODULE_FILENAME} variable to give the
generated module a name of your own choosing, instead.</p>
<h4>LOCAL_MODULE_FILENAME</h4>
<p>This optional variable allows you to override the names that the build system
uses by default for files that it generates. For example, if the name of your {@code LOCAL_MODULE}
is {@code foo}, you can force the system to call the file it generates {@code libnewfoo}. The
following example shows how to accomplish this:</p>
<pre class="no-pretty-print">
LOCAL_MODULE := foo
LOCAL_MODULE_FILENAME := libnewfoo
</pre>
<p>For a shared library module, this example would generate a file called {@code libnewfoo.so}.</p>
<p class="note"><strong>Note:</strong> You cannot override filepath or file extension.</p>
<h4>LOCAL_SRC_FILES</h4>
<p>This variable contains the list of source files that the build system uses to generate the
module. Only list the files that the build system actually passes to the compiler, since the build
system automatically computes any associated depencies.</p>
<p>Note that you can use both relative (to {@code LOCAL_PATH}) and absolute file paths.
<p>We recommend avoiding absolute file paths; relative paths make your {@code Android.mk} file more
portable.</p>
<p class="note"><strong>Note: </strong> Always use Unix-style forward slashes (/) in build files.
The build system does not handle Windows-style backslashes (\) properly.</p>
<h4>LOCAL_CPP_EXTENSION</h4>
<p>You can use this optional variable to indicate a file extension other than {@code .cpp} for your
C++ source files. For example, the following line changes the extension to {@code .cxx}.
(The setting must include the dot.)
<pre class="no-pretty-print">
LOCAL_CPP_EXTENSION := .cxx
</pre>
<p>From NDK r7, you can use this variable to specify multiple extensions. For instance:</p>
<pre class="no-pretty-print">
LOCAL_CPP_EXTENSION := .cxx .cpp .cc
</pre>
<h4>LOCAL_CPP_FEATURES</h4>
<p>You can use this optional variable to indicate that your code relies on specific C++ features.
It enables the right compiler and linker flags during the build process. For prebuilt binaries,
this variable also declares which features the binary depends on, thus helping ensure the final
linking works correctly. We recommend that you use this variable instead of enabling
{@code -frtti} and {@code -fexceptions} directly in your {@code LOCAL_CPPFLAGS} definition.</p>
<p>Using this variable allows the build system to use the appropriate flags for each module. Using
{@code LOCAL_CPPFLAGS} causes the compiler to use all specified flags for all modules, regardless
of actual need.</p>
For example, to indicate that your code uses RTTI (RunTime Type Information), write: </p>
<pre class="no-pretty-print">
LOCAL_CPP_FEATURES := rtti
</pre>
<p>To indicate that your code uses C++ exceptions, write:</p>
<pre class="no-pretty-print">
LOCAL_CPP_FEATURES := exceptions
</pre>
<p>You can also specify multiple values for this variable. For example:</p>
<pre class="no-pretty-print">
LOCAL_CPP_FEATURES := rtti features
</pre>
The order in which you describe the values does not matter.
<h4>LOCAL_C_INCLUDES</h4>
<p>You can use this optional variable to specify a list of paths, relative to the
NDK {@code root} directory, to add to the include search path when compiling all sources
(C, C++ and Assembly). For example: </p>
<pre class="no-pretty-print">
LOCAL_C_INCLUDES := sources/foo
</pre>
<p>Or even: </p>
<pre class="no-pretty-print">
LOCAL_C_INCLUDES := $(LOCAL_PATH)/<subdirectory>/foo
</pre>
<p>Define this variable before setting any corresponding inclusion flags via {@code LOCAL_CFLAGS}
or {@code LOCAL_CPPFLAGS}.</p>
<p>The build system also uses {@code LOCAL_C_INCLUDES} paths automatically when launching native
debugging with ndk-gdb.</p>
<h4>LOCAL_CFLAGS</h4>
<p>This optional variable sets compiler flags for the build system to pass when building C
<em>and</em> C++ source files. The ability to do so can be useful for specifying additional macro
definitions or compile options.</p>
<p>Try not to change the optimization/debugging level in your {@code Android.mk} file.
The build system can handle this setting automatically for you, using the relevant information
in the <a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file. Doing it
this way allows the build system to generate useful data files used during debugging.</p>
<p class="note"><strong>Note: </strong>In android-ndk-1.5_r1, the corresponding flags only applied
to C source files, not C++ ones. They now match the full Android build system behavior.
(You can now use {@code LOCAL_CPPFLAGS} to specify flags for C++ sources only.)</p>
<p>It is possible to specify additional include paths by writing:
<pre class="no-pretty-print">
LOCAL_CFLAGS += -I&lt;path&gt;,
</pre>
It is better, however, to use {@code LOCAL_C_INCLUDES} for this purpose, since
doing so also makes it possible to use the paths available for native debugging with ndk-gdb.</p>
<h4>LOCAL_CPPFLAGS</h4>
<p>An optional set of compiler flags that will be passed when building C++
source files <em>only</em>. They will appear after the LOCAL_CFLAGS on the
compiler's command-line.</p>
<p class="note"><strong>Note: </strong>In android-ndk-1.5_r1, the corresponding flags applied to
both C and C++ sources. This has been corrected to match the full Android build system.
To specify flags for both C and C++ sources, use {@code LOCAL_CFLAGS}.</p>
<h4>LOCAL_STATIC_LIBRARIES</h4>
<p>This variable stores the list of static libraries modules on which the current module depends.</p>
<p>If the current module is a shared library or an executable, this variable will force
these libraries to be linked into the resulting binary.</p>
<p>If the current module is a static library, this variable simply indicates that other
modules depending on the current one will also depend on the listed
libraries.</p>
<h4>LOCAL_SHARED_LIBRARIES</h4>
<p>This variable is the list of shared libraries <em>modules</em> on which this module depends at
runtime. This information is necessary at link time, and to embed the corresponding information
in the generated file.</p>
<h4>LOCAL_WHOLE_STATIC_LIBRARIES</h4>
<p>This variable is a variant of {@code LOCAL_STATIC_LIBRARIES}, and expresses that the linker
should treat the associated library modules as <em>whole archives</em>. For more information
on whole archives, see the GNU linker's
<a href="http://ftp.gnu.org/old-gnu/Manuals/ld-2.9.1/html_node/ld_3.html">documentation</a> for the
{@code --whole-archive} flag.</p>
<p>This variable is useful when there are circular dependencies among
several static libraries. When you use this variable to build a shared library, it will force
the build system to add all object files from your static libraries to the final binary. The same
is not true, however, when generating executables.</p>
<h4>LOCAL_LDLIBS</h4>
<p>This variable contains the list of additional linker flags for use in building your shared
library or executable. It enables you to use the {@code -l} prefix to pass the name of specific
system libraries. For example, the following example tells the linker to generate a module that
links to {@code /system/lib/libz.so} at load time: </p>
<pre class="no-pretty-print">
LOCAL_LDLIBS := -lz
</pre>
<p>For the list of exposed system libraries against which you can link in this NDK release, see
<a href="stable_apis.html">Android NDK Native APIs</a>.</p>
<p class="note"><strong>Note: </strong> If you define this variable for a static library,
the build system ignores it, and {@code ndk-build} prints a warning.</p>
<h4>LOCAL_LDFLAGS</h4>
<p>The list of other linker flags for the build system to use when building your shared library
or executable. For example, the following example uses the {@code ld.bfd} linker on ARM/X86 GCC
4.6+, on which {@code ld.gold} is the default </p>
<pre class="no-pretty-print">
LOCAL_LDFLAGS += -fuse-ld=bfd
</pre>
<p class="note"><strong>Note: </strong>If you define this variable for a static library, the build
system ignores it, and ndk-build prints a warning.</p>
<h4>LOCAL_ALLOW_UNDEFINED_SYMBOLS</h4>
<p>By default, when the build system encounters an undefined reference encountered while trying to
build a shared, it will throw an <em>undefined symbol</em> error. This error can help you catch
catch bugs in your source code.</p>
<p>To disable this check, set this variable to {@code true}. Note that this setting may cause the
shared library to load at runtime.</p>
<p class="note"><strong>Note: </strong> If you define this variable for a static library,
the build system ignores it, and ndk-build prints a warning.</p>
<h4>LOCAL_ARM_MODE</h4
>
<p>By default, the build system generates ARM target binaries in <em>thumb</em> mode, where each
instruction is 16 bits wide and linked with the STL libraries in the {@code thumb/} directory.
Defining this variable as {@code arm} forces the build system to generate the module's object
files in 32-bit {@code arm} mode. The following example shows how to do this:</p>
<pre class="no-pretty-print">
LOCAL_ARM_MODE := arm
</pre>
<p>You can also instruct the build system to only build specific sources in {@code arm} mode by
appending {@code .arm} suffix to the the source filenames. For example, the following example
tells the build system to always compile {@code bar.c} in ARM mode, but to build
{@code foo.c} according to the value of {@code LOCAL_ARM_MODE}.</p>
<pre class="no-pretty-print">
LOCAL_SRC_FILES := foo.c bar.c.arm
</pre>
<p></p>
<p class="note"><strong>Note: </strong> You can also force the build system to generate ARM binaries
by setting {@code APP_OPTIM} in your
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file to {@code debug}.
Specifying {@code debug} forces an ARM build because the toolchain debugger does not handle Thumb
code properly.</p>
<h4>LOCAL_ARM_NEON</h4>
<p>This variable only matters when you are targeting the {@code armeabi-v7a} ABI. It allows the
use of ARM Advanced SIMD (NEON) GCC intrinsics in your C and C++ sources, as well as NEON
instructions in Assembly files.</p>
<p>Note that not all ARMv7-based CPUs support the NEON instruction set extensions. For this reason,
you must perform runtime detection to be able to safely use this code at runtime. For more
information, see <a href="{@docRoot}ndk/guides/cpu-arm-neon.html">NEON Support</a> and <a
href="{@docRoot}ndk/guides/cpu-features.html">The {@code cpufeatures} Library</a>.</p>
<p>Alternatively, you can use the {@code .neon} suffix to specify that the build system only
compile specific source files with NEON support. In the following example, the build system compiles
{@code foo.c} with thumb and neon support, {@code bar.c} with thumb support, and
{@code zoo.c} with support for ARM and NEON:</p>
<pre class="no-pretty-print">
LOCAL_SRC_FILES = foo.c.neon bar.c zoo.c.arm.neon
</pre>
<p>If you use both suffixes, {@code .arm} must precede {@code .neon}.</p>
<h4>LOCAL_DISABLE_NO_EXECUTE</h4>
<p>Android NDK r4 added support for the "NX bit" security feature. It is
enabled by default, but you can disable it by setting this variable to {@code true}. We do not
recommend doing so without a compelling reason.</p>
<p>This feature does not modify the ABI, and is only enabled on kernels
targeting ARMv6+ CPU devices. Machine code with this feature enabled
will run unmodified on devices running earlier CPU architectures.</p>
<p>For more information, see <a href="http://en.wikipedia.org/wiki/NX_bit">Wikipedia: NX bit</a>
and <a href="http://www.gentoo.org/proj/en/hardened/gnu-stack.xml">The GNU stack kickstart</a>.
<h4>LOCAL_DISABLE_RELRO</h4>
<p>By default, the NDK compiles code with read-only relocations and GOT
protection. This variable instructs the runtime linker to mark certain regions of memory
as read-only after relocation, making certain security exploits (such as GOT overwrites)
more difficult. Note that these protections are only effective on Android API level 16 and higher.
On lower API levels, the code will still run, but without memory protections.</p>
<p>This variable is turned on by default, but you can disable it by setting its value to
{@code true}. We do not recommend doing so without a compelling reason.</p>
<p>For more information, see
<a href="http://isisblogs.poly.edu/2011/06/01/relro-relocation-read-only/">RELRO:
RELocation Read-Only</a> and <a href="http://www.akkadia.org/drepper/nonselsec.pdf">Security
enhancements in RedHat Enterprise Linux (section 6)</a>.</p>
<h4>LOCAL_DISABLE_FORMAT_STRING_CHECKS</h4>
<p>By default, the build system compiles code with format string protection. Doing so forces a
compiler error if a non-constant format string is used in a {@code printf}-style function.</p>
<p>This protection is on by default, but you can disable it by setting the value of
this variable to {@code true}. We do not recommend doing so without a compelling reason.</p>
<h4>LOCAL_EXPORT_CFLAGS</h4>
<p>This variable records a set of C/C++ compiler flags to add to the {@code LOCAL_CFLAGS} definition
of any other module that uses this one via the {@code LOCAL_STATIC_LIBRARIES} or
{@code LOCAL_SHARED_LIBRARIES} variables.</p>
<p>For example, consider the following pair of modules: {@code foo} and {@code bar}, which depends
on {@code foo}:</p>
<pre class="no-pretty-print">
include $(CLEAR_VARS)
LOCAL_MODULE := foo
LOCAL_SRC_FILES := foo/foo.c
LOCAL_EXPORT_CFLAGS := -DFOO=1
include $(BUILD_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := bar
LOCAL_SRC_FILES := bar.c
LOCAL_CFLAGS := -DBAR=2
LOCAL_STATIC_LIBRARIES := foo
include $(BUILD_SHARED_LIBRARY)
</pre>
<p>Here, the build system passes the flags {@code -DFOO=1} and {@code -DBAR=2} to the compiler when
building {@code bar.c}. It also prepends exported flags to your your module's {@code LOCAL_CFLAGS}
so you can easily override them.</p>
In addition, the relationship among modules is transitive: If {@code zoo} depends on
{@code bar}, which in turn depends on {@code foo}, then {@code zoo} also inherits all flags
exported from {@code foo}.</p>
<p>Finally, the build system does not use exported flags when building locally (i.e., building the
module whose flags it is exporting). Thus, in the example above, it does not pass {@code -DFOO=1}
to the compiler when building {@code foo/foo.c}. To build locally, use {@code LOCAL_CFLAGS}
instead.</p>
<h4>LOCAL_EXPORT_CPPFLAGS</h4>
<p>This variable is the same as {@code LOCAL_EXPORT_CFLAGS}, but for C++ flags only.</p>
<h4>LOCAL_EXPORT_C_INCLUDES</h4>
<p>This variable is the same as {@code LOCAL_EXPORT_CFLAGS}, but for C include paths. It is useful
in cases where, for example, {@code bar.c} needs to include headers from module {@code foo}.</p>
<h4>LOCAL_EXPORT_LDFLAGS</h4>
<p>This variable is the same as {@code LOCAL_EXPORT_CFLAGS}, but for linker flags.</p>
<h4>LOCAL_EXPORT_LDLIBS</h4>
<p>This variable is the same as {@code LOCAL_EXPORT_CFLAGS}, telling the build system to pass names
of specific system libraries to the compiler. Prepend {@code -l} to the name of each library you
specify.</p>
<p>Note that the build system appends imported linker flags to the value of your module's
{@code LOCAL_LDLIBS} variable. It does this due to the way Unix linkers work.</p>
<p>This variable is typically useful when module {@code foo} is a static library
and has code that depends on a system library. You can then use {@code LOCAL_EXPORT_LDLIBS} to
to export the dependency. For example: </p>
<pre class="no-pretty-print">
include $(CLEAR_VARS)
LOCAL_MODULE := foo
LOCAL_SRC_FILES := foo/foo.c
LOCAL_EXPORT_LDLIBS := -llog
include $(BUILD_STATIC_LIBRARY)
include $(CLEAR_VARS)
LOCAL_MODULE := bar
LOCAL_SRC_FILES := bar.c
LOCAL_STATIC_LIBRARIES := foo
include $(BUILD_SHARED_LIBRARY)
</pre>
<p>In this example, the build system puts {@code -llog} at the end of the linker command when it
builds {@code libbar.so}. Doing so tells the linker that, because {@code libbar.so} depends
on {@code foo}, it also depends on the system logging library.</p>
<h4>LOCAL_SHORT_COMMANDS</h4>
<p>Set this variable to {@code true} when your module has a very high
number of sources and/or dependent static or shared libraries. Doing so forces the
build system to use {@code @} syntax for archives containing intermediate object files
or linking libraries.</p>
<p>This feature can be useful on Windows, where the command line accepts a maximum of only
of 8191 characters, which can be too small for complex projects. It also impacts the compilation of
individual source files, placing nearly all compiler flags inside list files, too.</p>
<p>Note that any value other than {@code true} will revert to the
default behaviour. You can also define {@code APP_SHORT_COMMANDS} in your
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file to force this
behavior for all modules in your project.</p>
<p>We do not recommend enabling this feature by default, since it makes the build slower.</p>
<h4>LOCAL_THIN_ARCHIVE</h4>
<p>Set this variable to {@code true} when building static libraries.
Doing so will generate a <strong>thin archive</strong>, a library file that does not contain
object files, but instead just file paths to the actual objects that it would normally
contain.</p>
<p>This is useful to reduce the size of your build output. The drawback is that
such libraries <em>cannot</em> be moved to a different location (all paths
inside them are relative).</p>
<p>Valid values are {@code true}, {@code false} or empty. A
default value can be set in your <a href="{@docRoot}ndk/guides/application_mk.html">
{@code Application.mk}</a> file through the {@code APP_THIN_ARCHIVE}
variable.</p>
<p class="note"><strong>Note:</strong> This is ignored for non-static library modules, or prebuilt
static library ones.</p>
<h4>LOCAL_FILTER_ASM</h4>
<p>Define this variable as a shell command that the build system will use to filter the
assembly files extracted or generated from the files you specified for {@code LOCAL_SRC_FILES}.</p>
<p>Defining this variable causes the following things to occur:</p>
<ul>
<ol type = "1">
<li>The build system generates a temporary assembly file from any C or C++ source file, instead of compiling them into an object file.</li>
<li>The build system executes the shell command in {@code LOCAL_FILTER_ASM}
on any temporary assembly file and on any assembly file
listed in {@code LOCAL_SRC_FILES}, thus generating another temporary assembly
file.</li>
<li>The build system compiles these filtered assembly files into an object file.</li>
</ol>
</ul>
<p>For example:</p>
<pre class="no-pretty-print">
LOCAL_SRC_FILES := foo.c bar.S
LOCAL_FILTER_ASM :=
foo.c --1--&gt; $OBJS_DIR/foo.S.original --2--&gt; $OBJS_DIR/foo.S --3--&gt; $OBJS_DIR/foo.o
bar.S --2--&gt; $OBJS_DIR/bar.S --3--&gt; $OBJS_DIR/bar.o
</pre>
<p>"1" corresponds to the compiler, "2" to the filter, and "3" to the assembler. The filter must
be a standalone shell command that takes the name of the input file as its first argument, and the
name of the output file as the second one. For example:</p>
<pre class="no-pretty-print">
myasmfilter $OBJS_DIR/foo.S.original $OBJS_DIR/foo.S
myasmfilter bar.S $OBJS_DIR/bar.S
</pre>
<h3 id="npfm">NDK-provided function macros</h2>
<p>This section explains GNU Make function macros that the NDK provides. Use
{@code $(call <function>)} to evaluate them; they return textual information.</p>
<h4>my-dir</h4>
<p>This macro returns the path of the last included makefile, which typically is the
current {@code Android.mk}'s directory. {@code my-dir} is useful for defining
{@code LOCAL_PATH} at the start of your {@code Android.mk} file. For example:</p>
<pre class="no-pretty-print">
LOCAL_PATH := $(call my-dir)
</pre>
<p>Due to the way GNU Make works, what this macro really returns is the
path of the last makefile that the build system included when parsing the build scripts. For this
reason, you should not call {@code my-dir} after including another file.</p>
<p>For example, consider the following example: </p>
<pre class="no-pretty-print">
LOCAL_PATH := $(call my-dir)
# ... declare one module
include $(LOCAL_PATH)/foo/`Android.mk`
LOCAL_PATH := $(call my-dir)
# ... declare another module
</pre>
<p>The problem here is that the second call to {@code my-dir} defines
{@code LOCAL_PATH} as {@code $PATH/foo} instead of {@code $PATH}, because that was where its
most recent include pointed.</p>
<p>You can avoid this problem by putting additional includes after everything
else in the {@code Android.mk} file. For example:</p>
<pre class="no-pretty-print">
LOCAL_PATH := $(call my-dir)
# ... declare one module
LOCAL_PATH := $(call my-dir)
# ... declare another module
# extra includes at the end of the Android.mk file
include $(LOCAL_PATH)/foo/Android.mk
</pre>
<p>If it is not feasible to structure the file in this way, save the value of the first
{@code my-dir} call into another variable. For example: </p>
<pre class="no-pretty-print">
MY_LOCAL_PATH := $(call my-dir)
LOCAL_PATH := $(MY_LOCAL_PATH)
# ... declare one module
include $(LOCAL_PATH)/foo/`Android.mk`
LOCAL_PATH := $(MY_LOCAL_PATH)
# ... declare another module
</pre>
<h4>all-subdir-makefiles</h4>
<p>Returns the list of {@code Android.mk} files located in all subdirectories of
the current {@code my-dir} path.
<p>You can use this function to provide deep-nested source directory hierarchies to the build
system. By default, the NDK only looks for files in the directory containing the
{@code Android.mk} file.</p>
<h4>this-makefile</h4>
<p>Returns the path of the current makefile (from which the build system called the function).</p>
<h4>parent-makefile</h4>
<p>Returns the path of the parent makefile in the inclusion tree (the path of the makefile that
included the current one).</p>
<h4>grand-parent-makefile</h4>
<p>Returns the path of the grandparent makefile in the inclusion tree (the path of the makefile that
included the current one).</p>
<h4>import-module</h4>
<p>A function that allows you to find and include a module's {@code Android.mk} file by the name of
the module. A typical example is as follows: </p>
<pre class="no-pretty-print">
$(call import-module,&lt;name&gt;)
</pre>
<p>In this example, the build system looks for the module tagged {@code <name>} in the list of
directories referenced that your {@code NDK_MODULE_PATH} environment variable references, and
includes its {@code Android.mk} file automatically for you.</p>

View File

@@ -1,219 +0,0 @@
page.title=Application.mk
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#over">Overview</a></li>
<li><a href="#var">Variables</a></li>
</ol>
</div>
</div>
<p>This document explains the {@code Application.mk} build file, which describes the
native <em>modules</em> that your app requires. A module can be a static library, a shared library,
or an executable.</p>
<p>We recommend that you read the <a href="{@docRoot}ndk/guides/concepts.html">Concepts</a> and
<a href="{@docRoot}ndk/guides/android_mk.html">Android.mk</a> pages before this one. Doing so will
help maximize your understanding of the material on this page. </p>
<h2 id="over">Overview</h2>
The {@code Application.mk} file is really a tiny GNU Makefile fragment that defines several
variables for compilation. It usually resides under {@code $PROJECT/jni/}, where {@code $PROJECT}
points to your application's project directory. Another alternative is to place it under a
sub-directory of the top-level {@code $NDK/apps/} directory. For example:</p>
<pre>
$NDK/apps/&lt;myapp&gt;/Application.mk
</pre>
<p>Here, {@code <myapp>} is a short name used to describe your app to the NDK build system. It
doesn't actually go into your generated shared libraries or your final packages.</p>
<h2 id="var">Variables</h2>
<h4>APP_PROJECT_PATH</h4>
<p>This variable stores the absolute path to your app's project-root directory. The build system
uses this information to place stripped-down versions of the generated JNI shared libraries
into a specific location known to the APK-generating tools.</p>
<p>If you place your {@code Application.mk} file under {@code $NDK/apps/<myapp>/}, you must
define this variable. If you place it under {@code $PROJECT/jni/}, it is optional.
<h4>APP_OPTIM</h4>
<p>Define this optional variable as either {@code release} or {@code debug}. You use it to
alter the optimization level when building your application's modules.</p>
<p>Release mode is the default, and generates highly optimized binaries. Debug mode generates
unoptimized binaries that are much easier to debug.</p>
<p>Note that you can debug either release or debug binaries. Release binaries, however, provide less
information during debugging. For example, the build system optimizes out some variables,
preventing you from inspecting them. Also, code re-ordering can make it more difficult to step
through the code; stack traces may not be reliable.</p>
<p>Declaring {@code android:debuggable} in your application manifest's {@code <application>}
tag will cause this variable to default to {@code debug} instead of {@code release}. Override this
default value by setting {@code APP_OPTIM} to {@code release}.</p>
<h4>APP_CFLAGS</h4>
<p>This variable stores a set of C compiler flags that the build system passes to the compiler
when compiling any C or C++ source code for any of the modules. You can use this variable to change
the build of a given module according to the application that needs it, instead of having to modify
the {@code Android.mk} file itself. </p>
<p>All paths in these flags should be relative to the top-level NDK directory. For example, if you
have the following setup:</p>
<pre>
sources/foo/Android.mk
sources/bar/Android.mk
</pre>
<p>To specify in {@code foo/Android.mk} that you want to add the path to the {@code bar} sources
during compilation, you should use:
<pre>
APP_CFLAGS += -Isources/bar
</pre>
<p>Or, alternatively:</p>
<pre>
APP_CFLAGS += -I$(LOCAL_PATH)/../bar
</pre>
<p>{@code -I../bar} will not work since it is equivalent to
{@code -I$NDK_ROOT/../bar}.</p>
<p class="note"><strong>Note: </strong>This variable only works on C, not C++, sources in
android-ndk-1.5_r1. In all versions after that one, {@code APP_CFLAGS} matches the full Android
build system.</p>
<h4>APP_CPPFLAGS</h4>
<p>This variable contains a set of C++ compiler flags that the build system passes to the compiler
when building only C++ sources.</p>
<p class="note"><strong>Note: </strong> In android-ndk-1.5_r1, this variable works on both C and
C++ sources. In all subsequent versions of the NDK, {@code APP_CPPFLAGS} now matches the full
Android build system. For flags that apply to both C and C++ sources, use {@code APP_CFLAGS}.</p>
<h4>APP_LDFLAGS</h4>
<p>A set of linker flags that the build system passes when linking the application. This variable
is only relevant when the build system is building shared libraries and executables. When the
build system builds static libraries, it ignores these flags.</p>
<h4>APP_BUILD_SCRIPT</h4>
<p>By default, the NDK build system looks under {@code jni/} for a file named
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>.</p>
<p>If you want to override this behavior, you can define {@code APP_BUILD_SCRIPT} to point to an
alternate build script. The build system always interprets a non-absolute path as relative to the
NDK's top-level directory.</p>
<h4>APP_ABI</h4>
<p>By default, the NDK build system generates machine code for the
<a href="{@docRoot}ndk/guides/abis.html">{@code armeabi}</a> ABI. This machine code
corresponds to an ARMv5TE-based CPU with software floating point operations. You can use
{@code APP_ABI} to select a different ABI. Table 1 shows the {@code APP_ABI}
settings for different instruction sets.</p>
<p class="table-caption" id="table1">
<strong>Table 1.</strong> {@code APP_ABI} settings for different instruction sets.</p>
<table>
<tr>
<th scope="col">Instruction set</th>
<th scope="col">Value</th>
</tr>
<tr>
<td>Hardware FPU instructions on ARMv7 based devices</td>
<td>{@code APP_ABI := armeabi-v7a}</td>
</tr>
<tr>
<td>ARMv8 AArch64</td>
<td>{@code APP_ABI := arm64-v8a}</td>
</tr>
<tr>
<td>IA-32</td>
<td>{@code APP_ABI := x86}</td>
</tr>
<tr>
<td>Intel64</td>
<td>{@code APP_ABI := x86_64}</td>
</tr>
<tr>
<td>MIPS32</td>
<td>{@code APP_ABI := mips}</td>
</tr>
<tr>
<td>MIPS64 (r6)</td>
<td>{@code APP_ABI := mips64}</td>
</tr>
<tr>
<td>All supported instruction sets</td>
<td>{@code APP_ABI := all}</td>
</tr>
</table>
<p class="note"><strong>Note:</strong> {@code all} is available starting from NDKr7.</p>
<p>You can also specify multiple values by placing them on the same line, delimited by spaces.
For example:</p>
<pre>
APP_ABI := armeabi armeabi-v7a x86 mips
</pre>
<p>For the list of all supported ABIs and details about their usage and limitations, refer to
<a href="{@docRoot}ndk/guides/abis.html">ABI Management</a>.</p>
<h4>APP_PLATFORM</h4>
<p>This variable contains the name of the target Android platform. For example, {@code android-3}
specifies the Android 1.5 system images. For a complete list of platform names and corresponding
Android system images, see <a href="{@docRoot}ndk/guides/stable_apis.html">Android NDK Native APIs
</a>.</p>
<h4>APP_STL</h4>
<p>By default, the NDK build system provides C++ headers for the minimal C++ runtime library
({@code system/lib/libstdc++.so}) provided by the Android system. In addition, it comes with
alternative C++ implementations that you can use or link to in your own applications.
Use {@code APP_STL} to select one of them. For information about the supported runtimes, and the
features they offer, see <a href="{@docRoot}ndk/guides/cpp-support.html#runtimes">NDK Runtimes and
Features</a>.
<h4>APP_SHORT_COMMANDS</h4>
<p>The equivalent of {@code LOCAL_SHORT_COMMANDS} in {@code Application.mk} for your whole project.
For more information, see the documentation for this variable on
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>.</p>
<h4>NDK_TOOLCHAIN_VERSION</h4>
<p>Define this variable as either {@code 4.9} or {@code 4.8} to select a version of the GCC
compiler. Version 4.9 is the default for 64-bit ABIs, and 4.8 is the default for 32-bit ABIs.
To select a version of Clang, define this variable as {@code clang3.4}, {@code clang3.5}, or
{@code clang}. Specifying {@code clang} chooses the most recent version of Clang.</p>
<h4>APP_PIE</h4>
<p>Starting from Android 4.1 (API level 16), Android's dynamic linker supports position-independent
executables (PIE). From Android 5.0 (API level 21), executables require PIE.
To use PIE to build your executables, set the {@code -fPIE} flag. This flag makes it harder to
exploit memory corruption bugs by randomizing code location. By default, {@code ndk-build}
automatically sets this value to {@code true} if your project targets {@code android-16} or higher.
You may set it manually to either {@code true} or {@code false}.</p>
<p>This flag applies only to executables. It has no effect when building shared or static
libraries.</p>
<p class="note"><strong>Note: </strong> PIE executables cannot run on Android releases prior to 4.1.
<p>This restriction only applies to executables. It has no effect when building shared or static
libraries.</p>
<h4>APP_THIN_ARCHIVE</h4>
<p>Sets the default value of {@code LOCAL_THIN_ARCHIVE} in the {@code Android.mk} file for all
static library modules in this project. For more information, see the documentation for
{@code LOCAL_THIN_ARCHIVE} on <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}.</a>
</p>

View File

@@ -1,19 +0,0 @@
page.title=CPUs and Architectures
@jd:body
<p>When you're working with native code, hardware matters. The NDK lets you ensure you're compiling
for the right architectures and CPUs by giving you a variety of ABIs from which
to choose.</p>
<p>This section begins by explaining how to target specific
<a href="{@docRoot}ndk/guides/abis.html">architectures and CPUs</a>. It then
provides information you need to know when targeting the
<a href="{@docRoot}ndk/guides/abis.html">ARM</a>
family of CPUs and architectures. Next, it provides information about the other CPUs and
architectures that it supports: <a href="{@docRoot}ndk/guides/cpu-arm-neon.html">NEON</a>, x86
(<a href="{@docRoot}ndk/guides/x86.html">32-bit</a> and
<a href="{@docRoot}ndk/guides/x86-64.html">64-bit</a>), and
<a href="{@docRoot}ndk/guides/mips.html">MIPS</a>. Finally, it explains how to use the
<a href="{@docRoot}ndk/guides/cpu-features.html">{@code cpufeatures}</a>
library, which your app can use to query a given CPU and architecture about the optional
features they support.</p>

View File

@@ -1,169 +0,0 @@
page.title=High-Performance Audio Basics
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#overview">Building Great Audio Apps</a></li>
<li><a href="#adding">Adding OpenSL ES to Your App</a></li>
<li><a href="#building">Building and Debugging</a></li>
<li><a href="#power">Audio Power Consumption</a></li>
<li><a href="#samples">Samples</a></li>
</ol>
</div>
</div>
<a href="https://www.youtube.com/watch?v=d3kfEeMZ65c" class="notice-developers-video">
<div>
<h3>Video</h3>
<p>Google I/O 2013 - High Performance Audio</p>
</div>
</a>
<p>
The Khronos Group's OpenSL ES™ standard exposes audio features
similar to those in the {@link android.media.MediaPlayer} and {@link android.media.MediaRecorder}
APIs in the Android Java framework. OpenSL ES provides a C language interface as well as
C++ bindings, allowing you to call it from code written in either language.
</p>
<p>
This page describes the typical use cases for these high-performance audio APIs, how to add them
into your app's source code, and how to incorporate them into the build process.
</p>
<h2 id="overview">Building Great Audio Apps</h2>
<p>
The OpenSL ES APIs are available to help you develop and improve your app's audio performance.
Some typical use cases include the following:</p>
<ul>
<li>Digital Audio Workstations (DAWs).</li>
<li>Synthesizers.</li>
<li>Drum machines.</li>
<li>Music learning apps.</li>
<li>Karaoke apps.</li>
<li>DJ mixing.</li>
<li>Audio effects.</li>
<li>Video/audio conferencing.</li>
</ul>
<h2 id="adding">Adding OpenSL ES to your App</h2>
<p>
You can call OpenSL ES from both C and C++ code. To add the core OpenSL ES
feature set to your app, include the {@code OpenSLES.h} header file:
</p>
<pre>
#include &lt;SLES/OpenSLES.h&gt;
</pre>
<p>
To add the OpenSL ES <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html#ae">
Android extensions</a> as well, include the {@code OpenSLES_Android.h} header file:
</p>
<pre>
#include &lt;SLES/OpenSLES_Android.h&gt;
</pre>
<p>
When you include the {@code OpenSLES_Android.h} header file, the following headers are included
automatically:
</p>
<pre>
#include &lt;SLES/OpenSLES_AndroidConfiguration.h&gt;
#include &lt;SLES/OpenSLES_AndroidMetadata.h&gt;
</pre>
<p class="note"><strong>Note: </strong>
These headers are not required, but are shown as an aid in learning the API.
</p>
<h2 id="building">Building and Debugging</h2>
<p>
You can incorporate OpenSL ES into your build by specifying it in the
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file that serves as one of the
NDK build system's makefiles. Add the following line to
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>:
</p>
<pre>
LOCAL_LDLIBS += -lOpenSLES
</pre>
<p>
For robust debugging, we recommend that you examine the {@code SLresult} value that most of
the OpenSL ES APIs return. You can use
<a class="external-link" href="http://en.wikipedia.org/wiki/Assertion_(computing)">asserts</a>
or more advanced error-handling logic for debugging; neither offers
an inherent advantage for working with OpenSL ES, although one or the other might be more suitable
for a given use case.
</p>
<p>
We use asserts in our <a class="external-link" href="https://github.com/googlesamples/android-ndk">
examples</a>, because they help catch unrealistic conditions that would indicate a coding error. We
have used explicit error handling for other conditions more likely to occur in production.
</p>
<p>
Many API errors result in a log entry, in addition to a non-zero result code. Such log entries
can provide additional detail that proves especially useful for relatively complex APIs such as
<a class="external-link" href="https://www.khronos.org/registry/sles/specs/OpenSL_ES_Specification_1.1.pdf">
{@code Engine::CreateAudioPlayer}</a>.
</p>
<p>
You can view the log either from the command line or from Android Studio. To examine the log from
the command line, type the following:
</p>
<pre class="no-pretty-print">
$ adb logcat
</pre>
<p>
To examine the log from Android Studio, either click the <strong>Logcat</strong> tab in the
<a href="{@docRoot}tools/debugging/debugging-studio.html#runDebug">Debug</a>
window, or click the <strong>Devices | logcat</strong> tab in the
<a href="{@docRoot}tools/debugging/debugging-studio.html#systemLogView">Android DDMS</a>
window.
</p>
<h2 id="power">Audio Power Consumption</h2>
<p>Constantly outputting audio incurs significant power consumption. Ensure that you stop the
output in the
<a href="{@docRoot}reference/android/app/Activity.html#onPause()">onPause()</a> method.
Also consider pausing the silent output after some period of user inactivity.
</p>
<h2 id="samples">Samples</h2>
<p>
Supported and tested example code that you can use as a model for your own code resides both locally
and on
<a class="external-link" href="https://github.com/googlesamples/android-audio-high-performance/">
GitHub</a>. The local examples are located in
{@code platforms/android-9/samples/native-audio/}, under your NDK root installation directory.
On GitHub, they are available from the
<a class="external-link" href="https://github.com/googlesamples/android-ndk">{@code android-ndk}</a>
repository, in the
<a class="external-link" href="https://github.com/googlesamples/android-ndk/tree/master/audio-echo">
{@code audio-echo}</a> and
<a class="external-link" href="https://github.com/googlesamples/android-ndk/tree/master/native-audio">
{@code native-audio}</a> directories.
</p>
<p>The Android NDK implementation of OpenSL ES differs
from the reference specification for OpenSL ES 1.0.1 in a number of respects.
These differences are an important reason as to why sample code that
you copy directly from the OpenSL ES reference specification may not work in your
Android app.
</p>
<p>
For more information on differences between the reference specification and the
Android implementation, see
<a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">
OpenSL ES for Android</a>.

View File

@@ -1,101 +0,0 @@
page.title=Floating-Point Audio
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#best">Best Practices for Floating-Point Audio</a></li>
<li><a href="#support">Floating-Point Audio in Android SDK</a></li>
<li><a href="#more">For More Information</a></li>
</ol>
</div>
</div>
<a href="https://www.youtube.com/watch?v=sIcieUqMml8" class="notice-developers-video">
<div>
<h3>Video</h3>
<p>Will it Float? The Glory and Shame of Floating-Point Audio</p>
</div>
</a>
<p>Using floating-point numbers to represent audio data can significantly enhance audio
quality in high-performance audio applications. Floating point offers the following
advantages:</p>
<ul>
<li>Wider dynamic range.</li>
<li>Consistent accuracy across the dynamic range.</li>
<li>More headroom to avoid clipping during intermediate calculations and transients.</li>
</ul>
<p>While floating-point can enhance audio quality, it does present certain disadvantages:</p>
<ul>
<li>Floating-point numbers use more memory.</li>
<li>Floating-point operations employ unexpected properties, for example, addition is
not associative.</li>
<li>Floating-point calculations can sometimes lose arithmetic precision due to rounding or
numerically unstable algorithms.</li>
<li>Using floating-point effectively requires greater understanding to achieve accurate
and reproducible results.</li>
</ul>
<p>
Formerly, floating-point was notorious for being unavailable or slow. This is
still true for low-end and embedded processors. But processors on modern
mobile devices now have hardware floating-point with performance that is
similar (or in some cases even faster) than integer. Modern CPUs also support
<a href="http://en.wikipedia.org/wiki/SIMD" class="external-link">SIMD</a>
(Single instruction, multiple data), which can improve performance further.
</p>
<h2 id="best">Best Practices for Floating-Point Audio</h2>
<p>The following best practices help you avoid problems with floating-point calculations:</p>
<ul>
<li>Use double precision floating-point for infrequent calculations,
such as computing filter coefficients.</li>
<li>Pay attention to the order of operations.</li>
<li>Declare explicit variables for intermediate values.</li>
<li>Use parentheses liberally.</li>
<li>If you get a NaN or infinity result, use binary search to discover
where it was introduced.</li>
</ul>
<h2 id="support">Floating-Point Audio in Android SDK</h2>
<p>For floating-point audio, the audio format encoding
<code>AudioFormat.ENCODING_PCM_FLOAT</code> is used similarly to
<code>ENCODING_PCM_16_BIT</code> or <code>ENCODING_PCM_8_BIT</code> for specifying
AudioTrack data
formats. The corresponding overloaded method <code>AudioTrack.write()</code>
takes in a float array to deliver data.</p>
<pre>
public int write(float[] audioData,
int offsetInFloats,
int sizeInFloats,
int writeMode)
</pre>
<h2 id="more">For More Information</h2>
<p>The following Wikipedia pages are helpful in understanding floating-point audio:</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/Audio_bit_depth" class="external-link" >Audio bit depth</a></li>
<li><a href="http://en.wikipedia.org/wiki/Floating_point" class="external-link" >Floating point</a></li>
<li><a href="http://en.wikipedia.org/wiki/IEEE_floating_point" class="external-link" >IEEE 754 floating-point</a></li>
<li><a href="http://en.wikipedia.org/wiki/Loss_of_significance" class="external-link" >Loss of significance</a>
(catastrophic cancellation)</li>
<li><a href="https://en.wikipedia.org/wiki/Numerical_stability" class="external-link" >Numerical stability</a></li>
</ul>
<p>The following article provides information on those aspects of floating-point that have a
direct impact on designers of computer systems:</p>
<ul>
<li><a href="http://docs.oracle.com/cd/E19957-01/806-3568/ncg_goldberg.html" class="external-link" >What every
computer scientist should know about floating-point arithmetic</a>
by David Goldberg, Xerox PARC (edited reprint).</li>
</ul>

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@@ -1,27 +0,0 @@
page.title=NDK High-Performance Audio
@jd:body
<p>The NDK package includes an Android-specific implementation of the
<a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES™</a> API
specification from the <a class="external-link" href="https://www.khronos.org">Khronos Group</a>.
This library allows you to use C or C++ to implement high-performance, low-latency audio, whether
you are writing a synthesizer, digital audio workstation, karaoke, game,
or other real-time app.</p>
<p>This section begins by providing some
<a href="{@docRoot}ndk/guides/audio/basics.html">basic information</a> about the API, including
typical use cases and how to incorporate it into your app. It then explains what you need to know
about the <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">Android-specific
implementation</a> of OpenSL ES, focusing on the differences between this implementation and the
reference specification. Next, you'll learn how to minimze
<a href="{@docRoot}ndk/guides/audio/input-latency.html">input latency</a>
when using built-in or external microphones
and some actions that you can take to minimize
<a href="{@docRoot}ndk/guides/audio/output-latency.html">output latency</a>.
It describes the reasons that you should use
<a href="{@docRoot}ndk/guides/audio/floating-point.html">floating-point</a>
numbers to represent your audio data, and it provides information that will help you choose the
optimal <a href="{@docRoot}ndk/guides/audio/sample-rates.html">sample rate</a>. This section
concludes with some supplemental <a href="{@docRoot}ndk/guides/audio/opensl-prog-notes.html">
programming notes</a> to ensure proper implementation of OpenSL ES.
</p>

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@@ -1,95 +0,0 @@
page.title=Audio Input Latency
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#check-list">Checklist</a></li>
<li><a href="#ways">Ways to Reduce Audio Input Latency</a></li>
<li><a href="#avoid">What to Avoid</a></li>
</ol>
</div>
</div>
<p>This page provides guidelines to help you reduce audio input latency when recording with a
built-in microphone or an external headset microphone.</p>
<h2 id="check-list">Checklist</h2>
<p>Here are a few important prerequisites:</p>
<ul>
<li>You must use the Android-specific implementation of the
<a class="external-link" href="https://www.khronos.org/opensles/">OpenSL ES™</a> API.
<li>If you haven't already done so, download and install the
<a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.</li>
<li>Many of the same requirements for low-latency audio output also apply to low-latency input,
so read the requirements for low-latency output in
<a href="{@docRoot}ndk/guides/audio/output-latency.html">Audio Output Latency</a>.</li>
</ul>
<h2 id="ways">Ways to Reduce Audio Input Latency</h2>
<p>The following are some methods to help ensure low audio input latency:
<ul>
<li>Suggest to your users, if your app relies on low-latency audio, that they use a headset
(for example, by displaying a <em>Best with headphones</em> screen on first run). Note
that just using the headset doesn’t guarantee the lowest possible latency. You may need to
perform other steps to remove any unwanted signal processing from the audio path, such as by
using the <a href="http://developer.android.com/reference/android/media/MediaRecorder.AudioSource.html#VOICE_RECOGNITION">
VOICE_RECOGNITION</a> preset when recording.</li>
<li>It's difficult to test audio input and output latency in isolation. The best solution to
determine the lowest possible audio input latency is to measure round-trip audio and divide
by two.</li>
<li> Be prepared to handle nominal sample rates of 44,100 and 48,000 Hz as reported by
<a href="{@docRoot}reference/android/media/AudioManager.html#getProperty(java.lang.String)">
getProperty(String)</a> for
<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_SAMPLE_RATE">
PROPERTY_OUTPUT_SAMPLE_RATE</a>. Other sample rates are possible, but rare.</li>
<li>Be prepared to handle the buffer size reported by
<a href="{@docRoot}reference/android/media/AudioManager.html#getProperty(java.lang.String)">
getProperty(String)</a> for
<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_FRAMES_PER_BUFFER">
PROPERTY_OUTPUT_FRAMES_PER_BUFFER</a>. Typical buffer sizes include 96, 128, 160, 192, 240, 256,
or 512 frames, but other values are possible.</li>
</ul>
<h2 id="avoid">What to Avoid</h2>
<p>Be sure to take these things into account to help avoid latency issues:</p>
<ul>
<li>Don’t assume that the speakers and microphones used in mobile devices generally have good
acoustics. Due to their small size, the acoustics are generally poor so signal processing is
added to improve the sound quality. This signal processing introduces latency.</li>
<li>Don't assume that your input and output callbacks are synchronized. For simultaneous input
and output, separate buffer queue completion handlers are used for each side. There is no
guarantee of the relative order of these callbacks or the synchronization of the audio clocks,
even when both sides use the same sample rate. Your application should buffer the data with
proper buffer synchronization.</li>
<li>Don't assume that the actual sample rate exactly matches the nominal sample rate. For
example, if the nominal sample rate is 48,000 Hz, it is normal for the audio clock to advance
at a slightly different rate than the operating system {@code CLOCK_MONOTONIC}. This is because
the audio and system clocks may derive from different crystals.</li>
<li>Don't assume that the actual playback sample rate exactly matches the actual capture sample
rate, especially if the endpoints are on separate paths. For example, if you are capturing from
the on-device microphone at 48,000 Hz nominal sample rate, and playing on USB audio
at 48,000 Hz nominal sample rate, the actual sample rates are likely to be slightly different
from each other.</li>
</ul>
<p>A consequence of potentially independent audio clocks is the need for asynchronous sample rate
conversion. A simple (though not ideal for audio quality) technique for asynchronous sample rate
conversion is to duplicate or drop samples as needed near a zero-crossing point. More
sophisticated conversions are possible.</p>

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page.title=OpenSL ES Programming Notes
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#init">Objects and Interface Initialization</a></li>
<li><a href="#prefetch">Audio Player Prefetch</a></li>
<li><a href="#destroy">Destroy</a></li>
<li><a href="#panning">Stereo Panning</a></li>
<li><a href="#callbacks">Callbacks and Threads</a></li>
<li><a href="#perform">Performance</a></li>
<li><a href="#sandp">Security and Permissions</a></li>
</ol>
</div>
</div>
<p>
The notes in this section supplement the
<a class="external-link" href="https://www.khronos.org/registry/sles/">OpenSL ES 1.0.1
specification</a>.
</p>
<h2 id="init">Objects and Interface Initialization</h2>
<p>
Two aspects of the OpenSL ES programming model that may be unfamiliar to new developers are the
distinction between objects and interfaces, and the initialization sequence.
</p>
<p>
Briefly, an OpenSL ES object is similar to the object concept in
programming languages such as Java
and C++, except an OpenSL ES object is only visible via its associated interfaces.
This includes
the initial interface for all objects, called {@code SLObjectItf}.
There is no handle for an object
itself, only a handle to the {@code SLObjectItf} interface of the object.
</p>
<p>
An OpenSL ES object is first <em>created</em>, which returns an {@code SLObjectItf}, then
<em>realized</em>. This is similar to the common programming pattern of first constructing an
object (which should never fail other than for lack of memory or invalid parameters), and then
completing initialization (which may fail due to lack of resources). The realize step gives the
implementation a logical place to allocate additional resources if needed.
</p>
<p>
As part of the API to create an object, an application specifies an array of desired interfaces
that it plans to acquire later. Note that this array does not automatically
acquire the interfaces;
it merely indicates a future intention to acquire them. Interfaces are distinguished as
<em>implicit</em> or <em>explicit</em>. An explicit interface must be listed in the array if it
will be acquired later. An implicit interface need not be listed in the
object create array, but
there is no harm in listing it there. OpenSL ES has one more kind of interface called
<em>dynamic</em>, which does not need to be specified in the object
create array and can be added
later after the object is created. The Android implementation provides
a convenience feature to
avoid this complexity, which is described in
<a href="{@docRoot}ndk/guides/audio/opensl-for-android.html#dynamic-interfaces">Dynamic interfaces at object creation</a>.
</p>
<p>
After the object is created and realized, the application should acquire interfaces for each
feature it needs, using {@code GetInterface} on the initial {@code SLObjectItf}.
</p>
<p>
Finally, the object is available for use via its interfaces, though note that
some objects require
further setup. In particular, an audio player with URI data source needs a bit
more preparation in
order to detect connection errors. See the
<a href="#prefetch">Audio player prefetch</a> section for details.
</p>
<p>
After your application is done with the object, you should explicitly destroy it; see the
<a href="#destroy">Destroy</a> section below.
</p>
<h2 id="prefetch">Audio Player Prefetch</h2>
<p>
For an audio player with URI data source, {@code Object::Realize} allocates
resources but does not
connect to the data source (<em>prepare</em>) or begin pre-fetching data. These occur once the
player state is set to either {@code SL_PLAYSTATE_PAUSED} or {@code SL_PLAYSTATE_PLAYING}.
</p>
<p>
Some information may still be unknown until relatively late in this sequence. In
particular, initially {@code Player::GetDuration} returns {@code SL_TIME_UNKNOWN} and
{@code MuteSolo::GetChannelCount} either returns successfully with channel count zero or the
error result {@code SL_RESULT_PRECONDITIONS_VIOLATED}. These APIs return the proper values
once they are known.
</p>
<p>
Other properties that are initially unknown include the sample rate and
actual media content type
based on examining the content's header (as opposed to the
application-specified MIME type and
container type). These are also determined later during
prepare/prefetch, but there are no APIs to
retrieve them.
</p>
<p>
The prefetch status interface is useful for detecting when all information
is available, or your
application can poll periodically. Note that some information, such as the
duration of a streaming
MP3, may <em>never</em> be known.
</p>
<p>
The prefetch status interface is also useful for detecting errors. Register a callback
and enable
at least the {@code SL_PREFETCHEVENT_FILLLEVELCHANGE} and {@code SL_PREFETCHEVENT_STATUSCHANGE}
events. If both of these events are delivered simultaneously, and
{@code PrefetchStatus::GetFillLevel} reports a zero level, and
{@code PrefetchStatus::GetPrefetchStatus} reports {@code SL_PREFETCHSTATUS_UNDERFLOW},
then this
indicates a non-recoverable error in the data source. This includes the inability to
connect to the
data source because the local filename does not exist or the network URI is invalid.
</p>
<p>
The next version of OpenSL ES is expected to add more explicit support for
handling errors in the
data source. However, for future binary compatibility, we intend to continue
to support the current
method for reporting a non-recoverable error.
</p>
<p>
In summary, a recommended code sequence is:
</p>
<ol>
<li>{@code Engine::CreateAudioPlayer}</li>
<li>{@code Object:Realize}</li>
<li>{@code Object::GetInterface} for {@code SL_IID_PREFETCHSTATUS}</li>
<li>{@code PrefetchStatus::SetCallbackEventsMask}</li>
<li>{@code PrefetchStatus::SetFillUpdatePeriod}</li>
<li>{@code PrefetchStatus::RegisterCallback}</li>
<li>{@code Object::GetInterface} for {@code SL_IID_PLAY}</li>
<li>{@code Play::SetPlayState} to {@code SL_PLAYSTATE_PAUSED}, or
{@code SL_PLAYSTATE_PLAYING}</li>
</ol>
<p class="note"><strong>Note: </strong>
Preparation and prefetching occur here; during this time your callback is called with
periodic status updates.
</p>
<h2 id="destroy">Destroy</h2>
<p>
Be sure to destroy all objects when exiting from your application.
Objects should be destroyed in
reverse order of their creation, as it is not safe to destroy an object that has any dependent
objects. For example, destroy in this order: audio players and recorders, output mix, and then
finally the engine.
</p>
<p>
OpenSL ES does not support automatic garbage collection or
<a class="external-link" href="http://en.wikipedia.org/wiki/Reference_counting">reference
counting</a> of interfaces. After you call {@code Object::Destroy}, all extant
interfaces that are
derived from the associated object become undefined.
</p>
<p>
The Android OpenSL ES implementation does not detect the incorrect use of such interfaces.
Continuing to use such interfaces after the object is destroyed can cause your application to
crash or behave in unpredictable ways.
</p>
<p>
We recommend that you explicitly set both the primary object interface and all associated
interfaces to NULL as part of your object destruction sequence, which prevents the accidental
misuse of a stale interface handle.
</p>
<h2 id="panning">Stereo Panning</h2>
<p>
When {@code Volume::EnableStereoPosition} is used to enable stereo panning of a mono source,
there is a 3-dB reduction in total
<a class="external-link" href="http://en.wikipedia.org/wiki/Sound_power_level">sound power
level</a>. This is needed to permit the total sound power level to remain constant as
the source is
panned from one channel to the other. Therefore, only enable stereo positioning if you need
it. See the Wikipedia article on
<a class="external-link" href="http://en.wikipedia.org/wiki/Panning_(audio)">audio panning</a>
for more information.
</p>
<h2 id="callbacks">Callbacks and Threads</h2>
<p>
Callback handlers are generally called synchronously with respect to the event. That is, at the
moment and location that the event is detected by the implementation. This point is
asynchronous with respect to the application, so you should use a non-blocking synchronization
mechanism to control access to any variables shared between the application and the callback
handler. In the example code, such as for buffer queues, we have either omitted this
synchronization or used blocking synchronization in the interest of simplicity. However, proper
non-blocking synchronization is critical for any production code.
</p>
<p>
Callback handlers are called from internal non-application threads that are not attached to the
Android runtime, so they are ineligible to use JNI. Because these internal threads are
critical to
the integrity of the OpenSL ES implementation, a callback handler should also not block
or perform
excessive work.
</p>
<p>
If your callback handler needs to use JNI or execute work that is not proportional to the
callback, the handler should instead post an event for another thread to process. Examples of
acceptable callback workload include rendering and enqueuing the next output buffer
(for an AudioPlayer), processing the just-filled input buffer and enqueueing the next
empty buffer
(for an AudioRecorder), or simple APIs such as most of the <em>Get</em> family. See the
<a href="#perform">Performance</a> section below regarding the workload.
</p>
<p>
Note that the converse is safe: an Android application thread that has entered JNI
is allowed to
directly call OpenSL ES APIs, including those that block. However, blocking calls are not
recommended from the main thread, as they may result in
<em>Application Not Responding</em> (ANR).
</p>
<p>
The determination regarding the thread that calls a callback handler is largely left up to the
implementation. The reason for this flexibility is to permit future optimizations,
especially on
multi-core devices.
</p>
<p>
The thread on which the callback handler runs is not guaranteed to have the same
identity across
different calls. Therefore, do not rely on the {@code pthread_t returned by pthread_self()}
or the
{@code pid_t returned by gettid()} to be consistent across calls. For the same reason,
do not use
the thread local storage (TLS) APIs such as {@code pthread_setspecific()} and
{@code pthread_getspecific()} from a callback.
</p>
<p>
The implementation guarantees that concurrent callbacks of the same kind, for the
same object, does
not occur. However, concurrent callbacks of different kinds for the same object are possible on
different threads.
</p>
<h2 id="perform">Performance</h2>
<p>
As OpenSL ES is a native C API, non-runtime application threads that call OpenSL ES have no
runtime-related overhead such as garbage collection pauses. With one exception described below,
there is no additional performance benefit to the use of OpenSL ES other than this.
In particular,
the use of OpenSL ES does not guarantee enhancements such as lower audio latency and higher
scheduling priority over that which the platform generally provides. On the other hand, as the
Android platform and specific device implementations continue to evolve, an OpenSL ES application
can expect to benefit from any future system performance improvements.
</p>
<p>
One such evolution is support for reduced
<a href="{@docRoot}ndk/guides/audio/output-latency.html">audio output latency</a>.
The underpinnings for reduced
output latency were first included in Android 4.1 (API level 16), and then
continued progress occurred in Android 4.2 (API level 17). These improvements are available via
OpenSL ES for device implementations that
claim feature {@code android.hardware.audio.low_latency}.
If the device doesn't claim this feature but supports Android 2.3 (API level 9)
or later, then you can still use the OpenSL ES APIs but the output latency may be higher.
The lower
output latency path is used only if the application requests a buffer size and sample rate
that are
compatible with the device's native output configuration. These parameters are
device-specific and
should be obtained as described below.
</p>
<p>
Beginning with Android 4.2 (API level 17), an application can query for the
platform native or optimal output sample rate and buffer size for the device's primary output
stream. When combined with the feature test just mentioned, an app can now configure itself
appropriately for lower latency output on devices that claim support.
</p>
<p>
For Android 4.2 (API level 17) and earlier, a buffer count of two or more is
required for lower latency. Beginning with Android 4.3 (API level 18), a buffer
count of one is sufficient for lower latency.
</p>
<p>
All OpenSL ES interfaces for output effects preclude the lower latency path.
</p>
<p>
The recommended sequence is as follows:
</p>
<ol>
<li>Check for API level 9 or higher to confirm the use of OpenSL ES.</li>
<li>Check for the {@code android.hardware.audio.low_latency} feature using code such as this:
<pre>import android.content.pm.PackageManager;
...
PackageManager pm = getContext().getPackageManager();
boolean claimsFeature = pm.hasSystemFeature(PackageManager.FEATURE_AUDIO_LOW_LATENCY);
</pre></li>
<li>Check for API level 17 or higher to confirm the use of
{@code android.media.AudioManager.getProperty()}.</li>
<li>Get the native or optimal output sample rate and buffer size for this device's
primary output
stream using code such as this:
<pre>import android.media.AudioManager;
...
AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
String sampleRate = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE));
String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER));
</pre>
Note that {@code sampleRate} and {@code framesPerBuffer} are <em>strings</em>. First check for
null and then convert to int using {@code Integer.parseInt()}.</li>
<li>Now use OpenSL ES to create an AudioPlayer with PCM buffer queue data locator.</li>
</ol>
<p class="note"><strong>Note: </strong>
You can use the
<a class="external-link"
href="https://play.google.com/store/apps/details?id=com.levien.audiobuffersize">
Audio Buffer Size</a>
test app to determine the native buffer size and sample rate for OpenSL ES audio
applications on your audio device. You can also visit GitHub to view <a class="external-link"
href="https://github.com/gkasten/high-performance-audio/tree/master/audio-buffer-size">
audio-buffer-size</a> samples.
<p>
The number of lower latency audio players is limited. If your application requires more
than a few
audio sources, consider mixing your audio at the application level. Be sure to destroy your audio
players when your activity is paused, as they are a global resource shared with other apps.
</p>
<p>
To avoid audible glitches, the buffer queue callback handler must execute within a small and
predictable time window. This typically implies no unbounded blocking on mutexes, conditions,
or I/O operations. Instead consider <em>try locks</em>, locks and waits with timeouts, and
<a class="external-link"
href="https://source.android.com/devices/audio/avoiding_pi.html#nonBlockingAlgorithms">
non-blocking algorithms</a>.
</p>
<p>
The computation required to render the next buffer (for AudioPlayer) or consume the previous
buffer (for AudioRecord) should take approximately the same amount of time for each callback.
Avoid algorithms that execute in a non-deterministic amount of time or are <em>bursty</em> in
their computations. A callback computation is bursty if the CPU time spent in any given callback
is significantly larger than the average. In summary, the ideal is for the CPU execution time of
the handler to have variance near zero, and for the handler to not block for unbounded times.
</p>
<p>
Lower latency audio is possible for these outputs only:
</p>
<ul>
<li>On-device speakers.</li>
<li>Wired headphones.</li>
<li>Wired headsets.</li>
<li>Line out.</li>
<li><a class="external-link" href="https://source.android.com/devices/audio/usb.html">
USB digital
audio</a>.</li>
</ul>
<p>
On some devices, speaker latency is higher than other paths due to digital signal processing for
speaker correction and protection.
</p>
<p>
As of API level 21,
<a href="{@docRoot}ndk/guides/audio/input-latency.html">lower latency audio input</a>
is supported
on select devices. To take advantage of
this feature, first confirm that lower latency output is available as described above. The
capability for lower latency output is a prerequisite for the lower latency input feature. Then,
create an AudioRecorder with the same sample rate and buffer size as would be used for output.
OpenSL ES interfaces for input effects preclude the lower latency path. The record preset
{@code SL_ANDROID_RECORDING_PRESET_VOICE_RECOGNITION} must be used for lower latency; this preset
disables device-specific digital signal processing that may add latency to the input path. For
more information on record presets, see the <a href="#configuration-interface">Android
configuration interface</a> section above.
</p>
<p>
For simultaneous input and output, separate buffer queue completion handlers are used for each
side. There is no guarantee of the relative order of these callbacks, or the synchronization of
the audio clocks, even when both sides use the same sample rate. Your application
should buffer the
data with proper buffer synchronization.
</p>
<p>
One consequence of potentially independent audio clocks is the need for asynchronous sample rate
conversion. A simple (though not ideal for audio quality) technique for asynchronous sample rate
conversion is to duplicate or drop samples as needed near a zero-crossing point.
More sophisticated
conversions are possible.
</p>
<h2 id="sandp">Security and Permissions</h2>
<p>
As far as who can do what, security in Android is done at the process level. Java programming
language code cannot do anything more than native code, nor can native code do anything more than
Java programming language code. The only differences between them are the available APIs.
</p>
<p>
Applications using OpenSL ES must request the permissions that they would need for similar
non-native APIs. For example, if your application records audio, then it needs the
{@code android.permission.RECORD_AUDIO} permission. Applications that use audio effects need
{@code android.permission.MODIFY_AUDIO_SETTINGS}. Applications that play network URI resources
need {@code android.permission.NETWORK}. See
<a href="https://developer.android.com/training/permissions/index.html">Working with System
Permissions</a> for more information.
</p>
<p>
Depending on the platform version and implementation, media content parsers and
software codecs may
run within the context of the Android application that calls OpenSL ES (hardware codecs are
abstracted but are device-dependent). Malformed content designed to exploit parser and codec
vulnerabilities is a known attack vector. We recommend that you play media only from trustworthy
sources or that you partition your application such that code that handles media from
untrustworthy sources runs in a relatively <em>sandboxed</em> environment. For example, you could
process media from untrustworthy sources in a separate process. Though both processes would still
run under the same UID, this separation does make an attack more difficult.
</p>

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page.title=Audio Output Latency
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#prereq">Prerequisites</a></li>
<li><a href="#low-lat-track">Obtain a Low-Latency Track</a></li>
<li><a href="#buffer-size">Use the Optimal Buffer Size When Enqueuing Audio Data</a></li>
<li><a href="#warmup-lat">Avoid Warmup Latency</a></li>
</ol>
<h2>Also read</h2>
<ol>
<li><a href="https://source.android.com/devices/audio/latency_app.html" class="external-link">
Audio Latency for App Developers</a></li>
<li><a href="https://source.android.com/devices/audio/latency_contrib.html" class="external-link">
Contributors to Audio Latency</a></li>
<li><a href="https://source.android.com/devices/audio/latency_measure.html" class="external-link">
Measuring Audio Latency</a></li>
<li><a href="https://source.android.com/devices/audio/warmup.html" class="external-link">
Audio Warmup</a></li>
<li><a href="https://en.wikipedia.org/wiki/Latency_%28audio%29" class="external-link">
Latency (audio)</a></li>
<li><a href="https://en.wikipedia.org/wiki/Round-trip_delay_time" class="external-link">
Round-trip delay time</a></li>
</ol>
</div>
</div>
<a href="https://www.youtube.com/watch?v=PnDK17zP9BI" class="notice-developers-video">
<div>
<h3>Video</h3>
<p>Audio latency: buffer sizes</p>
</div>
</a>
<a href="https://www.youtube.com/watch?v=92fgcUNCHic" class="notice-developers-video">
<div>
<h3>Video</h3>
<p>Building great multi-media experiences on Android</p>
</div>
</a>
<p>This page describes how to develop your audio app for low-latency output and how to avoid
warmup latency.</p>
<h2 id="prereq">Prerequisites</h2>
<p>Low-latency audio is currently only supported when using Android's implementation of the
OpenSL ES™ API specification, and the Android NDK:
</p>
<ol>
<li>Download and install the <a href="{@docRoot}tools/sdk/ndk/index.html">Android NDK</a>.</li>
<li>Read the <a href="{@docRoot}ndk/guides/audio/opensl-for-android.html">OpenSL ES
documentation</a>.
</ol>
<h2 id="low-lat-track">Obtain a Low-Latency Track</h2>
<p>Latency is the time it takes for a signal to travel through a system. These are the common
types of latency related to audio apps:
<ul>
<li><strong>Audio output latency</strong> is the time between an audio sample being generated by an
app and the sample being played through the headphone jack or built-in speaker.</li>
<li><strong>Audio input latency</strong> is the time between an audio signal being received by a
device’s audio input, such as the microphone, and that same audio data being available to an
app.</li>
<li><strong>Round-trip latency</strong> is the sum of input latency, app processing time, and
output latency.</li>
<li><strong>Touch latency</strong> is the time between a user touching the screen and that
touch event being received by an app.</li>
</ul>
<p>It is difficult to test audio output latency in isolation since it requires knowing exactly
when the first sample is sent into the audio path (although this can be done using a
<a href="https://source.android.com/devices/audio/testing_circuit.html" class="external-link">
light testing circuit</a> and an oscilloscope). If you know the round-trip audio latency, you can
use the rough rule of thumb: <strong>audio output latency is half the round-trip audio latency
over paths without signal processing</strong>.
</p>
<p>To obtain the lowest latency, you must supply audio data that matches the device's optimal
sample rate and buffer size. For more information, see
<a href="https://source.android.com/devices/audio/latency_design.html" class="external-link">
Design For Reduced Latency</a>.</p>
<h3>Obtain the optimal sample rate</h3>
<p>In Java, you can obtain the optimal sample rate from AudioManager as shown in the following
code example:</p>
<pre>
AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
String frameRate = am.getProperty(AudioManager.PROPERTY_OUTPUT_SAMPLE_RATE);
int frameRateInt = Integer.parseInt(frameRate);
if (frameRateInt == 0) frameRateInt = 44100; // Use a default value if property not found
</pre>
<p class="note">
<strong>Note:</strong> The sample rate refers to the rate of each stream. If your source audio
has two channels (stereo), then you will have one stream playing a pair of samples (frame) at
<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_SAMPLE_RATE">
PROPERTY_OUTPUT_SAMPLE_RATE</a>.
</p>
<h3>Use the optimal sample rate when creating your audio player</h3>
<p>Once you have the optimal sample output rate, you can supply it when creating your player
using OpenSL ES:</p>
<pre>
// create buffer queue audio player
void Java_com_example_audio_generatetone_MainActivity_createBufferQueueAudioPlayer
(JNIEnv* env, jclass clazz, jint sampleRate, jint framesPerBuffer)
{
...
// specify the audio source format
SLDataFormat_PCM format_pcm;
format_pcm.numChannels = 2;
format_pcm.samplesPerSec = (SLuint32) sampleRate * 1000;
...
}
</pre>
<p class="note">
<strong>Note:</strong> {@code samplesPerSec} refers to the <em>sample rate per channel in
millihertz</em> (1 Hz = 1000 mHz).
</p>
<h3>Avoid adding output interfaces that involve signal processing</h3>
<p>Only these interfaces are supported by the fast mixer:</p>
<ul>
<li>SL_IID_ANDROIDSIMPLEBUFFERQUEUE</li>
<li>SL_IID_VOLUME</li>
<li>SL_IID_MUTESOLO</li>
</ul>
<p>These interfaces are not allowed because they involve signal processing and will cause
your request for a fast-track to be rejected:</p>
<ul>
<li>SL_IID_BASSBOOST</li>
<li>SL_IID_EFFECTSEND</li>
<li>SL_IID_ENVIRONMENTALREVERB</li>
<li>SL_IID_EQUALIZER</li>
<li>SL_IID_PLAYBACKRATE</li>
<li>SL_IID_PRESETREVERB</li>
<li>SL_IID_VIRTUALIZER</li>
<li>SL_IID_ANDROIDEFFECT</li>
<li>SL_IID_ANDROIDEFFECTSEND</li>
</ul>
<p>When you create your player, make sure you only add <em>fast</em> interfaces, as shown in
the following example:</p>
<pre>
const SLInterfaceID interface_ids[2] = { SL_IID_ANDROIDSIMPLEBUFFERQUEUE, SL_IID_VOLUME };
</pre>
<h3>Verify you're using a low-latency track</h3>
<p>Complete these steps to verify that you have successfully obtained a low-latency track:</p>
<ol>
<li>Launch your app and then run the following command:</li>
<pre>
adb shell ps | grep your_app_name
</pre>
<li>Make a note of your app's process ID.</li>
<li>Now, play some audio from your app. You have approximately three seconds to run the
following command from the terminal:</li>
<pre>
adb shell dumpsys media.audio_flinger
</pre>
<li>Scan for your process ID. If you see an <em>F</em> in the <em>Name</em> column, it's on a
low-latency track (the F stands for <em>fast track</em>).</li>
</ol>
<h3>Measure round-trip latency</h3>
<p>You can measure round-trip audio latency by creating an app that generates an audio signal,
listens for that signal, and measures the time between sending it and receiving it.
Alternatively, you can install this
<a href="https://play.google.com/store/apps/details?id=org.drrickorang.loopback" class="external-link">
latency testing app</a>. This performs a round-trip latency test using the
<a href="https://source.android.com/devices/audio/latency_measure.html#larsenTest" class="external-link">
Larsen test</a>. You can also
<a href="https://github.com/gkasten/drrickorang/tree/master/LoopbackApp" class="external-link">
view the source code</a> for the latency testing app.</p>
<p>Since the lowest latency is achieved over audio paths with minimal signal processing, you may
also want to use an
<a href="https://source.android.com/devices/audio/latency_measure.html#loopback" class="external-link">
Audio Loopback Dongle</a>, which allows the test to be run over the headset connector.</p>
<p>The lowest possible round-trip audio latency varies greatly depending on device model and
Android build. You can measure it yourself using the latency testing app and loopback
dongle. When creating apps for <em>Nexus devices</em>, you can also use the
<a href="https://source.android.com/devices/audio/latency_measurements.html" class="external-link">
published measurements</a>.</p>
<p>You can also get a rough idea of audio performance by testing whether the device reports
support for the
<a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_LOW_LATENCY">
low_latency</a> and
<a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_PRO">
pro</a> hardware features.</p>
<h3>Review the CDD and audio latency</h3>
<p>The Android Compatibility Definition Document (CDD) enumerates the hardware and software
requirements of a compatible Android device.
See <a href="https://source.android.com/compatibility/" class="external-link">
Android Compatibility</a> for more information on the overall compatibility program, and
<a href="https://static.googleusercontent.com/media/source.android.com/en//compatibility/android-cdd.pdf" class="external-link">
CDD</a> for the actual CDD document.</p>
<p>In the CDD, round-trip latency is specified as 20&nbsp;ms or lower (even though musicians
generally require 10&nbsp;ms). This is because there are important use cases that are enabled by
20&nbsp;ms.</p>
<p>There is currently no API to determine audio latency over any path on an Android device at
runtime. You can, however, use the following hardware feature flags to find out whether the
device makes any guarantees for latency:</p>
<ul>
<li><a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_LOW_LATENCY">
android.hardware.audio.low_latency</a> indicates a continuous output latency of 45&nbsp;ms or
less.</li>
<li><a href="http://developer.android.com/reference/android/content/pm/PackageManager.html#FEATURE_AUDIO_PRO">
android.hardware.audio.pro</a> indicates a continuous round-trip latency of 20&nbsp;ms or
less.</li>
</ul>
<p>The criteria for reporting these flags is defined in the CDD in sections <em>5.6 Audio
Latency</em> and <em>5.10 Professional Audio</em>.</p>
<p>Here’s how to check for these features in Java:</p>
<pre>
boolean hasLowLatencyFeature =
getPackageManager().hasSystemFeature(PackageManager.FEATURE_AUDIO_LOW_LATENCY);
boolean hasProFeature =
getPackageManager().hasSystemFeature(PackageManager.FEATURE_AUDIO_PRO);
</pre>
<p>Regarding the relationship of audio features, the {@code android.hardware.audio.low_latency}
feature is a prerequisite for {@code android.hardware.audio.pro}. A device can implement
{@code android.hardware.audio.low_latency} and not {@code android.hardware.audio.pro}, but not
vice-versa.</p>
<h2 id="buffer-size">Use the Optimal Buffer Size When Enqueuing Audio Data</h2>
<p>You can obtain the optimal buffer size in a similar way to the optimal frame rate, using the
AudioManager API:</p>
<pre>
AudioManager am = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
String framesPerBuffer = am.getProperty(AudioManager.PROPERTY_OUTPUT_FRAMES_PER_BUFFER);
int framesPerBufferInt = Integer.parseInt(framesPerBuffer);
if (framesPerBufferInt == 0) framesPerBufferInt = 256; // Use default
</pre>
<p>The
<a href="{@docRoot}reference/android/media/AudioManager.html#PROPERTY_OUTPUT_FRAMES_PER_BUFFER">
PROPERTY_OUTPUT_FRAMES_PER_BUFFER</a> property indicates the number of audio frames
that the HAL (Hardware Abstraction Layer) buffer can hold. You should construct your audio
buffers so that they contain an exact multiple of this number. If you use the correct number
of audio frames, your callbacks occur at regular intervals, which reduces jitter.</p>
<p>It is important to use the API to determine buffer size rather than using a hardcoded value,
because HAL buffer sizes differ across devices and across Android builds.</p>
<h2 id="warmup-lat">Avoid Warmup Latency</h2>
<p>When you enqueue audio data for the first time, it takes a small, but still significant,
amount of time for the device audio circuit to warm up. To avoid this warmup latency, you should
enqueue buffers of audio data containing silence, as shown in the following code example:</p>
<pre>
#define CHANNELS 1
static short* silenceBuffer;
int numSamples = frames * CHANNELS;
silenceBuffer = malloc(sizeof(*silenceBuffer) * numSamples);
for (i = 0; i < numSamples; i++) {
silenceBuffer[i] = 0;
}
</pre>
<p>At the point when audio should be produced, you can switch to enqueuing buffers containing
real audio data.</p>

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@@ -1,151 +0,0 @@
page.title=Sample Rates
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#best">Best Practices for Sampling and Resampling</a></li>
<li><a href="#info">For More Information</a></li>
</ol>
</div>
</div>
<a class="notice-developers-video" href="https://www.youtube.com/watch?v=6Dl6BdrA-sQ">
<div>
<h3>Video</h3>
<p>Sample Rates: Why Can't We All Just Agree?</p>
</div>
</a>
<p>As of Android 5.0 (Lollipop), the audio resamplers are now entirely based
on FIR filters derived from a Kaiser windowed-sinc function. The Kaiser windowed-sinc
offers the following properties:
<ul>
<li>It is straightforward to calculate for its design parameters (stopband
ripple, transition bandwidth, cutoff frequency, filter length).</li>
<li>It is nearly optimal for reduction of stopband energy compared to overall
energy.</li>
</ul>
See P.P. Vaidyanathan, <a class="external-link"
href="https://drive.google.com/file/d/0B7tBh7YQV0DGak9peDhwaUhqY2c/view">
<i>Multirate Systems and Filter Banks</i></a>, p. 50 for discussions of the
Kaiser Window and its optimality and relationship to Prolate Spheroidal
Windows.</p>
<p>The design parameters are automatically computed based on internal
quality determination and the sampling ratios desired. Based on the
design parameters, the windowed-sinc filter is generated. For music use,
the resampler for 44.1 to 48 kHz and vice versa is generated at a higher
quality than for arbitrary frequency conversion.</p>
<p>The audio resamplers provide increased quality, as well as speed
to achieve that quality. But resamplers can introduce small amounts
of passband ripple and aliasing harmonic noise, and they can cause some high
frequency loss in the transition band, so avoid using them unnecessarily.</p>
<h2 id="best">Best Practices for Sampling and Resampling</h2>
<p>This section describes some best practices to help you avoid problems with sampling rates.</p>
<h3>Choose the sampling rate to fit the device</h3>
<p>In general, it is best to choose the sampling rate to fit the device,
typically 44.1 kHz or 48 kHz. Use of a sample rate greater than
48 kHz will typically result in decreased quality because a resampler must be
used to play back the file.</p>
<h3>Use simple resampling ratios (fixed versus interpolated polyphases)</h3>
<p>The resampler operates in one of the following modes:</p>
<ul>
<li>Fixed polyphase mode. The filter coefficients for each polyphase are precomputed.</li>
<li>Interpolated polyphase mode. The filter coefficients for each polyphase must
be interpolated from the nearest two precomputed polyphases.</li>
</ul>
<p>The resampler is fastest in fixed polyphase mode, when the ratio of input
rate over output rate L/M (taking out the greatest common divisor)
has M less than 256. For example, for 44,100 to 48,000 conversion, L = 147,
M = 160.</p>
<p>In fixed polyphase mode, the sampling rate is locked for as
many samples converted and does not change. In interpolated polyphase
mode, the sampling rate is approximate. The drift is generally on the
order of one sample over a few hours of playback on a 48-kHz device.
This is not usually a concern because approximation error is much less than
frequency error of internal quartz oscillators, thermal drift, or jitter
(typically tens of ppm).</p>
<p>Choose simple-ratio sampling rates such as 24 kHz (1:2) and 32 kHz (2:3) when playing back
on a 48-kHz device, even though other sampling
rates and ratios may be permitted through AudioTrack.</p>
<h3>Use upsampling rather than downsampling when changing sample rates</h3>
<p>Sampling rates can be changed on the fly. The granularity of
such change is based on the internal buffering (typically a few hundred
samples), not on a sample-by-sample basis. This can be used for effects.</p>
<p>Do not dynamically change sampling rates when
downsampling. When changing sample rates after an audio track is
created, differences of around 5 to 10 percent from the original rate may
trigger a filter recomputation when downsampling (to properly suppress
aliasing). This can consume computing resources and may cause an audible click
if the filter is replaced in real time.</p>
<h3>Limit downsampling to no more than 6:1</h3>
<p>Downsampling is typically triggered by hardware device requirements. When the
Sample Rate converter is used for downsampling,
try to limit the downsampling ratio to no more than 6:1 for good aliasing
suppression (for example, no greater downsample than 48,000 to 8,000). The filter
lengths adjust to match the downsampling ratio, but you sacrifice more
transition bandwidth at higher downsampling ratios to avoid excessively
increasing the filter length. There are no similar aliasing concerns for
upsampling. Note that some parts of the audio pipeline
may prevent downsampling greater than 2:1.</p>
<h3 id="latency">If you are concerned about latency, do not resample</h3>
<p>Resampling prevents the track from being placed in the FastMixer
path, which means that significantly higher latency occurs due to the additional,
larger buffer in the ordinary Mixer path. Furthermore,
there is an implicit delay from the filter length of the resampler,
though this is typically on the order of one millisecond or less,
which is not as large as the additional buffering for the ordinary Mixer path
(typically 20 milliseconds).</p>
<h2 id="info">For More Information</h2>
<p>This section lists some additional resources about sampling and resampling.</p>
<h3>Sample rates</h3>
<p>
<a href="http://en.wikipedia.org/wiki/Sampling_%28signal_processing%29" class="external-link" >
Sampling (signal processing)</a> at Wikipedia.</p>
<h3>Resampling</h3>
<p><a href="http://en.wikipedia.org/wiki/Sample_rate_conversion" class="external-link" >
Sample rate conversion</a> at Wikipedia.</p>
<p><a href="http://source.android.com/devices/audio/src.html" class="external-link" >
Sample Rate Conversion</a> at source.android.com.</p>
<h3>The high bit-depth and high kHz controversy</h3>
<p><a href="http://people.xiph.org/~xiphmont/demo/neil-young.html" class="external-link" >
24/192 Music Downloads ... and why they make no sense</a>
by Christopher "Monty" Montgomery of Xiph.Org.</p>
<p><a href="https://www.youtube.com/watch?v=cIQ9IXSUzuM" class="external-link" >
D/A and A/D | Digital Show and Tell</a>
video by Christopher "Monty" Montgomery of Xiph.Org.</p>
<p><a href="http://www.trustmeimascientist.com/2013/02/04/the-science-of-sample-rates-when-higher-is-better-and-when-it-isnt/" class="external-link">
The Science of Sample Rates (When Higher Is Better - And When It Isn't)</a>.</p>
<p><a href="http://www.image-line.com/support/FLHelp/html/app_audio.htm" class="external-link" >
Audio Myths &amp; DAW Wars</a></p>
<p><a href="http://forums.stevehoffman.tv/threads/192khz-24bit-vs-96khz-24bit-debate-interesting-revelation.317660/" class="external-link">
192kHz/24bit vs. 96kHz/24bit "debate"- Interesting revelation</a></p>

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@@ -1,18 +0,0 @@
page.title=Building Your Project
@jd:body
<p>One of the NDK's core purposes is allowing you to build C and C++ source code into shared
libraries that you can use in your app.</p>
<p>This section explains how to build native binaries for use in your Android app. It begins by
explaining the
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file, which
defines properties specific to individual <i>modules</i>, or libraries. Then, it explains the
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file, which defines
properties for all the modules that you use in your
app. Next, it tells you how to use the <a href="{@docRoot}ndk/guides/ndk-build.html">
{@code ndk-build}</a> script, which is what the NDK uses to build your sources. Last, it ventures
into advanced territory, discussing how to incorporate the NDK into your own
<a href="{@docRoot}ndk/guides/standalone_toolchain.html">toolchain</a>, if you prefer to
build that way instead of using
<a href="{@docRoot}ndk/guides/ndk-build.html">{@code ndk-build}</a>.</p>

View File

@@ -1,303 +0,0 @@
page.title=Concepts
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#bb">Before Beginning</a></li>
<li><a href="#intro">Introduction</a></li>
<li><a href="#hiw">How It Works</a></li>
<li><a href="#naa">Native Activities and Applications</a></li>
</ol>
</li>
</ol>
</div>
</div>
<h2 id="bb">Before Beginning</h2>
<p>This guide assumes that you are already familiar with concepts inherent in native programming and
in <a href="{@docRoot}developer/index.html">Android development</a>.</p>
</ul>
<h2 id="intro">Introduction</h2>
<p>This section provides a high-level explanation of how the NDK works. The Android NDK is a set of
tools allowing you to embed C or C++ (“native code”) into your Android apps. The ability to use
native code in Android apps can be particularly useful to developers who wish to do one or more of
the following:</p>
<ul>
<li>Port their apps between platforms.</li>
<li>Reuse existing libraries, or provide their own libraries for reuse.
</li>
<li>Increase performance in certain cases, particularly computationally intensive ones like games.
</li>
</ul>
<h2 id="hiw">How it Works</h2>
<p>This section introduces the main components used in building a native application for Android,
and goes on to describe the process of building and packaging.</p>
<h3 id="mc">Main components</h3>
<p>You should have an understanding of the following components as you build your app:</p>
<ul>
<li>ndk-build: The ndk-build script launches the build scripts at the heart of the NDK. These
scripts:
<ul>
<li>Automatically probe your development system and app project file to determine what to build.</li>
<li>Generate binaries.</li>
<li>Copy the binaries to your app's project path.</li>
</ul>
<p>For more information, see
<a href="{@docRoot}ndk/guides/ndk-build.html">ndk-build</a>.</p>
</li>
</ul>
<ul>
<li>Java: From your Java source, the Android build process generates {@code .dex}
(Dalvik EXecutable) files, which are what the Android OS runs in the Dalvik Virtual Machine
(“DVM”). Even if your app contains no Java source code at all, the build process still generates a
{@code .dex} executable file within which the native component runs.
<p>When developing Java components, use the {@code native} keyword to indicate methods implemented
as native code. For example, the following function declaration tells the compiler that the
implementation is in a native library:</p>
<pre>
public native int add(int x, int y);
</pre>
</li>
</ul>
<ul>
<li>Native shared libraries: The NDK builds these libraries, or {@code .so} files, from your native
source code.
<p class="note"><strong>Note:</strong> If two libraries implement respective methods with the same
signature, a link error occurs. In C, "signature" means method name only. In C++, "signature" means
not only method name, but also its argument names and types.</p>
</li>
</ul>
<ul>
<li>Native static libraries: The NDK can also build static libraries, or {@code .a} files, which you
can link against other libraries.</li>
</ul>
<ul>
<li>Java Native Interface (JNI): The JNI is the interface via which the Java and C++ components
talk to one another. This guide assumes knowledge of the JNI; for information about it, consult the
<a href="http://docs.oracle.com/javase/7/docs/technotes/guides/jni/spec/jniTOC.html">
Java Native Interface Specification</a>.</li>
</ul>
<ul>
<li>Application Binary Interface (ABI): The ABI defines exactly how your app's machine code is
expected to interact with the system at runtime. The NDK builds {@code .so} files against these
definitions. Different ABIs correspond to different architectures: The NDK includes ABI support for
ARMEABI (default), MIPS, and x86. For more information, see
<a href="{@docRoot}ndk/guides/abis.html">ABI Management</a>.</li>
</ul>
<ul>
<li>Manifest: If you are writing an app with no Java component to it, you must declare the
{@link android.app.NativeActivity} class in the
<a href="{@docRoot}guide/topics/manifest/manifest-intro.html">manifest</a>.
<a href="#naa">Native Activities and Applications</a> provides more detail on how to do this, under
“Using the {@code native_activity.h} interface.”
</li>
</ul>
<p>The following two items are only required for building using the
<a href="{@docRoot}ndk/guides/ndk-build.html">{@code ndk-build}</a> script,
and for debugging using the <a href="{@docRoot}ndk/guides/ndk-gdb.html">
{@code ndk-gdb}</a> script.
<ul>
<li><a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>:
You must create an <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> configuration file inside your {@code jni} folder. The {@code ndk-build}
script looks at this file, which defines the module and its name, the source files to be compiled,
build flags and libraries to link.</li>
</ul>
<ul>
<li><a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a>: This file
enumerates and describes the modules that your app requires. This information includes:
<ul>
<li>ABIs used to compile for specific platforms.</li>
<li>Toolchains.</li>
<li>Standard libraries to include (static and dynamic STLport or default system).</li>
</ul>
</li>
</ul>
<h3 id="fl">Flow</h3>
<p>The general flow for developing a native app for Android is as follows:</p>
<ol type="1">
<li>Design your app, deciding which parts to implement in Java, and which parts to implement as
native code.
<p class="note"><strong>Note:</strong> While it is possible to completely avoid Java, you are likely
to find the Android Java framework useful for tasks including controlling the display and UI.</p>
</li>
<li>Create an Android app Project as you would for any other Android project.</li>
<li>If you are writing a native-only app, declare the {@link android.app.NativeActivity} class in
{@code AndroidManifest.xml}. For more information, see the <a href="#naa">Native Activities and
Applications</a>.
</li>
<li>Create an {@code Android.mk} file describing the native library, including name, flags, linked
libraries, and source files to be compiled in the "JNI" directory.</li>
<li>Optionally, you can create an {@code Application.mk} file configuring the target ABIs,
toolchain, release/debug mode, and STL. For any of these that you do not specify, the following
default values are used, respectively:
<ul>
<li>
ABI: armeabi
</li>
<li>
Toolchain: GCC 4.8
</li>
<li>
Mode: Release
</li>
<li>
STL: system
</ul>
</li>
<li>Place your native source under the project's {@code jni} directory.</li>
<li>Use ndk-build to compile the native ({@code .so}, {@code .a}) libraries.</li>
<li>Build the Java component, producing the executable {@code .dex} file.</li>
<li>Package everything into an APK file, containing {@code .so}, {@code .dex}, and other files
needed for your app to run.
</ol>
<h2 id="naa">Native Activities and Applications</h2>
<p>The Android SDK provides a helper class, {@link android.app.NativeActivity}, that allows you to
write a completely native activity. {@link android.app.NativeActivity} handles the communication
between the Android framework and your native code, so you do not have to subclass it or call its
methods. All you need to do is declare your application to be native in your
{@code AndroidManifest.xml} file, and begin creating your native application.</p>
<p>An Android application using {@link android.app.NativeActivity} still runs in its own virtual
machine, sandboxed from other applications. You can therefore still access Android framework APIs
through the JNI. In certain cases, however&ndash;such as for sensors, input events, and
assets&ndash;the NDK provides native interfaces that you can use instead of having to call
across the JNI. For more information about such support, see
<a href="{@docRoot}ndk/guides/stable_apis.html">Android NDK Native APIs</a>.</p>
<p>Regardless of whether or not you are developing a native activity, we recommend that you create
your projects with the traditional Android build tools. Doing so helps ensure building and packaging
of Android applications with the correct structure.</p>
<p>The Android NDK provides you with two choices to implement your native activity:</p>
<ul>
<li>The <a href="{@docRoot}ndk/reference/native__activity_8h.html">{@code native_activity.h}</a>
header defines the native version of the
{@link android.app.NativeActivity} class. It contains the callback interface and data structures
that you need to create your native activity. Because the main thread of your application handles
the callbacks, your callback implementations must not be blocking. If they block, you might receive
ANR (Application Not Responding) errors because your main thread is unresponsive until the callback
returns.</li>
<li>The {@code android_native_app_glue.h} file defines a static helper library built on top of the
<a href="{@docRoot}ndk/reference/native__activity_8h.html">{@code native_activity.h}</a> interface.
It spawns another thread, which handles things such as
callbacks or input events in an event loop. Moving these events to a separate thread prevents any
callbacks from blocking your main thread.</li>
</ul>
<p>The {@code <ndk_root>/sources/android/native_app_glue/android_native_app_glue.c} source is
also available, allowing you to modify the implementation.</p>
<p>For more information on how to use this static library, examine the native-activity sample
application and its documentation. Further reading is also available in the comments in the {@code <ndk_root>/sources/android/native_app_glue/android_native_app_glue.h} file.</p>
<h3 id="na">Using the native_activity.h interface</h3>
<p>To implement a native activity with the
<a href="{@docRoot}ndk/reference/native__activity_8h.html">{@code native_activity.h}</a>
interface:</p>
<ol type="1">
<li>Create a {@code jni/} directory in your project's root directory. This directory stores all of
your native code.</li>
<li>Declare your native activity in the {@code AndroidManifest.xml} file.</li>
<p>Because your application has no Java code, set {@code android:hasCode} to {@code false}.</p>
<pre>
&lt;application android:label="@string/app_name" android:hasCode="false"&gt;
</pre>
<p>You must set the {@code android:name} attribute of the activity tag to
{@link android.app.NativeActivity}.</p>
<pre>
&lt;activity android:name="android.app.NativeActivity"
android:label="@string/app_name"&gt;
</pre>
<p class="note"><strong>Note:</strong> You can subclass {@link android.app.NativeActivity}. If you
do, use the name of the subclass instead of {@link android.app.NativeActivity}.</p>
<p>The {@code android:value} attribute of the {@code meta-data} tag specifies the name of the shared
library containing the entry point to the application (such as C/C++ {@code main}), omitting the
{@code lib} prefix and {@code .so} suffix from the library name.</p>
<pre>
&lt;meta-data android:name="android.app.lib_name"
android:value="native-activity" /&gt;
&lt;intent-filter&gt;
&lt;action android:name="android.intent.action.MAIN" /&gt;
&lt;category android:name="android.intent.category.LAUNCHER" /&gt;
&lt;/intent-filter&gt;
&lt;/activity&gt;
&lt;/application&gt;
&lt;/manifest&gt;
</pre>
<li>Create a file for your native activity, and implement the function named in the
<a href="{@docRoot}ndk/reference/group___native_activity.html#ga02791d0d490839055169f39fdc905c5e">
{@code ANativeActivity_onCreate}</a> variable.
The app calls this function when the native activity starts. This function, analogous
to {@code main} in C/C++, receives a pointer to an
<a href="{@docRoot}ndk/reference/struct_a_native_activity.html">{@code ANativeActivity}</a>
structure, which contains function pointers to the various callback implementations that you need
to write.
Set the applicable callback function pointers in {@code ANativeActivity->callbacks} to the
implementations of your callbacks.</li>
<li>Set the {@code ANativeActivity->instance} field to the address of any instance of specific
data that you want to use.</li>
<li>Implement anything else that you want your activity to do upon starting.</li>
<li>Implement the rest of the callbacks that you set in {@code ANativeActivity->callbacks}. For
more information on when the callbacks are called, see
<a href="{@docRoot}training/basics/activity-lifecycle/index.html">Managing the Activity
Lifecycle</a>.
</li>
<li>Develop the rest of your application.</li>
<li>Create an {@code Android.mk file} in the {@code jni/} directory of your project to describe your
native module to the build system. For more information, see
<a href="{@docRoot}ndk/guides/android_mk.html">Android.mk</a>.</li>
<li>Once you have an <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>
file, compile your native code using the {@code ndk-build} command.</li>
<pre class="no-pretty-print">
$ cd &lt;path&gt;/&lt;to&gt;/&lt;project&gt;
$ &lt;ndk&gt;/ndk-build
</pre>
<li>Build and install your Android project as usual. If your native code is in
the {@code jni/} directory, the build script automatically packages the {@code .so} file(s) built
from it into the APK.</li>
</ol>
</li>
</ul>

View File

@@ -1,326 +0,0 @@
page.title=C++ Library Support
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#hr">Helper Runtimes</a></li>
<li><a href="#rc">Runtime Characteristics</a></li>
<li><a href="#ic">Important Considerations</a></li>
<li><a href="#li">Licensing</a></li>
</ol>
</div>
</div>
<p>The Android platform provides a very minimal C++ runtime support library ({@code libstdc++}).
This minimal support does not include, for example:</p>
<ul>
<li>Standard C++ Library support (except a few trivial headers).</li>
<li>C++ exceptions support</li>
<li>RTTI support</li>
</ul>
<p>The NDK provides headers for use with this default library. In addition, the NDK provides a
number of helper runtimes that provide additional features. This page provides information about
these helper runtimes, their characteristics, and how to use them.
</p>
<h2 id="hr">Helper Runtimes</h2>
<p>Table 1 provides names, brief explanations, and features of runtimes available inthe NDK.</p>
<p class="table-caption" id="runtimes">
<strong>Table 1.</strong> NDK Runtimes and Features.</p>
<table>
<tr>
<th>Name</th>
<th>Explanation>
<th>Features
</tr>
<tr>
<td><a href="#system">{@code libstdc++} (default)</a> </td>
<td>The default minimal system C++ runtime library.</td>
<td>N/A</td>
</tr>
<tr>
<td><a href="#ga">{@code gabi++_static}</a> </td>
<td>The GAbi++ runtime (static).</td>
<td>C++ Exceptions and RTTI</td>
</tr>
<tr>
<td><a href="#ga">{@code gabi++_shared}</a> </td>
<td>The GAbi++ runtime (shared).</td>
<td>C++ Exceptions and RTTI</td>
</tr>
<tr>
<td><a href="#stl">{@code stlport_static}</a> </td>
<td>The STLport runtime (static).</td>
<td> C++ Exceptions and RTTI; Standard Library</td>
</tr>
<tr>
<td><a href="#stl">{@code stlport_shared}</a> </td>
<td>The STLport runtime (shared).</td>
<td> C++ Exceptions and RTTI; Standard Library</td>
</tr>
<tr>
<td><a href="#gn">{@code gnustl_static}</a> </td>
<td>The GNU STL (static).</td>
<td> C++ Exceptions and RTTI; Standard Library</td>
</tr>
<tr>
<td><a href="#gn">{@code gnustl_shared}</a> </td>
<td>The GNU STL (shared).</td>
<td> C++ Exceptions and RTTI; Standard Library</td>
</tr>
<tr>
<td><a href="#cs">{@code c++_static}</a> </td>
<td>The LLVM libc++ runtime (static).</td>
<td> C++ Exceptions and RTTI; Standard Library</td>
</tr>
<tr>
<td><a href="#cs">{@code c++_shared}</a> </td>
<td>The LLVM libc++ runtime (shared).</td>
<td> C++ Exceptions and RTTI; Standard Library</td>
</tr>
</table>
<h3>How to set your runtime</h3>
<p>Use the {@code APP_STL} variable in your <a href="{@docRoot}ndk/guides/application_mk.html">
{@code Application.mk}</a> file to specify the runtime you wish to use. Use the values in
the "Name" column in Table 1 as your setting. For example:</p>
<pre>
APP_STL := gnustl_static
</pre>
<p>You may only select one runtime for your app, and can only do in
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a>.</p>
<p>Even if you do not use the NDK build system, you can still use STLport, libc++ or GNU STL.
For more information on how to use these runtimes with your own toolchain, see <a href="{@docRoot}ndk/guides/standalone_toolchain.html">Standalone Toolchain</a>.</p>
<h2 id="rc">Runtime Characteristics</h2>
<h3 id="system">libstdc++ (default system runtime)</h3>
<p>This runtime only provides the following headers, with no support beyond them:</p>
<ul>
<li>{@code cassert}</li>
<li>{@code cctype}</li>
<li>{@code cerrno}</li>
<li>{@code cfloat}</li>
<li>{@code climits}</li>
<li>{@code cmath}</li>
<li>{@code csetjmp}</li>
<li>{@code csignal}</li>
<li>{@code cstddef}</li>
<li>{@code cstdint}</li>
<li>{@code cstdio}</li>
<li>{@code cstdlib}</li>
<li>{@code cstring}</li>
<li>{@code ctime}</li>
<li>{@code cwchar}</li>
<li>{@code new}</li>
<li>{@code stl_pair.h}</li>
<li>{@code typeinfo}</li>
<li>{@code utility}</li>
</ul>
<h3 id="ga">GAbi++ runtime</h3>
<p>This runtime provides the same headers as the default runtime, but adds support for RTTI
(RunTime Type Information) and exception handling.</p>
<h3 id="stl">STLport runtime</h3>
<p>This runtime is an Android port of STLport
(<a href="http://www.stlport.org">http://www.stlport.org</a>). It provides a complete set of C++
standard library headers. It also, by embedding its own instance of GAbi++, provides support for
RTTI and exception handling.</p>
<p>While shared and static versions of this runtime are avilable, we recommend using the shared
version. For more information, see <a href="#sr">Static runtimes</a>.</p>
<p>The shared library file is named {@code libstlport_shared.so} instead of {@code libstdc++.so}
as is common on other platforms.</p>
<p>In addition to the static- and shared-library options, you can also force the NDK to
build the library from sources by adding the following line to your {@code Application.mk}
file, or setting it in your environment prior to building: </p>
<pre>
STLPORT_FORCE_REBUILD := true
</pre>
<h3 id="gn">GNU STL runtime</h3>
<p>This runtime is the GNU Standard C++ Library, ({@code libstdc++-v3}). Its shared library file is
named {@code libgnustl_shared.so}.</p>
<h3 id="cs">libc++ runtime:</h3>
<p>This runtime is an Android port of <a href="http://libcxx.llvm.org/">LLVM libc++</a>. Its
shared library file is named {@code libc++_shared.so}.</p>
<p>By default, this runtime compiles with {@code -std=c++11}. As with GNU {@code libstdc++}, you
need to explicitly turn on exceptions or RTTI support. For information on how to do this, see
<a href="#xp">C++ Exceptions</a> and <a href="#rt">RTTI</a>.</p>
<p>The NDK provides prebuilt static and shared libraries for {@code libc++}, but you can force the
NDK to rebuild {@code libc++} from sources by adding the following line to your
{@code Application.mk} file, or setting it in your environment prior to building: </p>
<pre>
LIBCXX_FORCE_REBUILD := true
</pre>
<h4>Atomic support</h4>
<p>If you include {@code <atomic>}, it's likely that you also need {@code libatomic}.
If you are using {@code ndk-build}, add the following line:</p>
<pre>
LOCAL_LDLIBS += -latomic
</pre>
<p>If you are using your own toolchain, use:</p>
<pre>
-latomic
</pre>
<h4>Compatibility</h4>
<p>The NDK's libc++ is not stable. Not all the tests pass, and the test suite is not comprehensive.
Some known issues are:</p>
<ul>
<li>Using {@code c++_shared} on ARM can crash when an exception is thrown.</li>
<li>Support for {@code wchar_t} and the locale APIs is limited.</li>
</ul>
<p>You should also make sure to check the "Known Issues" section of the changelog for the NDK
release you are using.</p>
<p class="note"><strong>Warning: </strong>Attempting to change to an unsupported locale will
<strong>not</strong> fail. The operation will succeed, but the locale will not change and the
following message will appear in {@code logcat}.</p>
<pre>
newlocale() WARNING: Trying to set locale to en_US.UTF-8 other than "", "C" or "POSIX"
</pre>
<h2 id="ic">Important Considerations</h2>
<h3 id="xp">C++ Exceptions</h3>
<p>In all versions of the NDK later than NDKr5, the NDK toolchain allows you to use C++ runtimes
that support exception handling. However, to ensure compatibility with earlier releases, it
compiles all C++ sources with {@code -fno-exceptions} support by default. You can enable C++
exceptions either for your entire app, or for individual modules.
<p>To enable exception-handling support for your entire app, add the following line to
your <a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file.
To enable exception-handling support for individual modules', add the following line to
their respective <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> files.</p>
<pre>
APP_CPPFLAGS += -fexceptions
</pre>
<h3 id="rt">RTTI</h3>
<p>In all versions of the NDK later than NDKr5, the NDK toolchain allows you to use C++ runtimes
that support RTTI. However, to ensure compatibility with earlier releases, it compiles all C++
sources with {@code -fno-rtti} by default.
<p>To enable RTTI support for your entire app for your entire application, add the following line to
your <a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file:
<pre>
APP_CPPFLAGS += -frtti
</pre>
To enable RTTI support for individual modules, add the following line to
their respective <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> files:
<pre>
LOCAL_CPP_FEATURES += rtti
</pre>
Alternatively, you can use:
<pre>
LOCAL_CPPFLAGS += -frtti
</pre>
<h3 id="sr">Static runtimes</h3>
<p>Linking the static library variant of a C++ runtime to more than one binary may result in
unexpected behavior. For example, you may experience:</p>
<ul>
<li>Memory allocated in one library, and freed in the other, causing memory leakage or heap
corruption.</li>
<li>Exceptions raised in {@code libfoo.so} going uncaught in {@code libbar.so}, causing your app
to crash.</li>
<li>Buffering of {@code std::cout} not working properly</li>
</ul>
<p>In addition, if you link two shared libraries&ndash;or a shared library and an executable&ndash;
against the same static runtime, the final binary image of each shared library includes a copy of
the runtime's code. Having multiple instances of runtime code is problematic because of duplication
of certain global variables that the runtime uses or provides internally.</p>
<p>This problem does not apply to a project comprising a single shared library. For example,
you can link against {@code stlport_static}, and expect your app to behave correctly. If your
project requires several shared library modules, we recommend that you use the shared library
variant of your C++ runtime.</p>
<h3>Shared runtimes</h3>
<p>If your app targets a version of Android earlier than Android 4.3 (Android API level 18),
and you use the shared library variant of a given C++ runtime, you must load the shared library
before any other library that depends on it.</p>
<p>For example, an app may have the following modules:</p>
<ul>
<li>libfoo.so</li>
<li>libbar.so which is used by libfoo.so</li>
<li>libstlport_shared.so, used by both libfoo and libbar</li>
</ul>
<p>You must load the libraries in reverse dependency order: </p>
<pre>
static {
System.loadLibrary("stlport_shared");
System.loadLibrary("bar");
System.loadLibrary("foo");
}
</pre>
<p class="note"><strong>Note: </strong>Do not use the {@code lib} prefix when calling
{@code System.loadLibrary()}.</p>
<h2 id="li">Licensing</h2>
<p>STLport is licensed under a BSD-style open-source license. See
{@code $NDK/sources/cxx-stl/stlport/README} for more details about STLport.</p>
<p>GNU libstdc++ is covered by the GPLv3 license, and <em>not</em> the LGPLv2 or LGPLv3. For
more information, see <a href="http://gcc.gnu.org/onlinedocs/libstdc++/manual/license.html">
License</a> on the GCC website.</p>
<p><a href="https://llvm.org/svn/llvm-project/libcxx/trunk/LICENSE.TXT">LLVM {@code libc++}</a>
is dual-licensed under both the University of Illinois "BSD-Like" license and the MIT license.</p>

View File

@@ -1,109 +0,0 @@
page.title=NEON Support
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#ul">Using {@code LOCAL_ARM_NEON}</a></li>
<li><a href="#uns">Using the {@code .neon} Suffix</a></li>
<li><a href="#build">Build Requirements</a></li>
<li><a href="#rd">Runtime Detection</a></li>
<li><a href="#sc">Sample Code</a></li>
</ol>
</div>
</div>
<p>The NDK supports the ARM Advanced SIMD, an optional instruction-set extension of the ARMv7 spec.
NEON provides a set of scalar/vector instructions and registers (shared with the FPU) comparable to
MMX/SSE/3DNow! in the x86 world. To function, it requires VFPv3-D32 (32 hardware FPU 64-bit
registers, instead of the minimum of 16).</p>
<p>The NDK supports the compilation of modules or even specific source files with support for NEON.
As a result, a specific compiler flag enables the use of GCC ARM NEON intrinsics and VFPv3-D32
at the same time.</p>
<p>Not all ARMv7-based Android devices support NEON, but devices that do may benefit significantly
from its support for scalar/vector instructions. For x86 devices, the NDK can also translate NEON
instructions into SSE, although with several restrictions. For more information, see
<a href="{@docRoot}ndk/guides/x86.html#an">x86 Support for ARM NEON Intrinsics.</a></p>
<h2 id="ul">Using LOCAL_ARM_NEON</h2>
<p>To have the NDK build all its source files with NEON support, include the following line in
your module definition:</p>
<pre class="no-pretty-print">
LOCAL_ARM_NEON := true
</pre>
<p>It can be especially useful to build all source files with NEON support if you want to build a
static or shared library that specifically contains NEON code paths.</p>
<h2 id="uns">Using the .neon Suffix</h2>
<p>When listing source files for your {@code LOCAL_SRC_FILES} variable, you have the option of
using the {@code .neon} suffix to indicate that you want to build binaries with NEON support.
For example, the following example builds one file with {@code .neon} support, and another
without it:</p>
<pre class="no-pretty-print">
LOCAL_SRC_FILES := foo.c.neon bar.c
</pre>
<p>You can combine the {@code .neon} suffix with the {@code .arm} suffix, which specifies the 32-bit
ARM instruction set for non-NEON instructions. In such a definition, {@code arm} must come before
{@code neon}. For example: {@code foo.c.arm.neon} works, but {@code foo.c.neon.arm} does not.</p>
<h2 id="build">Build Requirements</h2>
<p>NEON support only works with the {@code armeabi-v7a} and {@code x86} ABIs. If the NDK build
scripts encounter other ABIs while attempting to build with NEON support, the NDK build scripts
exit. x86 provides <a href="x86.html">partial NEON support</a> via translation header. It is
important to use checks like the following in your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
<pre class="no-pretty-print">
# define a static library containing our NEON code
ifeq ($(TARGET_ARCH_ABI),$(filter $(TARGET_ARCH_ABI), armeabi-v7a x86))
include $(CLEAR_VARS)
LOCAL_MODULE := mylib-neon
LOCAL_SRC_FILES := mylib-neon.c
LOCAL_ARM_NEON := true
include $(BUILD_STATIC_LIBRARY)
endif # TARGET_ARCH_ABI == armeabi-v7a || x86
</pre>
<h2 id="rd">Runtime Detection</h2>
<p>Your app must perform runtime detection to confirm that NEON-capable machine code can be run on
the target device. This is because not all ARMv7-based Android devices support NEON. The app can
perform this check using the
<a href="{@docRoot}ndk/guides/cpu-features.html">{@code cpufeatures}</a> library that comes with
this NDK.</p>
<p>You should explicitly check that {@code android_getCpuFamily()} returns {@code
ANDROID_CPU_FAMILY_ARM}, and that {@code android_getCpuFeatures()} returns a value including the
{@code ANDROID_CPU_ARM_FEATURE_NEON flag} set. For example: </p>
<pre class="no-pretty-print">
#include &lt;cpu-features.h&gt;
...
...
if (android_getCpuFamily() == ANDROID_CPU_FAMILY_ARM &amp;&amp;
(android_getCpuFeatures() &amp; ANDROID_CPU_ARM_FEATURE_NEON) != 0)
{
// use NEON-optimized routines
...
}
else
{
// use non-NEON fallback routines instead
...
}
...
</pre>
<h2 id="sc">Sample Code</h2>
<p>The source code for the NDK's hello-neon sample provides an example of how to use the
{@code cpufeatures} library and NEON intrinsics at the same time. This sample implements a tiny
benchmark for a FIR filter loop using a C version, and a NEON-optimized one for devices that
support it.</p>

View File

@@ -1,210 +0,0 @@
page.title=The cpufeatures Library
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#usage">Usage</a></li>
<li><a href="#functions">Functions</a></li>
<li><a href="#ch">Change History</a></li>
</ol>
</div>
</div>
<p>The NDK provides a small library named {@code cpufeatures} that your app can use at runtime to
detect the target device's CPU family and the optional features it supports. It is designed to work
as-is on all official Android platform versions.</p>
<h2 id="usage">Usage</h2>
<p>The {@code cpufeatures} library is available as an import module. To use it, follow the procedure
below:</p>
<ol>
<li>List {@code cpufeatures} in your list of static library dependencies. For example:
<pre class="no-pretty-print">
LOCAL_STATIC_LIBRARIES := cpufeatures
</pre>
</li>
<li>In your source code, include the {@code <cpu-features.h>} header file.</li>
<li>At the end of your <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file,
insert an instruction to import the {@code android/cpufeatures} module. For example:
<pre class="no-pretty-print">
$(call import-module,android/cpufeatures)
</pre>
<p>Here is a simple example of an {@code Android.mk} file that imports the {@code cpufeatures}
library:</p>
<pre class="no-pretty-print">
&lt;project-path&gt;/jni/Android.mk:
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := &lt;your-module-name&gt;
LOCAL_SRC_FILES := &lt;your-source-files&gt;
LOCAL_STATIC_LIBRARIES := cpufeatures
include $(BUILD_SHARED_LIBRARY)
$(call import-module,android/cpufeatures)
</pre>
</li>
</ol>
<h2 id="functions">Functions</h2>
<p>The {@code cpufeatures} library provides two functions. The first function returns the family to
which the device's CPU belongs. Declare it as follows:</p>
<pre class="no-pretty-print">
AndroidCpuFamily android_getCpuFamily();
</pre>
<p>The function returns one of the following enums, representing the CPU family/architecture that
the device supports.</p>
<ul>
<li>{@code ANDROID_CPU_FAMILY_ARM}</li>
<li>{@code ANDROID_CPU_FAMILY_X86}</li>
<li>{@code ANDROID_CPU_FAMILY_MIPS}</li>
<li>{@code ANDROID_CPU_FAMILY_ARM64}</li>
<li>{@code ANDROID_CPU_FAMILY_X86_64}</li>
<li>{@code ANDROID_CPU_FAMILY_MIPS64}</li>
</ul>
<p>For a 32-bit executable on a 64-bit system, this function returns only the 32-bit value.</p>
<p>The second function returns the set of optional features that the device's CPU supports. Declare
it as follows:
<pre class="no-pretty-print">
uint64_t android_getCpuFeatures();
</pre>
<p>The return value takes the form of a set of bit flags, each flag representing one
CPU-family-specific feature. The rest of this section provides information on features for
the respective families.</p>
<h4>32-bit ARM CPU family</h4>
<p>The following flags are available for the 32-bit ARM CPU family:</p>
<dl>
<dt>{@code ANDROID_CPU_ARM_FEATURE_VFPv2}</dt>
<dd>Indicates that the device's CPU supports the VFPv2 instruction set. Most ARMv6 CPUs support
this instruction set.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_ARMv7}</dt>
<dd>Indicates that the device's CPU supports the ARMv7-A instruction set as supported by the
<a href="{@docRoot}ndk/guides/abis.html#v7a">armeabi-v7a</a> ABI. This instruction set supports both
Thumb-2 and VFPv3-D16 instructions. This return value also indicates support for the VFPv3 hardware
FPU instruction-set extension.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_VFPv3}</dt>
<dd>Indicates that the device's CPU supports the VFPv3 hardware FPU instruction-set extension.
<p>This value is equivalent to the {@code VFPv3-D16} instruction set, which provides provides only
16 hardware double-precision FP registers.</p></dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_VFP_D32}</dt>
<dd> Indicates that the device's CPU supports 32 hardware double-precision FP registers instead of
16. Even when there are 32 hardware double-precision FP registers, there are still only 32
single-precision registers mapped to the same register banks.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_NEON}</dt>
<dd>Indicates that the device's CPU supports the ARM Advanced SIMD (NEON) vector instruction set
extension. Note that ARM mandates that such CPUs also implement VFPv3-D32, which provides 32
hardware FP registers (shared with the NEON unit).</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_VFP_FP16}</dt>
<dd>Indicates that the device's CPU supports instructions to perform floating-point operations on
16-bit registers. This feature is part of the VFPv4 specification.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_VFP_FMA}</dt>
<dd>Indicates that the device's CPU supports the fused multiply-accumulate extension for the VFP
instruction set. Also part of the VFPv4 specification.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_NEON_FMA}</dt>
<dd>Indicates that the device's CPU supports the fused multiply-accumulate extension for the NEON
instruction set. Also part of the VFPv4 specification.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_IDIV_ARM}</dt>
<dd>Indicates that the device's CPU supports integer division in ARM mode. Only available on later-
model CPUs, such as Cortex-A15.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_IDIV_THUMB2}</dt>
<dd>Indicates that the device's CPU supports Integer division in Thumb-2 mode. Only available on
later-model CPUs, such as Cortex-A15.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_iWMMXt}</dt>
<dd>Indicates that the device's CPU supports an instruction-set extension that adds MMX registers
and instructions. This feature is only available on a few XScale- based CPUs.</dd>
<dt>{@code ANDROID_CPU_ARM_FEATURE_LDREX_STREX}</dt>
<dd>Indicates that the device's CPU supports LDREX and STREX instructions available since ARMv6.
Together, these instructions provide atomic updates on memory with the help of exclusive
monitor.</dd>
</dl>
<h4>64-bit ARM CPU family</h4>
<p>The following flags are available for the 64-bit ARM CPU family:</p>
<dl>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_FP}</dt>
<dd>Indicates that the device's CPU has a Floating Point Unit (FPU). All Android ARM64 devices must
support this feature.</dd>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_ASIMD}</dt>
<dd>Indicates that the device's CPU has an Advanced SIMD (ASIMD) unit. All Android ARM64 devices
must support this feature.</dd>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_AES}</dt>
<dd>Indicates that the device's CPU supports {@code AES} instructions.</dd>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_CRC32}</dt>
<dd>Indicates that the device's CPU supports {@code CRC32} instructions.</dd>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_SHA1}</dt>
<dd>Indicates that the device's CPU supports {@code SHA1} instructions.</dd>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_SHA2}</dt>
<dd>Indicates that the device's CPU supports {@code SHA2} instructions.</dd>
<dt>{@code ANDROID_CPU_ARM64_FEATURE_PMULL}</dt>
<dd>Indicates that the device's CPU supports 64-bit {@code PMULL} and {@code PMULL2}
instructions.</dd>
</dl>
<h4>32-bit x86 CPU family</h4>
<p>The following flags are available for the 32-bit x86 CPU family.<p>
<dl>
<dt>{@code ANDROID_CPU_X86_FEATURE_SSSE3}</dt>
Indicates that the device's CPU supports the SSSE3 instruction extension set.</dd>
<dt>{@code ANDROID_CPU_X86_FEATURE_POPCNT}</dt>
<dd>Indicates that the device's CPU supports the {@code POPCNT} instruction.</dd>
<dt>{@code ANDROID_CPU_X86_FEATURE_MOVBE}</dt>
<dd>Indicates that the device's CPU supports the {@code MOVBE} instruction. This instruction is
specific to some Intel IA-32 CPUs, such as Atom.</dd>
<dl>
<p>{@code android_getCpuFeatures()} returns {@code 0} for CPU families for which there are no
listed extensions.</p>
<p>The following function returns the maximum number of CPU cores on the target device: </p>
<pre class="no-pretty-print">
int android_getCpuCount(void);
</pre>
<h4>MIPS CPU family</h4>
<dl>
<dt>{@code ANDROID_CPU_MIPS_FEATURE_R6}</dt>
<dd>Indicates that the CPU executes MIPS Release 6 instructions natively, and supports obsoleted R1..R5 instructions only via kernel traps.</dd>
<dt>{@code ANDROID_CPU_MIPS_FEATURE_MSA}</dt>
<dd>Indicates that the CPU supports MIPS SIMD Architecture instructions.</dd>
</dl>
<h2 id="ch">Change History</h2>
<p>For the complete change history of this library, see the comments in
{@code $NDK/sources/android/cpufeatures/cpu-features.c}, where {@code $NDK} is the root of your
NDK installation.</p>

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@@ -1,11 +0,0 @@
page.title=Debugging Your Project
@jd:body
<p>After you've built your app, you'll probably need to debug it. This section introduces you to the
NDK's debugging tools.</p>
<p>It begins by telling you how to use the <a href="{@docRoot}ndk/guides/ndk-gdb.html">
{@code ndk-gdb}</a> tool to debug your code. It closes with an explanation of the
<a href="{@docRoot}ndk/guides/ndk-stack.html">{@code ndk-stack}</a> tool, which helps you use the
<a href="{@docRoot}tools/help/logcat.html">ADB logcat tool</a>
as you debug.</p>

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@@ -1,121 +0,0 @@
page.title=Vulkan Design Guidelines
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#apply">Apply Display Rotation During Rendering</a></li>
<li><a href="#minimize">Minimize Render Passes Per Frame</a></li>
<li><a href="#choose">Choose Appropriate Memory Types</a></li>
<li><a href="#group">Group Descriptor Sets by Frequency</a></li>
</ol>
</div>
</div>
<p>
Vulkan is unlike earlier graphics APIs in that drivers do not perform certain
optimizations, such as pipeline reuse, for apps. Instead, apps using Vulkan must
implement such optimizations themselves. If they do not, they may exhibit worse
performance than apps running OpenGL ES.
</p>
<p>
When apps implement these optimizations themselves, they have the potential
to do so more successfully than the driver can, because they have access to
more specific information for a given use case. As a result, skillfully
optimizing an app that uses Vulkan can yield better performance than if the
app were using OpenGL ES.
</p>
<p>
This page introduces several optimizations that your Android app can implement
to gain performance boosts from Vulkan.
</p>
<h2 id="apply">Apply Display Rotation During Rendering</h2>
<p>
When the upward-facing direction of an app doesn’t match the orientation of the device’s
display, the compositor rotates the application’s swapchain images so that it
does match. It performs this rotation as it displays the images, which results
in more power consumption&mdash;sometimes significantly more&mdash;than if it were not
rotating them.
</p>
<p>
By contrast, rotating swapchain images while generating them results in
little, if any, additional power consumption. The
{@code VkSurfaceCapabilitiesKHR::currentTransform} field indicates the rotation
that the compositor applies to the window. After an app applies that rotation
during rendering, the app uses the {@code VkSwapchainCreateInfoKHR::preTransform}
field to report that the rotation is complete.
</p>
<h2 id="minimize">Minimize Render Passes Per Frame</h2>
<p>
On most mobile GPU architectures, beginning and ending a render pass is an
expensive operation. Your app can improve performance by organizing rendering operations into
as few render passes as possible.
</p>
<p>
Different attachment-load and attachment-store ops offer different levels of
performance. For example, if you do not need to preserve the contents of an attachment, you
can use the much faster {@code VK_ATTACHMENT_LOAD_OP_CLEAR} or
{@code VK_ATTACHMENT_LOAD_OP_DONT_CARE} instead of {@code VK_ATTACHMENT_LOAD_OP_LOAD}. Similarly, if
you don't need to write the attachment's final values to memory for later use, you can use
{@code VK_ATTACHMENT_STORE_OP_DONT_CARE} to attain much better performance than
{@code VK_ATTACHMENT_STORE_OP_STORE}.
</p>
<p>
Also, in most render passes, your app doesn’t need to load or store the
depth/stencil attachment. In such cases, you can avoid having to allocate physical memory for
the attachment by using the {@code VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT}
flag when creating the attachment image. This bit provides the same benefits as does
{@code glFramebufferDiscard} in OpenGL ES.
</p>
<h2 id="choose">Choose Appropriate Memory Types</h2>
<p>
When allocating device memory, apps must choose a memory type. Memory type
determines how an app can use the memory, and also describes caching and
coherence properties of the memory. Different devices have different memory
types available; different memory types exhibit different performance
characteristics.
</p>
<p>
An app can use a simple algorithm to pick the best memory type for a given
use. This algorithm picks the first memory type in the
{@code VkPhysicalDeviceMemoryProperties::memoryTypes} array that meets two criteria:
The memory type must be allowed for the buffer
or image, and must have the minimum properties that the app requires.
</p>
<p>
Mobile systems generally don’t have separate physical memory heaps for the
CPU and GPU. On such systems, {@code VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT} is not as
significant as it is on systems that have discrete GPUs with their own, dedicated
memory. An app should not assume this property is required.
</p>
<h2 id="group">Group Descriptor Sets by Frequency</h2>
<p>
If you have resource bindings that change at different frequencies, use
multiple descriptor sets per pipeline rather than rebinding all resources for
each draw. For example, you can have one set of descriptors for per-scene
bindings, another set for per-material bindings, and a third set for
per-mesh-instance bindings.
</p>
<p>
Use immediate constants for the highest-frequency changes, such as changes
executed with each draw call.
</p>

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@@ -1,201 +0,0 @@
page.title=Vulkan Setup
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#downloading">Downloading</a></li>
<li><a href="#testing">Testing Installation</a></li>
<li><a href="#compiling">Compiling Your Project</a></li>
<li><a href="#running">Running Your Project</a></li>
<li><a href="#using">Using the Dynamic Loader</a></li>
</ol>
</div>
</div>
<p>
This document explains how to get started with the Vulkan graphics library by downloading,
compiling, and running several sample apps.
</p>
<p>
Before beginning, make sure you have the right hardware and platform version prepared. You should
be using one of the following devices, running at least Android N, Developer Preview 2:
</p>
<ul>
<li>Nexus 6P.</li>
<li>Nexus 5X.</li>
<li>Nexus Player.</li>
</ul>
<p>
You can confirm your Android version by going to the <strong>Settings</strong> menu, and
selecting <strong>About &lt;device&gt;</strong> > <strong>Android Version</strong>.
Once you’ve confirmed that you have the right hardware and platform version set up, you can
download the necessary software.
</p>
<h2 id="downloading">Downloading</h2>
<p>
Before getting started, you must download several tools and other software.
</p>
<ol style="1">
<li>If you don’t already have Android Studio,
<a href="{@docRoot}studio/index.html">download it.</a></li>
<li><a href="https://github.com/android-ndk/ndk/wiki">Download</a> NDK r12-beta.</li>
<li><a href="{@docRoot}preview/setup-sdk.html">Download and install
the Android N-Preview SDK.</a></li>
<li>(Optional) Build shaderc in NDK r12-beta by navigating to
{@code &lt;ndk-root&gt;/sources/third_party/shaderc/},
and running the following command:
<pre class="no-pretty-print">
../../../ndk-build NDK_PROJECT_PATH=. APP_BUILD_SCRIPT=Android.mk \
APP_STL:=c++_shared APP_ABI=all libshaderc_combined
</pre>
You can specify {@code APP_STL} as {@code gnustl_static},
{@code gnustl_shared}, {@code c++_static},
or {@code c++_shared}.</li>
<li>Open a terminal window, and use git to clone the Android Vulkan samples from the
repository in which they reside.
<pre class="no-pretty-print">
$ git clone https://github.com/googlesamples/vulkan-basic-samples.git
</pre>
</li>
<li>
Navigate to the {@code LunarGSamples/} directory, which is in the local repository
that you checked out in the previous step.
</li>
<li>Update the gslang source by entering the following command:
<pre class="no-pretty-print">
$ ./update_external_sources.sh -s -g
</pre>
</li>
</ol>
<h2 id="testing">Testing Installation</h2>
<p>
To confirm that Vulkan is set up properly, you can test it with
the set of Vulkan API samples provided partly for that purpose. Follow these steps to
build and execute these samples:
</p>
<ol style="1">
<li>(Optional) Build the source by entering the following commands:
<pre class="no-pretty-print">
$ cd API-samples
$ cmake -DANDROID=ON -DANDROID_ABI=[armeabi-v7a|arm64-v8a| x86|x86_64|all(default)]
</pre>
</li>
<li>
Import the samples into Android Studio. To do so, choose <strong>File</strong> >
<strong>Import
project (Eclipse, ADT, Gradle)</strong> and
select the {@code LunarGSamples/API-Samples/android} directory.
<p>You may see an error about missing components or missing SDK version.
Ignore this error message, and follow the installation prompts.</p>
<p>After several minutes, the <em>Project</em> pane should
resemble the window shown in Figure 1.</p>
<img src="../images/project-pane.png"
alt="Project pane after importing samples into Android Studio" id="figure1" />
<p class="img-caption">
<strong>Figure 1.</strong> Project pane displaying samples after they've been imported.
</li>
</ol>
<h2 id="compiling">Compiling Your Project</h2>
<p>To compile your project, follow these steps:</p>
<ol style="1">
<li>Select your project in the Android Studio <em>Project</em> panel.</li>
<li>From the <strong>Build</strong> menu, choose <strong>Make Module &lt;module-name&gt; </strong>; or select <strong> Build APK </strong> to generate APK.</li>
<li>Resolve any dependency issues, and then compile. As Figure 2 shows, you can select individual projects to compile by choosing them from the configuration pulldown.</li>
<img src="../images/config-pulldown.png"
alt="Selecting the "drawcube" project from the config pulldown id="figure2" />
<p class="img-caption">
<strong>Figure 2.</strong> Selecting an individual project to compile.
</ol>
<p class="note"><strong>Note: </strong>
<a href="https://github.com/googlesamples/android-vulkan-tutorials">Additional
tutorial samples</a> illustrate the use of shaders compiled with off-line
compilation integrated into Android Studio. For simplicity, each tutorial
is self-contained, and builds according to standard Android Studio
<a href="{@docRoot}tools/studio/index.html">build procedures.</a>
</p>
<h2 id="running">Running Your Project</h2>
<p>To run your project, choose an APK to run by choosing <strong>Run</strong> > <strong>Run &lt;project-name&gt;</strong>.</p>
<p>To debug an APK, choose <strong>Run</strong> >
<strong>Debug &lt;project-name&gt;</strong>. For each project,
there’s a Java version and a native (C or C++) version. Run the
native version of the app. For example, for drawcube,
run drawcube-native.</p>
<p>Most of the samples have simple functionality, and most stop
automatically after running. The drawcube example is one of
the more visually interesting examples. When you run it, it
should display the image in Figure 3</p>.
<img src="../images/drawcube-output.png"
alt="Successfully running shows a multicolored cube" id="figure3" />
<p class="img-caption">
<strong>Figure 3.</strong> The successfully compiled program runs and produces a display.
</p>
<h2 id="using">Using the Dynamic Loader</h2>
<p>
The samples use a dynamic loader helper function defined in {@code vulkan_wrapper.h/cpp} to
retrieve Vulkan API pointers using {@code dlopen()} and {@code dlsym()}. It does this rather
than statically linking them with {@code vulkan.so}.
</p>
<p>
Using this loader allows the code to link against API level 23 and earlier versions of the platform, which don’t include the {@code vulkan.so} shared library, but can run on devices that support Vulkan API.
</p>
<p>
The following snippet shows how to use the dynamic loader.
</p>
<pre>
#include "vulkan_wrapper.h" // Include Vulkan_wrapper and dynamically load symbols.
...
// Before any Vulkan API usage,
InitVulkan();
</pre>

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@@ -1,36 +0,0 @@
page.title=Vulkan Graphics API
@jd:body
<p>The Android platform includes an Android-specific implementation of the
<a class="external-link" href="https://www.khronos.org/vulkan/">Vulkan</a> API
specification from the Khronos Group. Vulkan is a
low-overhead, cross-platform API for high-performance, 3D graphics. It provides tools
for creating high-quality, real-time graphics in
applications. Vulkan also provides advantages such as reducing
CPU overhead and providing support for the
<a class="external-link" href="https://www.khronos.org/spir">SPIR-V Binary
Intermediate language</a>.
</p>
<p>
This section begins with information on how to
<a href="{@docRoot}ndk/guides/graphics/getting-started.html">get started</a> using Vulkan in your
Android app. Next, it provides useful information that you should know about
<a href="{@docRoot}ndk/guides/graphics/design-notes.html">Vulkan design guidelines</a>
on the Android platform. From there, it explains how
to use Vulkan's <a href="{@docRoot}ndk/guides/graphics/shader-compilers.html">shader compilers</a>.
Last, it teaches you how to use
<a href="{@docRoot}ndk/guides/graphics/validation-layer.html">validation layers</a>
to help assure stability in apps using Vulkan.
</p>
<p>
For more general information about this cross-platform API specification, see
Khronos's
<a class="external-link" href="http://khr.io/vulkanlaunchoverview">
Vulkan Overview</a>.
You can also keep up with the latest Vulkan-related developments at the
Vulkan
<a class="external-link" href="https://www.khronos.org/#slider_vulkan">news page</a>.
</p>

View File

@@ -1,194 +0,0 @@
page.title=Vulkan Shader Compilers on Android
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#aot">AOT Compilation</a></li>
<li><a href="#runtime">Runtime Compilation</a></li>
<li><a href="#integrating">Integrating Into your Project</a></li>
</ol>
</div>
</div>
<p>
A Vulkan app must manage shaders differently from the way an OpenGL ES app does so:
In OpenGL ES, you provide a shader as a set of strings forming the source text of a
GLSL shader program. By contrast, the Vulkan API requires you to provide a shader in
the form of an entry point in a <a href=”https://www.khronos.org/spir”>SPIR-V</a> module.
</p>
<p>
The NDK includes a runtime library for compiling GLSL into SPIR-V.
The runtime library is the same as the one in the
<a href="https://github.com/google/shaderc">Shaderc</a> open source project, and use the same
<a href="https://github.com/KhronosGroup/glslang">Glslang GLSL</a> reference compiler as a
back end. By default, the Shaderc version of the
compiler assumes you are compiling for Vulkan. After checking whether your code is valid for
Vulkan, the compiler automatically enables the {@code KHR_vulkan_glsl} extension. The Shaderc
version of the compiler also generates Vulkan-compliant SPIR-V code.
</p>
<p>
You can choose to compile SPIR-V modules into your Vulkan app during development, a
practice called <em>ahead-of-time</em>, or <em>AOT</em>, compiling. Alternatively,
you can have your app compile them from shipped or procedurally generated shader
source when needed during runtime. This practice is called <em>runtime compiling</em>.
</p>
<p>
The rest of this page provides more detail about each practice, and then explains
how to integrate shader compilation into your Vulkan app.
</p>
<h2 id=”aot”>AOT Compilation</h2>
<p>
For AOT compilation, we recommend the <em>glslc</em> command-line compiler from GLSL to SPIR-V.
This compiler is available from the <a href="https://github.com/google/shaderc">Shaderc</a>
project.</a>Many of its command-line options are similar to those of GCC and Clang, allowing
you to integrate glslc into build systems easily.
</p>
<p>
The glslc tool compiles a single-source file to a SPIR-V module with a single shader
entry point. By default, the output file has the same name as that of the source file,
but with the {@code .spv} extension appended.
</p>
<p>
You use filename extensions to tell the glslc tool which graphics shader stage to compile,
or whether a compute shader is being compiled. For information on how to use these filename
extensions, and options you can use with the tool, see
<a href="https://github.com/google/shaderc/tree/master/glslc#user-content-shader-stage-specification">
Shader stage specification</a> in the
<a href="https://github.com/google/shaderc/tree/master/glslc">
glslc</a> manual.
</p>
<h2 id="runtime">Runtime Compilation</h2>
<p>
For JIT compilation of shaders during runtime, the NDK provides the libshaderc library,
which has both C and C++ APIs.
</p>
<p>
C++ applications should use the C++ API. We recommend that apps in other languages
use the C API, because the C ABI is lower level, and likely to provide better stability.
</p>
<p>
The following example shows how to use the C++ API:
</p>
<pre>
#include &lt;iostream&gt;
#include &lt;string&gt;
#include &lt;vector&gt;
#include &lt;shaderc/shaderc.hpp&gt;
std::vector&lt;uint32_t&gt; compile_file(const std::string& name,
shaderc_shader_kind kind,
const std::string& data) {
shaderc::Compiler compiler;
shaderc::CompileOptions options;
// Like -DMY_DEFINE=1
options.AddMacroDefinition("MY_DEFINE", "1");
shaderc::SpvCompilationResult module = compiler.CompileGlslToSpv(
data.c_str(), data.size(), kind, name.c_str(), options);
if (module.GetCompilationStatus() !=
shaderc_compilation_status_success) {
std::cerr << module.GetErrorMessage();
}
std::vector&lt;uint32_t&gt; result(module.cbegin(), module.cend());
return result;
}
</pre>
<h2 id=”integrating”>Integrating into Your Projects</h2>
<p>
You can integrate the Vulkan shader compiler into your app using either the project's
{@code Android.mk} file or Gradle.
</p>
<h3 id=”androidmk”>Android.mk</h3>
<p>
Perform the following steps to use your project's {@code Android.mk}
file to integrate the shader compiler.
</p>
<ol>
<li>
Include the following lines in your Android.mk file:
<pre class="no-pretty-print">
include $(CLEAR_VARS)
...
LOCAL_STATIC_LIBRARIES := shaderc
...
include $(BUILD_SHARED_LIBRARY)
$(call import-module, third_party/shaderc)
</pre>
</li>
<li>
Set APP_STL to one of {@code c++_static}, {@code c++_shared}, {@code gnustl_static},
or {@code gnustl_shared}.
</li>
</ol>
<h3 id=”gradle”>Gradle</h3>
<ol>
<li>
In a terminal window, navigate to
{@code &lt;ndk_root&gt;/sources/third_party/shaderc/}.
</li>
<li>
Run the following command:
<pre class="no-pretty-print">
$ ../../../ndk-build NDK_PROJECT_PATH=. APP_BUILD_SCRIPT=Android.mk \
APP_STL:=&lt;stl_version&gt; APP_ABI=all libshaderc_combined
</pre>
<p>
This command places two folders in &lt;ndk_root&gt;/sources/third_party/shaderc/. The directory
structure is as follows:
</p>
<pre class="no-pretty-print">
include/
shaderc/
shaderc.h
shaderc.hpp
libs/
&lt;stl_version&gt;/
{all of the abis}
libshaderc.a
</pre>
</li>
<li>
Add includes and link lines as you normally would for external libraries.
</li>
<p>
The STL that you use to build your program must match the {@code stl} specified in
{@code stl_version}.
Only {@code c++_static}, {@code c++_shared}, {@code gnustl_static}, and
{@code gnustl_shared} are supported.
</p>

View File

@@ -1,433 +0,0 @@
page.title=Vulkan Validation Layers on Android
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#ilp">Add Validation Layers to Project</a></li>
<li><a href="#gls">Getting Layer Source</a></li>
<li><a href="#verifying">Verifying Layer Build</a></li>
<li><a href="#enabling">Enabling Layers</a></li>
<li><a href="#debug">Enabling the Debug Callback</a></li>
</ol>
</div>
</div>
<p>
Most explicit graphics APIs do not perform error-checking, because doing so can result in a
performance penalty. Vulkan provides error-checking in a manner that lets you use this feature at
development time, but exclude it from the release build of your app, thus avoiding the penalty when
it matters most. You do this by enabling <em>validation layers</em>. Validation layers intercept
or hook Vulkan entry points for various debug and validation purposes.
</p>
<p>
Each validation layer can contain definitions for one or more of these entry points, and
intercepts the entry points for which it contains definitions. When a validation
layer does not define an entry point, the system passes the entry point on to the next
layer. Ultimately, an entry point not defined in any layer reaches the driver, the
base level, unvalidated.
</p>
<p>
The Android SDK, NDK, and Vulkan samples include Vulkan validation layers for
use during development. You can hook these validation layers into the graphics stack, allowing
them to report validation issues. This instrumentation allows you to catch and fix misuses
during development.
</p>
<p>
This page explains how to:
<ul>
<li>Integrate NDK's Layer Binaries.</li>
<li>Get source code for validation layers.</li>
<li>Verifying Layer Build.</li>
<li>Enabling Layers in Vulkan Application.</li>
</ul>
</p>
<h2 id="ilp">Add Validation Layers to Project</h2>
<p>
NDK release 12 and higher includes pre-built validation layer binaries. At
instance and device creation time, when requested by your application, the
Vulkan loader finds them in the APK installed location and loads them.
</p>
<p>
To use the pre-built validation layer binaries, either modify the gradle build
configuration of your project or manually add the binaries into the JNI
libraries directory of your project.
</p>
<h3 id="vl-gradle">Adding validation layers with Gradle</h3>
<p>
You can add the validation layer your project using either Andorid Studio's
support for CMake and Ndk-build, or using Studio's experimental plugin for
Gradle. In general, you should use the CMake and Ndk-build configuration.
</p>
<p>
To add the libraries using Android Studio's support for CMake/Ndk-build,
add the following to your project's gradle configuration:
</p>
<pre class="no-pretty-print">
sourceSets {
main {
jniLibs {
srcDir "${your-ndk-dir}/sources/third_party/vulkan/src/build-android/jniLibs"
}
}
}</pre>
<p>
To add the libraries using Android Studio's experimental plugin for Gradle,
add the following to your project's gradle configuration:
</p>
<pre class="no-pretty-print">
sources {
main {
jniLibs {
source.srcDir "${your-ndk-dir}/sources/third_party/vulkan/src/build-android/jniLibs"
}
}
}</pre>
<h3 id="vl-jni-lib">Adding validation layers to JNI libraries</h3>
<p>
If configuring your project's gradle build file is not working, you can
manually add the validation layer binaries to your project's JNI libraries
directory by using the following command line options:
</p>
<pre class="no-pretty-print">
$ cd ${your-app-project-root}
$ mkdir -p app/src/main
$ cp -fr ${your-ndk-dir}/sources/third_party/vulkan/src/build-android/jniLibs app/src/main/
</pre>
<h2 id="gls">Getting Layer Source</h2>
<p>
If your app needs the latest validation layer, you can pull the latest source from the Khronos Group
<a class="external-link" href="https://github.com/KhronosGroup/Vulkan-LoaderAndValidationLayers">
GitHub repository</a> and follow the build instructions there.
</p>
<h2 id="verifying">Verifying Layer Build</h2>
<p>
Regardless of whether you build with NDK's prebuilt layers or you build from the latest source code,
the build process produces final file structure like the following:
</p>
<pre class="no-pretty-print">
src/main/jniLibs/
arm64-v8a/
libVkLayer_core_validation.so
libVkLayer_device_limits.so
libVkLayer_image.so
libVkLayer_object_tracker.so
libVkLayer_parameter_validation.so
libVkLayer_swapchain.so
libVkLayer_threading.so
libVkLayer_unique_objects.so
armeabi-v7a/
libVkLayer_core_validation.so
...
</pre>
<p>
The following example shows how to verify that your APK contains the validation layers
as expected:
</p>
<pre class="no-pretty-print">
$ jar -xvf project.apk
...
inflated: lib/arm64-v8a/libVkLayer_threading.so
inflated: lib/arm64-v8a/libVkLayer_object_tracker.so
inflated: lib/arm64-v8a/libVkLayer_swapchain.so
inflated: lib/arm64-v8a/libVkLayer_unique_objects.so
inflated: lib/arm64-v8a/libVkLayer_parameter_validation.so
inflated: lib/arm64-v8a/libVkLayer_image.so
inflated: lib/arm64-v8a/libVkLayer_core_validation.so
inflated: lib/arm64-v8a/libVkLayer_device_limits.so
...
</pre>
<h2 id="enabling">Enabling Layers</h2>
<p>The Vulkan API allows an app to enable both instance layers and device layers.</p>
<h3>Instance layers</h3>
<p>
A layer that can intercept Vulkan instance-level entry points is called an instance layer.
Instance-level entry points are those with {@code VkInstance} or {@code VkPhysicalDevice}
as the first parameter.
</p>
<p>
You can call {@code vkEnumerateInstanceLayerProperties()} to list the available instance layers
and their properties. The system enables instance layers when {@code vkCreateInstace()} executes.
</p>
<p>
The following code snippet shows how an app can use the Vulkan API to programmatically enable and
query an instance layer:
</p>
<pre>
// Get instance layer count using null pointer as last parameter
uint32_t instance_layer_present_count = 0;
vkEnumerateInstanceLayerProperties(&instance_layer_present_count, nullptr);
// Enumerate instance layers with valid pointer in last parameter
VkLayerProperties* layer_props =
(VkLayerProperties*)malloc(instance_layer_present_count * sizeof(VkLayerProperties));
vkEnumerateInstanceLayerProperties(&instance_layer_present_count, layer_props));
// Make sure the desired instance validation layers are available
// NOTE: These are not listed in an arbitrary order. Threading must be
// first, and unique_objects must be last. This is the order they
// will be inserted by the loader.
const char *instance_layers[] = {
"VK_LAYER_GOOGLE_threading",
"VK_LAYER_LUNARG_parameter_validation",
"VK_LAYER_LUNARG_object_tracker",
"VK_LAYER_LUNARG_core_validation",
"VK_LAYER_LUNARG_device_limits",
"VK_LAYER_LUNARG_image",
"VK_LAYER_LUNARG_swapchain",
"VK_LAYER_GOOGLE_unique_objects"
};
uint32_t instance_layer_request_count =
sizeof(instance_layers) / sizeof(instance_layers[0]);
for (uint32_t i = 0; i < instance_layer_request_count; i++) {
bool found = false;
for (uint32_t j = 0; j < instance_layer_present_count; j++) {
if (strcmp(instance_layers[i], layer_props[j].layerName) == 0) {
found = true;
}
}
if (!found) {
error();
}
}
// Pass desired instance layers into vkCreateInstance
VkInstanceCreateInfo instance_info = {};
instance_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instance_info.enabledLayerCount = instance_layer_request_count;
instance_info.ppEnabledLayerNames = instance_layers;
...
</pre>
<h3>Device layers</h3>
<p>
A layer that can intercept device-level entry points is called a device layer. Device-level entry
points are those whose first parameter is {@code VkDevice}, {@code VkCommandBuffer},
or {@code VkQueue}. The list of
device layers to enable is included in the {@code ppEnabledLayerNames} field of the
{@code VkDeviceCreateInfo}
struct that the app passes into {@code vkCreateDevice()}.
</p>
<p>
You can call {@code vkEnumerateDeviceLayerProperties} to list the available layers
and their properties. The system enables device layers when it calls {@code vkCreateDevice()}.
</p>
<p>
The following code snippet shows how an app can use the Vulkan API to programmatically enable a
device layer.
</p>
<pre>
// Get device layer count using null as last parameter
uint32_t device_layer_present_count = 0;
vkEnumerateDeviceLayerProperties(&device_layer_present_count, nullptr);
// Enumerate device layers with valid pointer in last parameter
VkLayerProperties* layer_props =
(VkLayerProperties *)malloc(device_layer_present_count * sizeof(VkLayerProperties));
vkEnumerateDeviceLayerProperties(physical_device, device_layer_present_count, layer_props));
// Make sure the desired device validation layers are available
// Ensure threading is first and unique_objects is last!
const char *device_layers[] = {
"VK_LAYER_GOOGLE_threading",
"VK_LAYER_LUNARG_parameter_validation",
"VK_LAYER_LUNARG_object_tracker",
"VK_LAYER_LUNARG_core_validation",
"VK_LAYER_LUNARG_device_limits",
"VK_LAYER_LUNARG_image",
"VK_LAYER_LUNARG_swapchain",
"VK_LAYER_GOOGLE_unique_objects"
};
uint32_t device_layer_request_count =
sizeof(device_layers) / sizeof(device_layers[0]);
for (uint32_t i = 0; i < device_layer_request_count; i++) {
bool found = false;
for (uint32_t j = 0; j < device_layer_present_count; j++) {
if (strcmp(device_layers[i],
layer_props[j].layerName) == 0) {
found = true;
}
}
if (!found) {
error();
}
}
// Pass desired device layers into vkCreateDevice
VkDeviceCreateInfo device_info = {};
device_info.sType = VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO;
device_info.enabledLayerCount = device_layer_request_count;
device_info.ppEnabledLayerNames = device_layers;
...
</pre>
<h2 id="debug">Enabling the Debug Callback</h2>
<p>
The Debug Report extension {@code VK_EXT_debug_report} allows your application to control
layer behavior when an event occurs.</p>
<p>
Before using this extension, you must first make sure that the platform supports it.
The following example shows how to check for debug extension support and
register a callback if the extension is supported.
</p>
<pre>
// Get the instance extension count
uint32_t inst_ext_count = 0;
vkEnumerateInstanceExtensionProperties(nullptr, &inst_ext_count, nullptr);
// Enumerate the instance extensions
VkExtensionProperties* inst_exts =
(VkExtensionProperties *)malloc(inst_ext_count * sizeof(VkExtensionProperties));
vkEnumerateInstanceExtensionProperties(nullptr, &inst_ext_count, inst_exts);
const char * enabled_inst_exts[16] = {};
uint32_t enabled_inst_ext_count = 0;
// Make sure the debug report extension is available
for (uint32_t i = 0; i < inst_ext_count; i++) {
if (strcmp(inst_exts[i].extensionName,
VK_EXT_DEBUG_REPORT_EXTENSION_NAME) == 0) {
enabled_inst_exts[enabled_inst_ext_count++] =
VK_EXT_DEBUG_REPORT_EXTENSION_NAME;
}
}
if (enabled_inst_ext_count == 0)
return;
// Pass the instance extensions into vkCreateInstance
VkInstanceCreateInfo instance_info = {};
instance_info.sType = VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO;
instance_info.enabledExtensionCount = enabled_inst_ext_count;
instance_info.ppEnabledExtensionNames = enabled_inst_exts;
PFN_vkCreateDebugReportCallbackEXT vkCreateDebugReportCallbackEXT;
PFN_vkDestroyDebugReportCallbackEXT vkDestroyDebugReportCallbackEXT;
vkCreateDebugReportCallbackEXT = (PFN_vkCreateDebugReportCallbackEXT)
vkGetInstanceProcAddr(instance, "vkCreateDebugReportCallbackEXT");
vkDestroyDebugReportCallbackEXT = (PFN_vkDestroyDebugReportCallbackEXT)
vkGetInstanceProcAddr(instance, "vkDestroyDebugReportCallbackEXT");
assert(vkCreateDebugReportCallbackEXT);
assert(vkDestroyDebugReportCallbackEXT);
// Create the debug callback with desired settings
VkDebugReportCallbackEXT debugReportCallback;
if (vkCreateDebugReportCallbackEXT) {
VkDebugReportCallbackCreateInfoEXT debugReportCallbackCreateInfo;
debugReportCallbackCreateInfo.sType =
VK_STRUCTURE_TYPE_DEBUG_REPORT_CREATE_INFO_EXT;
debugReportCallbackCreateInfo.pNext = NULL;
debugReportCallbackCreateInfo.flags = VK_DEBUG_REPORT_ERROR_BIT_EXT |
VK_DEBUG_REPORT_WARNING_BIT_EXT |
VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT;
debugReportCallbackCreateInfo.pfnCallback = DebugReportCallback;
debugReportCallbackCreateInfo.pUserData = NULL;
vkCreateDebugReportCallbackEXT(instance, &debugReportCallbackCreateInfo,
nullptr, &debugReportCallback);
}
// Later, when shutting down Vulkan, call the following
if (vkDestroyDebugReportCallbackEXT) {
vkDestroyDebugReportCallbackEXT(instance, debugReportCallback, nullptr);
}
</pre>
<p>
Once your app has registered and enabled the debug callback, the system routes debugging
messages to a callback that you register. An example of such a callback appears below:
</p>
<pre>
#include &lt;android/log.h&gt;
static VKAPI_ATTR VkBool32 VKAPI_CALL DebugReportCallback(
VkDebugReportFlagsEXT msgFlags,
VkDebugReportObjectTypeEXT objType,
uint64_t srcObject, size_t location,
int32_t msgCode, const char * pLayerPrefix,
const char * pMsg, void * pUserData )
{
if (msgFlags & VK_DEBUG_REPORT_ERROR_BIT_EXT) {
__android_log_print(ANDROID_LOG_ERROR,
"AppName",
"ERROR: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_WARNING_BIT_EXT) {
__android_log_print(ANDROID_LOG_WARN,
"AppName",
"WARNING: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_PERFORMANCE_WARNING_BIT_EXT) {
__android_log_print(ANDROID_LOG_WARN,
"AppName",
"PERFORMANCE WARNING: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_INFORMATION_BIT_EXT) {
__android_log_print(ANDROID_LOG_INFO,
"AppName", "INFO: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
} else if (msgFlags & VK_DEBUG_REPORT_DEBUG_BIT_EXT) {
__android_log_print(ANDROID_LOG_VERBOSE,
"AppName", "DEBUG: [%s] Code %i : %s",
pLayerPrefix, msgCode, pMsg);
}
// Returning false tells the layer not to stop when the event occurs, so
// they see the same behavior with and without validation layers enabled.
return VK_FALSE;
}
</pre>

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@@ -1,113 +0,0 @@
<?cs # Table of contents for Dev Guide.
For each document available in translation, add an localized title to this TOC.
Do not add localized title for docs not available in translation.
Below are template spans for adding localized doc titles. Please ensure that
localized titles are added in the language order specified below.
?>
<ul id="nav">
<li class="nav-section">
<div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/index.html">
<span class="en">Getting Started</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/setup.html">Setup</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/concepts.html">Concepts</a></li>
</ul>
</li>
<li class="nav-section">
<div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/build.html">
<span class="en">
Building</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/android_mk.html">Android.mk</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/application_mk.html">Application.mk</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/ndk-build.html">ndk-build</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/standalone_toolchain.html">Standalone Toolchain
</a></li>
</ul>
</li>
<li class="nav-section">
<div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/arch.html">
<span class="en">Architectures and CPUs</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/abis.html">ABI Management</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/cpu-arm-neon.html">NEON</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/x86.html">x86</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/x86-64.html">x86-64</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/mips.html">MIPS</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/cpu-features.html">The cpufeatures Library</a>
</li>
</ul>
</li>
<li class="nav-section">
<div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/debug.html">
<span class="en">Debugging</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/ndk-gdb.html">ndk-gdb</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/ndk-stack.html">ndk-stack</a></li>
</ul>
</li>
<li class="nav-section">
<div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/libs.html">
<span class="en">Libraries</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/prebuilts.html">Prebuilt Libraries</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/cpp-support.html">C++ Support</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/stable_apis.html">Stable APIs</a></li>
</ul>
</li>
<li class="nav-section">
<div class="nav-section-header"><a href="<?cs var:toroot ?>ndk/guides/audio/index.html">
<span class="en">Audio</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/basics.html">Basics</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/opensl-for-android.html">OpenSL ES for
Android</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/input-latency.html">Audio Input
Latency</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/output-latency.html">Audio Output
Latency</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/floating-point.html">Floating-Point
Audio</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/sample-rates.html">Sample Rates
</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/audio/opensl-prog-notes.html">OpenSL ES Programming Notes
</a></li>
</ul>
</li>
<li class="nav-section">
<div class="nav-section-header">
<a href="<?cs var:toroot ?>ndk/guides/graphics/index.html">
<span class="en">Vulkan</span></a></div>
<ul>
<li><a href="<?cs var:toroot ?>ndk/guides/graphics/getting-started.html">
Getting Started</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/graphics/design-notes.html">
Design Guidelines</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/graphics/shader-compilers.html">
Shader Compilers</a></li>
<li><a href="<?cs var:toroot ?>ndk/guides/graphics/validation-layer.html">
Validation Layers</a></li>
</ul>
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</ul>
<script type="text/javascript">
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page.title=Getting Started with the NDK
@jd:body
<p>The Native Development Kit (NDK) is a set of tools that allow you to leverage C and
C++ code in your Android apps. You can use it either to build from your own source code, or to take
advantage of existing prebuilt libraries.</p>
<p>The NDK is not appropriate for most novice Android programmers, and has little value for many
types of Android apps. It is often not worth the additional complexity it inevitably brings to the
development process. However, it can be useful in cases in which you need to:</p>
<ul>
<li>Squeeze extra performance out of a device for computationally intensive applications like
games or physics simulations.</li>
<li>Reuse your own or other developers' C or C++ libraries.</li>
</ul>
<p>This guide gives you the information you need to get up and running with the NDK. It starts by
explaining the <a href="{@docRoot}ndk/guides/concepts.html">concepts</a> underpinning the NDK, and
how to <a href="{@docRoot}ndk/guides/setup.html">set it up</a>. Next, it continues with information
about targeting <a href="{@docRoot}ndk/guides/arch.html">different hardware platforms</a> in your
builds. Then, it explains how to use
the NDK to <a href="{@docRoot}ndk/guides/build.html">build</a> and
<a href="{@docRoot}ndk/guides/debug.html">debug</a> your app. Finally, it discusses how to use your
own and other prebuilt <a href="{@docRoot}ndk/guides/libs.html">libraries</a>.</p>

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page.title=Using Existing Libraries
@jd:body
<p>This section discusses the use of existing libraries&ndash;both your own, and those that the NDK
provides.</p>
<p>It begins by telling you how to use your own <a href="{@docRoot}ndk/guides/prebuilts.html">
prebuilt libraries</a>. Then, it explains the <a href="{@docRoot}ndk/guides/cpp-support.html">
C++ helper runtimes</a> available with the NDK, and how to use them. Finally, it provides
information on <a href="{@docRoot}ndk/guides/stable_apis.html">the other libraries</a> that the NDK provides, such
as <a href="https://www.khronos.org/opengles/">OpenGL ES</a> and
<a href="https://www.khronos.org/opensles/">OpenSL ES</a>, and the minimum Android API levels
required to support those libraries.</p>

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@@ -1,43 +0,0 @@
page.title=MIPS Support
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#over">Overview</a></li>
<li><a href="#comp">Compatibility</a></li>
</ol>
</div>
</div>
<p>The NDK supports the {@code mips} ABI, which allows native code to run on Android-based devices
that have CPUs supporting the MIPS32 instruction set.</p>
<h2 id="over">Overview</h2>
<p>To generate MIPS machine code, include {@code mips} in your
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file's
{@code APP_ABI} definition. For example: </p>
<pre class="no-pretty-print">
APP_ABI := mips
</pre>
<p>For more information about defining the {@code APP_ABI} variable, see
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a>.</p>
<p>The build system places generated libraries into {@code $PROJECT/libs/mips/}, where
{@code $PROJECT} represents your project's root directory, and embeds them in your APK under
the {@code /lib/mips/} directory.</p>
<p>The Android package manager extracts these libraries when installing your APK on a compatible
MIPS-based device, placing them under your app's private data directory.</p>
<p>In the Google Play store, the server filters applications so that a consumer sees only the native
libraries that run on the CPU powering his or her device.</p>
<h2 id="comp">Compatibility</h2>
<p>MIPS support requires, at minimum, Android 2.3 (Android API level 9). If your project files
target an older API level, but include MIPS as a targeted platform, the NDK build script
automatically selects the right set of native platform headers/libraries for you.</p>

View File

@@ -1,168 +0,0 @@
page.title=ndk-build
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#int">Internals</a></li>
<li><a href="#ifc">Invoking from the Command Line</a></li>
<li><a href="#6432">64-Bit and 32-Bit Toolchains</a></li>
<li><a href="#req">Requirements</a></li>
</ol>
</li>
</ol>
</div>
</div>
<p>The {@code ndk-build} file is a shell script introduced in Android NDK r4. Its purpose
is to invoke the right NDK build script.
<h2 id="int">Internals</h2>
<p>Running the {@code ndk-build} script is equivalent to running the following command:</p>
<pre class="no-pretty-print">
$GNUMAKE -f &lt;ndk&gt;/build/core/build-local.mk
&lt;parameters&gt;
</pre>
<p><code>$GNUMAKE</code> points to GNU Make 3.81 or later, and
<code>&lt;ndk&gt;</code> points to your NDK installation directory. You can use
this information to invoke ndk-build from other shell scripts, or even your own
make files.</p>
<h2 id="ifc">Invoking from the Command Line</h2>
<p>The {@code ndk-build} file lives in the top level the NDK installation directory. To run it
from the command line, invoke it while in or under your application project directory.
For example: </p>
<pre class="no-pretty-print">
cd &lt;project&gt;
$ &lt;ndk&gt;/ndk-build
</pre>
<p>In this example, <code>&lt;project&gt;</code> points to your
project’s root directory, and <code>&lt;ndk&gt;</code> is the directory where
you installed the NDK.</p>
<p><a class="anchor" id="options"></a> </p>
<h3>Options</h3>
<p>All parameters to ndk-build are passed directly to the underlying GNU {@code make}
command that runs the NDK build scripts. Combine <code>ndk-build</code> and
options in the form <code>ndk-build &lt;option&gt;</code>. For example: </p>
<pre class="no-pretty-print">
$ ndk-build clean
</pre>
<p>The following options are available:</p>
<dl>
<dt>{@code clean}</dt>
<dd>Remove any previously generated binaries.</dd>
<dt>{@code V=1}</dt>
<dd>Launch build, and display build commands.<dd>
<dt>{@code -B}</dt>
<dd>Force a complete rebuild.</dd>
<dt>{@code -B V=1}</dt>
<dd>Force a complete rebuild, and display build commands.</dd>
<dt>{@code NDK_LOG=1}</dd>
<dd>Display internal NDK log messages (used for debugging the NDK itself).</dd>
<dt>{@code NDK_DEBUG=1}</dt>
<dd>Force a debuggable build (see <a href="#dvr">Table 1</a>).</dd>
<dt>{@code NDK_DEBUG=0}</dt>
<dd>Force a release build (see <a href="#dvr">Table 1</a>).</dd>
<dt>{@code NDK_HOST_32BIT=1}</dt>
<dd>Always use the toolchain in 32-bit mode (see <a href="#6432">64-bit and 32-bit
Toolchains</a>).</dd>
<dt>{@code NDK_APPLICATION_MK=<file>}</dt>
<dd>Build, using a specific <code>Application.mk</code> file pointed to by the
{@code NDK_APPLICATION_MK} variable.</dd>
<dt>{@code -C <project>}</dt>
<dd>Build the native code for the project path located at {@code <project>}. Useful if you
don't want to {@code cd} to it in your terminal.</dd>
</dl>
<p><a class="anchor" id="dvr"></a> </p>
<h3>Debuggable versus Release builds</h3>
<p>Use the <code>NDK_DEBUG</code> option and, in certain cases,
{@code AndroidManifest.xml} to specify debug or release build,
optimization-related behavior, and inclusion of symbols. Table 1 shows the
results of each possible combination of settings.</p>
<p><em>Table 1.</em> Results of <code>NDK_DEBUG</code> (command line) and
<code>android:debuggable</code> (manifest) combinations.</p>
<table>
<tr>
<th></th><th>NDK_DEBUG=0 </th><th>NDK_DEBUG=1</th><th>NDK_DEBUG not specified
</th></tr>
<tr>
<td>android:debuggble="true" </td><td>Debug; Symbols; Optimized*1
</td><td>Debug; Symbols; Not optimized*2 </td><td>(same as NDK_DEBUG=1)
</td></tr>
<tr>
<td>android:debuggable="false"</td><td>Release; Symbols; Optimized
</td><td>Release; Symbols; Not optimized</td><td>Release; No symbols;
Optimized*3 </td></tr>
</table>
*1: Useful for profiling.<br>
*2: Default for running <a href="{@docRoot}ndk/guides/ndk-gdb.html">{@code ndk-gdb}</a>.<br>
*3: Default mode.<br>
<br>
<p class="note"><strong>Note:</strong> {@code NDK_DEBUG=0} is the equivalent of
{@code APP_OPTIM=release}, and complies with the GCC {@code -O2} option. {@code NDK_DEBUG=1} is the
equivalent of {@code APP_OPTIM=debug} in {@code Application.mk}, and complies with the GCC
{@code -O0} option. For more information about {@code APP_OPTIM}, see
<a href="{@docRoot}ndk/guides/application_mk.html">Application.mk</a>.</p>
<p>The syntax on the command line is, for example: </p>
<pre class="no-pretty-print">
$ ndk-build NDK_DEBUG=1
</pre>
<p>If you are using build tools from prior to SDK r8, you must also modify your
{@code AndroidManifest.xml} file to specify debug mode. The syntax for doing so resembles the
following:</p>
<pre class="no-pretty-print">&lt;application android:label="@string/app_name"
android:debuggable="true"&gt;
</pre>
From SDK r8 onward, you do not need to touch {@code AndroidManifest.xml}. Building a debug package
(e.g. with ant debug or the corresponding option of the ADT plugin) causes the tool automatically to
pick the native debug files generated with {@code NDK_DEBUG=1}.
<h2 id="6432">64-Bit and 32-Bit Toolchains</h2>
<p>Some toolchains come with both 64-bit and 32-bit versions. For example,
directories {@code <ndk>/toolchain/<name>/prebuilt/} and
{@code <ndk>/prebuilt/} may contain both {@code linux-x86} and
{@code linux-x86_64} folders for Linux tools in 32-bit and 64-bit modes,
respectively. The ndk-build script automatically chooses a 64-bit version of
the toolchain if the host OS supports it. You can force the use of a 32-bit
toolchain by using {@code NDK_HOST_32BIT=1} either in your environment or
on the ndk-build command line.</p>
<p>Note that 64-bit tools utilize host resources better (for instance, they are faster, and handle
larger programs), and they can still generate 32-bit binaries for Android.</p>
<h2 id="req">Requirements</h2>
<p>You need GNU Make 3.81 or later to use ndk-build or the NDK in general.
The build scripts will detect a non-compliant Make tool, and generate an error
message.</p>
<p>If you have GNU Make 3.81 installed, but the default <code>make</code>
command doesn’t launch it, define {@code GNUMAKE} in your environment to point to it
before launching ndk-build. For example: </p>
<pre class="no-pretty-print">
$ export GNUMAKE=/usr/local/bin/gmake
$ ndk-build
</pre>
<p>You can override other host prebuilt tools in {@code $NDK/prebuilt/<OS>/bin/}
with the following environment variables: </p>
<pre class="no-pretty-print">
$ export NDK_HOST_AWK=&lt;path-to-awk&gt;
$ export NDK_HOST_ECHO=&lt;path-to-echo&gt;
$ export NDK_HOST_CMP=&lt;path-to-cmp&gt;
</pre>

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@@ -1,231 +0,0 @@
page.title=ndk-gdb
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#req">Requirements</a></li>
<li><a href="#use">Usage</a></li>
<li><a href="#thread">Thread Support</a></li>
</ol>
</div>
</div>
<p>The NDK includes a helper shell script named {@code ndk-gdb} to easily launch a native debugging
session for your NDK-generated machine code.</p>
<h2 id="req">Requirements</h2>
<p>For native debugging to work, you must follow these requirements:</p>
<ul>
<li>Build your app using the {@code ndk-build} script. The {@code ndk-gdb} script
does not support using the legacy {@code make APP=<name>} method to build.</p></li>
<li>Enable app debugging in your {@code AndroidManifest.xml} file by including an
{@code <application>} element that sets the {@code android:debuggable} attribute to {@code
true}.</li>
<li>Build your app to run on Android 2.2 (Android API level 8) or higher.</li>
<li>Debug on a device or emulator running Android 2.2 or higher.
For debugging purposes, the target
API level that you declare in your {@code AndroidManifest.xml} file does not matter.</li>
<li>Develop your app in a Unix shell. On Windows, use <a href="https://www.cygwin.com/">Cygwin</a>
or the experimental {@code ndk-gdb-py} <a href="https://www.python.org/">Python</a>
implementation.</li>
<li>Use GNU Make 3.81 or higher.</li></ul>
<h2 id="use">Usage</h2>
To invoke the {@code ndk-gdb} script, change into the application directory or any directory under
it. For example:</p>
<pre class="no-pretty-print">
cd $PROJECT
$NDK/ndk-gdb
</pre>
<p>Here, {@code $PROJECT} points to your project's root directory, and {@code $NDK} points to your
NDK installation path.</p>
<p>When you invoke {@code ndk-gdb}, it configures the session to look for your source files
and symbol/debug versions of your generated native libraries. On successfully attaching to your
application process, {@code ndk-gdb} outputs a long series of error messages, noting that it cannot
find various system libraries. This is normal, because your host machine does not contain
symbol/debug versions of these libraries on your target device. You can safely ignore these
messages.</p>
<p>Next, {@code ndk-gdb} displays a normal GDB prompt.</p>
<p>You interact with {@code ndk-gdb} in the same way as you would with GNU GDB. For example, you can
use {@code b <location>} to set breakpoints, and {@code c} (for "continue") to
resume execution. For a comprehensive list of commands, see the
<a href="http://www.gnu.org/software/gdb/">GDB manual.</a></p>
<p>Note that when you quit the GDB prompt, the application process that you're debugging stops. This
behavior is a gdb limitation.</p>
<p>{@code ndk-gdb} handles many error conditions, and displays an informative error message if it
finds a problem. these checks include making sure that the following conditions are satisfied:</p>
<ul>
<li>Checks that ADB is in your path.</li>
<li>Checks that your application is declared debuggable in its manifest.</li>
<li>Checks that, on the device, the installed application with the same package name is also
debuggable.</li>
</ul>
<p>By default, {@code ndk-gdb} searches for an already-running application process, and displays an
error if it doesn't find one. You can, however, use the {@code --start} or
{@code --launch=<name>} option to automatically start your activity before the debugging
session. For more information, see <a href="#opt">Options</a>.</p>
<h3 id="opt">Options</h3>
<p>To see a complete list of options, type {@code ndk-gdb --help} on the command line. Table 1
shows a number of the more commonly used ones, along with brief descriptions.</p>
<p class="table-caption" id="table1">
<strong>Table 1.</strong> Common ndk-gdb options and their descriptions.</p>
<table>
<tr>
<th>Option</th>
<th>Description></th>
<tr>
<tr>
<td>{@code --verbose}</td>
<td><p>This option tells the build system to print verbose information about the native-debugging
session setup. It is necessary only for debugging problems when the debugger can't connect to the
app, and the error messages that {@code ndk-gdb} displays are not enough.</p></td>
</tr>
<tr>
<td>{@code --force}</td>
<td>By default, {@code ndk-gdb} aborts if it finds that another native debugging session is already
running on the same device. This option kills the other session, and replaces it with a new one.
Note that this option does not kill the actual app being debugged, which you must kill
separately.</td>
</tr>
<tr>
<td>{@code --start}</td>
<td><p>When you start {@code ndk-gdb}, it tries by default to attach to an existing running instance of
your app on the target device. You can override this default behavior by using {@code --start} to
explicitly launch the application on the target device before the debugging session.</p></td>
<p>Starting {@code ndk-gdb} with this option specified launches the first launchable activity listed
in your application manifest. Use {@code --launch=<name>} to start the next launchable
activity. To dump the list of launchable activities, run {@code --launch-list} from the command
line.</p>
</tr>
<tr>
<td>{@code --launch=<name>}</td>
<td><p>This option is similar to {@code --start}, except that it allows you to start a specific
activity from your application. This feature is only useful if your manifest defines multiple
launchable activities.</p></td>
</tr>
<tr>
<td>{@code --launch-list}</td>
<td><p>This convenience option prints the list of all launchable activity names found in your
app manifest. {@code --start} uses the first activity name.</p></td>
</tr>
<tr>
<td>{@code --project=<path>}</td>
<td>This option specifies the app project directory. It is useful if you want to launch the
script without first having to change to the project directory.</p></td>
</tr>
<tr>
<td>{@code --port=<port>}</td>
<td> <p>By default, {@code ndk-gdb} uses local TCP port 5039 to communicate with the app it
is debugging on the target device. Using a different port allows you to natively debug programs
running on different devices or emulators connected to the same host machine.</p></td>
</tr>
<tr>
<td>{@code --adb=<file>}</td>
<td><p>This option specifies the <a href="{@docRoot}tools/help/adb.html">adb</a>
tool executable. It is only necessary if you have not set your path to include that executable.</p>
</td>
</tr>
<tr>
<td>
<li>{@code -d}</li>
<li>{@code -e}</li>
<li>{@code -s <serial>}</li></td>
<td><p>These flags are similar to the adb commands with the same names. Set these flags if you have
several devices or emulators connected to your host machine. Their meanings are as follows:</p>
<dl>
<dt>{@code -d}</dt>
<dd>Connect to a single physical device.</dd>
<dt>{@code -e}</dt>
<dd>Connect to a single emulator device.</dd>
<dt>{@code -s <serial>}</dt>
<dd>Connect to a specific device or emulator. Here, {@code <serial>} is the device's name
as listed by the {@code adb devices} command.</dd>
</dl>
<p>Alternatively, you can define the {@code ADB_SERIAL} environment variable to list a specific
device, without the need for a specific option.</p></td>
</tr>
<tr>
<td>
<li>{@code --exec=<file>}</li>
<li>{@code -x <file>}</li>
</td>
<td><p>This option tells {@code ndk-gdb} to run the GDB initialization commands found in
{@code <file>} after connecting to the process it is debugging. This is a useful feature if
you want to do something repeatedly, such as setting up a list of breakpoints, and then resuming
execution automatically.</p></td>
</tr>
<tr>
<td>{@code --nowait}</td>
<td><p>Disable pausing the Java code until GDB connects. Passing this option may cause the debugger
to miss early breakpoints.</p>
</tr>
<tr>
<td>{@code --tui}
{@code -t}</td>
<td><p>Enable Text User Interface if it is available.</p></td>
</tr>
<tr>
<td>{@code --gnumake-flag=<flag>}</td>
<td><p>This option is an extra flag (or flags) to pass to the
{@code ndk-build} system when
querying it for project information. You can use multiple instances of this option in the
same command.</p></td>
</tr>
<tr>
<td>{@code --stdcxx-py-pr={auto|none|gnustdcxx[-GCCVER]|stlport}}</td>
<td><p>Use specified Python pretty-printers for displaying types in the Standard C++ Library.
{@code auto} mode works by looking at the {@code .so} files for a {@code libstdc++} library,
and as such only works for a shared library. When linking statically to a {@code libstdc++} library,
you must specify the required printers. The default is {@code none}.</p></td>
</tr>
</table>
<p class="note"><strong>Note: </strong>The final three options in this table are only for the
Python version of {@code ndk-gdb}.</p></td>
<h2 id="thread">Thread Support</h2>
<p>If your app runs on a platform older than Android 2.3 (API level 9), {@code ndk-gdb}
cannot debug native threads properly. The debugger can only debug the main thread, abd completely
ignores the execution of other threads.</p>
<p>If you place a breakpoint on a function executed on a non-main thread, the program exits, and
GDB displays the following message:</p>
<pre class="no-pretty-print">
Program terminated with signal SIGTRAP, Trace/breakpoint trap.
The program no longer exists.
</pre>

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@@ -1,86 +0,0 @@
page.title=ndk-stack
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#use">Usage</a></li>
</ol>
</div>
</div>
<p>The {@code ndk-stack} tool allows you to filter stack traces as they appear in the
output of <a href="{@docRoot}tools/help/logcat.html">{@code adb logcat}</a>. It also replaces any
address inside a shared library with the corresponding
{@code <source-file>:<line-number>} values from your source code, making issues easier
to pinpoint.</p>
<p>For example, it translates something like:</p>
<pre>
I/DEBUG ( 31): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 31): Build fingerprint: 'generic/google_sdk/generic/:2.2/FRF91/43546:eng/test-keys'
I/DEBUG ( 31): pid: 351, tid: 351 %gt;%gt;%gt; /data/local/ndk-tests/crasher &lt;&lt;&lt;
I/DEBUG ( 31): signal 11 (SIGSEGV), fault addr 0d9f00d8
I/DEBUG ( 31): r0 0000af88 r1 0000a008 r2 baadf00d r3 0d9f00d8
I/DEBUG ( 31): r4 00000004 r5 0000a008 r6 0000af88 r7 00013c44
I/DEBUG ( 31): r8 00000000 r9 00000000 10 00000000 fp 00000000
I/DEBUG ( 31): ip 0000959c sp be956cc8 lr 00008403 pc 0000841e cpsr 60000030
I/DEBUG ( 31): #00 pc 0000841e /data/local/ndk-tests/crasher
I/DEBUG ( 31): #01 pc 000083fe /data/local/ndk-tests/crasher
I/DEBUG ( 31): #02 pc 000083f6 /data/local/ndk-tests/crasher
I/DEBUG ( 31): #03 pc 000191ac /system/lib/libc.so
I/DEBUG ( 31): #04 pc 000083ea /data/local/ndk-tests/crasher
I/DEBUG ( 31): #05 pc 00008458 /data/local/ndk-tests/crasher
I/DEBUG ( 31): #06 pc 0000d362 /system/lib/libc.so
I/DEBUG ( 31):
</pre>
<p>into the more readable output: </p>
<pre>
********** Crash dump: **********
Build fingerprint: 'generic/google_sdk/generic/:2.2/FRF91/43546:eng/test-keys'
pid: 351, tid: 351 &gt;&gt;&gt; /data/local/ndk-tests/crasher &lt;&lt;&lt;
signal 11 (SIGSEGV), fault addr 0d9f00d8
Stack frame #00 pc 0000841e /data/local/ndk-tests/crasher : Routine zoo in /tmp/foo/crasher/jni/zoo.c:13
Stack frame #01 pc 000083fe /data/local/ndk-tests/crasher : Routine bar in /tmp/foo/crasher/jni/bar.c:5
Stack frame #02 pc 000083f6 /data/local/ndk-tests/crasher : Routine my_comparison in /tmp/foo/crasher/jni/foo.c:9
Stack frame #03 pc 000191ac /system/lib/libc.so
Stack frame #04 pc 000083ea /data/local/ndk-tests/crasher : Routine foo in /tmp/foo/crasher/jni/foo.c:14
Stack frame #05 pc 00008458 /data/local/ndk-tests/crasher : Routine main in /tmp/foo/crasher/jni/main.c:19
Stack frame #06 pc 0000d362 /system/lib/libc.so
</pre>
<h2>Usage</h2>
<p>To use {@code ndk-stack}, you first need a directory containing symbolic versions of your app's
shared libraries. If you use the NDK build system ({@code ndk-build}), these shared-library
files reside under {@code $PROJECT_PATH/obj/local/<abi>}, where {@code <abi>} represents
your device's ABI. By default, the system uses the {@code armeabi} ABI.</p>
<p>There are two ways to use the tool. You can feed the logcat text as direct input to the program.
For example:</p>
<pre class="no-pretty-print">
adb logcat | $NDK/ndk-stack -sym $PROJECT_PATH/obj/local/armeabi
</pre>
<p>You can also use the {@code -dump} option to specify the logcat as an input file. For example:
</p>
<pre class="no-pretty-print">
adb logcat &gt; /tmp/foo.txt
$NDK/ndk-stack -sym $PROJECT_PATH/obj/local/armeabi -dump foo.txt
</pre>
<p>When it begins parsing the logcat output, the tool looks for an initial line of asterisks.
For example:</p>
<pre class="no-pretty-print">
*** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
</pre>
<p class="note"><strong>Note: </strong>When copy/pasting traces, don't forget this line, or
{@code ndk-stack} won't work correctly.</p>

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@@ -1,145 +0,0 @@
page.title=Using Prebuilt Libraries
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#dm">Declaring a Prebuilt Library</a></li>
<li><a href="#rp">Referencing the Prebuilt Library from Other Modules</a></li>
<li><a href="#dp">Debugging Prebuilt Libraries</a></li>
<li><a href="#sa">Selecting ABIs for Prebuilt Libraries</a></li>
</ol>
</div>
</div>
<p>The NDK supports the use of prebuilt libraries, both static and shared. There are two principal
use cases for this functionality:</p>
<ul>
<li>Distributing your own libraries to third-party NDK developers without distributing your
sources.</li>
<li>Using a prebuilt version of your own libraries to speed up your build.</li>
</ul>
<p>This page explains how to use prebuilt libraries.</p>
<h2 id="dm">Declaring a Prebuilt Library</h2>
<p>You must declare each prebuilt library you use as a <em>single</em> independent module. To do
so, perform the following steps:
<ol type="1">
<li>Give the module a name. This name does not need to be the same as that of the prebuilt
library, itself.</li>
<li>In the module's <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>
file, assign to {@code LOCAL_SRC_FILES} the path to the prebuilt library you are providing.
Specify the path relative to the value of your {@code LOCAL_PATH} variable.</p>
<p class="note"><strong>Note: </strong> You must make sure to select the version of your prebuilt
library appropriate to your target ABI. For more information on ensuring library support for
ABIs, see <a href="#sa">Selecting ABIs for Prebuilt Libraries.</a></p></li>
<li>Include {@code PREBUILT_SHARED_LIBRARY} or {@code PREBUILT_STATIC_LIBRARY}, depending on
whether you are using a shared ({@code .so}) or static ({@code .a}) library.</li>
</ol>
<p>Here is a trivial example that assumes the prebuilt library {@code libfoo.so} resides in
the same directory as the <a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a>
file that describes it.</p>
<pre>
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE := foo-prebuilt
LOCAL_SRC_FILES := libfoo.so
include $(PREBUILT_SHARED_LIBRARY)
</pre>
<p>In this example, the name of the module is the same as that of the prebuilt library.</p>
<p>The build system places a copy of your prebuilt shared library into {@code $PROJECT/obj/local},
and another copy, stripped of debug information, into {@code $PROJECT/libs/<abi>}. Here,
{@code $PROJECT} is the root directory of your project.</p>
<h2 id="rp">Referencing the Prebuilt Library from Other Modules</h2>
<p>To reference a prebuilt library from other modules, specify its name as the value
of the {@code LOCAL_STATIC_LIBRARIES} or {@code LOCAL_SHARED_LIBRARIES} variable in the
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> files associated with those
other modules.</p>
<p>For example, the description of a module using {@code libfoo.so} might be as follows:</p>
<pre>
include $(CLEAR_VARS)
LOCAL_MODULE := foo-user
LOCAL_SRC_FILES := foo-user.c
LOCAL_SHARED_LIBRARIES := foo-prebuilt
include $(BUILD_SHARED_LIBRARY)
</pre>
<p>Here, {@code LOCAL_MODULE} is the name of the module referring to the prebuilt; {@code
LOCAL_SHARED_LIBRARIES} is the name of the prebuilt, itself.</p>
<h2>Exporting Headers for Prebuilt Libraries</h2>
<p>The code in {@code foo-user.c} depends on specific declarations that normally
reside in a header file, such as {@code foo.h}, distributed with the prebuilt library.
For example, {@code foo-user.c} might have a line like the following:</p>
<pre>
#include &lt;foo.h&gt;
</pre>
<p>In such a case, you need to provide the header and its include path to the compiler when you
build the {@code foo-user} module. A simple way to accomplish this task is to use exports in the
prebuilt module definition. For example, as long as header {@code foo.h} is located under the
{@code include} directory associated with the prebuilt module, you can declare it as follows:</p>
<pre>
include $(CLEAR_VARS)
LOCAL_MODULE := foo-prebuilt
LOCAL_SRC_FILES := libfoo.so
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_SHARED_LIBRARY)
</pre>
<p>The {@code LOCAL_EXPORT_C_INCLUDES} definition here ensures that the build system
exports the path to the prebuilt library's {@code include} directory, prepending that path onto the
value of the {@code LOCAL_C_INCLUDES} for the module dependent on it.</p>
<p>This operation allows the build system to find the necessary headers.</p>
<h2 id="dp">Debugging Prebuilt Libraries</h2>
<p>We recommend that you provide prebuilt shared libraries containing debug symbols. The NDK build
system always strips the symbols from the version of the library that it installs into
{@code $PROJECT/libs/<abi>/}, but you can use the debug version for debugging with
{@code ndk-gdb}.</p>
<h2 id="sa">Selecting ABIs for Prebuilt Libraries</h2>
<p>You must make sure to select the right version of your prebuilt shared library for your targeted
ABI. The <a href="{@docRoot}ndk/guides/android_mk.html#taa">
{@code TARGET_ARCH_ABI}</a> variable in the <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file can point the build system at the appropriate version of the library.
</p>
<p>For example, assume that your project contains two versions of library {@code libfoo.so}:</p>
<pre class="no-pretty-print">
armeabi/libfoo.so
x86/libfoo.so
</pre>
<p>The following snippet shows how to use {@code TARGET_ARCH_ABI} so that the build system selects
the appropriate version of the library:</p>
<pre>
include $(CLEAR_VARS)
LOCAL_MODULE := foo-prebuilt
LOCAL_SRC_FILES := $(TARGET_ARCH_ABI)/libfoo.so
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/include
include $(PREBUILT_SHARED_LIBRARY)
</pre>
<p>If you have specified {@code armeabi} as the value of {@code TARGET_ARCH_ABI}, the build system
uses the version of {@code libfoo.so} located in the {@code armeabi} directory. If you have
specified {@code x86} as the value {@code TARGET_ARCH_ABI}, the build system uses the version in the
{@code x86} directory.</p>

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@@ -1,11 +0,0 @@
page.title=Sample Walkthroughs
@jd:body
<div class="contents">
<div class="textblock"><p>This section explains several of the sample apps provided with the NDK. It assumes that you already have a working knowledge of programming in Java and native code, and focuses on issues particular to working with the NDK.</p>
<p>It discusses the following samples:</p>
<ul>
<li><a href="./md_2__samples_sample--hellojni.html">hello-jni</a>: A very basic app that illustrates core workings of the NDK.</li>
<li><a href="./md_2__samples_sample--nativeactivity.html">native-activity</a>: An app that shows the fundamentals of how to construct a purely native app. It places particular emphasis on the android_native_app_glue library.</li>
<li><a href="./md_2__samples_samples-teapot.html">Teapot</a>: A simple OpenGL demo, showcasing the <code>ndk_helper</code> class. </li>
</ul>

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@@ -1,93 +0,0 @@
page.title=Setup
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#install">Installation</a></li>
<li><a href="#configure">Configuring Eclipse</a></li>
<li><a href="#verify">Verification</a></li>
</ol>
</li>
</ol>
</div>
</div>
<div class="contents">
<div class="textblock"><p>This document explains how to:</p>
<ul>
<li><a href="#install">Get</a> and install the NDK.</li>
<li><a href="#configure">Configure</a> your system and the Eclipse and the Android Development Tool
(ADT) for use with it.</li>
<li><a href="#verify">Verify</a>, using a simple sample, that everything is working as expected.
</li>
</ul>
<p>This document assumes that you are already familiar with Java-based Android development. For more
information on that topic, see the
<a href="{@docRoot}">Android developer site</a>.</p>
<h2 id="install">Installation</h2>
<p>To install and configure the NDK, follow these steps:</p>
<ol type="1">
<li>Get and install the <a href="{@docRoot}studio/index.html">Android SDK</a>.</li>
<li><a href="{@docRoot}ndk/downloads/index.html">Download</a> the NDK,
making sure to download the correct version for your development platform. You may place the
unzipped directory anywhere on your local drive.</li>
<li>Update your {@code PATH} environment variable with the location of the directory that
contains the NDK.</li>
</ol>
<h2 id="configure">Configuring Eclipse</h2>
<p>Eclipse must know where the NDK is in order to use it when building your app. Follow these steps
to set the location of the NDK.</p>
<ol type="1">
<li>Launch Eclipse, which is installed as part of the Android SDK.</li>
<li>Open <b>Window</b> &gt; <b>Preferences</b>.</li>
<li>In the pane on the left side of the <i>Preferences</i> window, select <i>Android</i>.
The <i>Android</i> section expands, revealing a number of subsections.</li>
<li>Select <b>NDK</b>. In the pane on the right side of the <i>Preferences</i> window, browse to
the directory that contains the NDK.</li>
<li>Click <b>OK</b> to return to the <i>Package Explorer</i> display.</li>
</ol>
<h2 id="verify">Verification</h2>
<h3>Eclipse</h3>
<p>To confirm that you have installed the NDK, set it up correctly, and properly configured Eclipse,
follow these steps:</p>
<ol type="1">
<li>Import the hello-jni sample from {@code <ndk>/samples/}, as you would any other Android
project.</li>
<li>In the <i>Project Explorer</i> pane, right-click the project name (<i>HelloJni</i>). A
context menu appears.</li>
<li>From the context menu, select <b>Android Tools</b> &gt; <b>Add Native Support</b>. The
<i>Add Android Native Support</i> window appears.</li>
<li>Accept the default library name (“hello-jni”), and click <b>Finish</b>.</li>
<li>Build and execute the application.</li>
</ol>
<h3>Command line</h3>
<p>Follow these steps to build from the command line:</p>
<ol type="1">
<li>Change to the root directory of your project.</li>
<li>Execute ndk-build to build the native component of your app. do this by
typing {@code ndk-build} at the command prompt.</li>
<li>Build and install your project as you would a regular Android app written in Java. For more
information, see
<a href="{@docRoot}tools/building/index.html">Building and Running</a> and
<a href="{@docRoot}tools/building/building-cmdline.html">Building and Running
from the Command Line</a>.</li>
</ol>
<p>If you have successfully installed and configured the NDK, the screen on your target device looks
as shown in Figure 1.</p>
<img src="./images/verification_screen.png" srcset="./images/verification_screen@2x.png 2x"
alt="Output: Hello from JNI!" id="figure1" />
<p class="img-caption">
<strong>Figure 1.</strong> Target-device screen after successful launch.
</p>

View File

@@ -1,501 +0,0 @@
page.title=Android NDK Native APIs
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#purpose">Overview</a></li>
<li><a href="#mnu">Major Native API Updates</a><li>
<ol>
<li><a href="#a3">Android API level 3</a></li>
<li><a href="#a4">Android API level 4</a></li>
<li><a href="#a5">Android API level 5</a></li>
<li><a href="#a8">Android API level 8</a></li>
<li><a href="#a9">Android API level 9</a></li>
<li><a href="#a14">Android API level 14</a></li>
<li><a href="#a18">Android API level 18</a></li>
</ol>
</ol>
</div>
</div>
<p>The Android NDK provides a set of native headers and shared library files that has gradually
increased with successive releases of new Android API levels. This page explains these headers and
files, and maps them to specific
<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#ApiLevels"> Android API levels</a>.
</p>
<h2 id="purpose">Overview</h2>
<p>There are two basic steps to enable your app to use the libraries that the NDK provides:
</p>
<ol type ="1">
<li>Include in your code the headers associated with the libraries you wish to use.</li>
<li>Tell the build system that your native module needs to link against the libraries at load time.
For example, to link against {@code /system/lib/libfoo.so}, add the following line to your
<a href="{@docRoot}ndk/guides/android_mk.html">Android.mk</a> file:</li>
<pre>
LOCAL_LDLIBS := -lfoo
</pre>
<p>To list multiple libraries, use a space as a delimiter. For more information about using the
{@code LOCAL_LDLIBS} variable, see <a href="{@docRoot}ndk/guides/android_mk.html">Android.mk</a>.
</p>
</ol>
<p>For all API levels, the build system automatically links the standard C libraries, the
standard C++ libraries, real-time extensions, and {@code pthread}; you do not need
to include them when defining your {@code LOCAL_LDLIBS} variable. For more information about
the C and C++ libraries, see <a href="#a3">Android API level 3</a>.</p>
<p>The NDK often provides new headers and libraries for new Android releases. These files reside
under {@code $NDK/platforms/android-<level>/<abi>/usr/include}. When the NDK does not
have a specific new group of headers and libraries for an Android API level, it means that
an app targeting that level should use the most recently released NDK assets. For example,
there was no new release of NDK headers or libraries for Android API levels 6 and 7. Therefore,
when developing an app targeting Android API level 7, you should use the headers and libraries
located under {@code android-5/}.</p>
<p>Table 1 shows the correspondence between NDK-supported API levels and Android releases.</p>
<p class="table-caption" id="table1">
<strong>Table 1.</strong> NDK-supported API levels and corresponding Android releases.</p>
<table>
<tr>
<th scope="col">NDK-supported API level</th>
<th scope="col">Android release</th>
</tr>
<tr>
<td>3</td>
<td>1.5</td>
</tr>
<tr>
<td>4</td>
<td>1.6</td>
</tr>
<tr>
<td>5</td>
<td>2.0</td>
</tr>
<tr>
<td>8</td>
<td>2.2</td>
</tr>
<tr>
<td>9</td>
<td>2.3 through 3.0.x</td>
</tr>
<tr>
<td>12</td>
<td>3.1.x</td>
</tr>
<tr>
<td>13</td>
<td>3.2</td>
</tr>
<tr>
<td>14</td>
<td>4.0 through 4.0.2</td>
</tr>
<tr>
<td>15</td>
<td>4.0.3 and 4.0.4</td>
</tr>
<tr>
<td>16</td>
<td>4.1 and 4.1.1</td>
</tr>
<tr>
<td>17</td>
<td>4.2 and 4.2.2</td>
</tr>
<tr>
<td>18</td>
<td>4.3</td>
</tr>
<tr>
<td>19</td>
<td>4.4</td>
</tr>
<tr>
<td>21</td>
<td>4.4W and 5.0</td>
</table>
<p>Each new release of NDK headers and libraries for a given Android API level is cumulative; you
are nearly always safe if you use the most recently released headers when building your app. For
example, you can use the NDK headers for Android API level 21 for an app targeting API level 16. By doing so, however, you increase your APK's footprint.</p>
<p>
For more information about Android API levels, see
<a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html#ApiLevels">What is API Level?</a>.
</p>
<h2 id="mnu">Major Native API Updates</h2>
<h3 id="a3">Android API level 3</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 1.5 system
images and above.</p>
<h4>C library</h4>
<p>The C library headers for Android 1.5 are available through their standard names, such as
{@code stdlib.h} and {@code stdio.h}. If a header is missing at build time, it's because the
header is not available on the 1.5 system image.</p>
<h4>C++ library</h4>
<p>An <em>extremely</em> minimal C++ support API is available. For more
information on C++ library support, see
<a href="{@docRoot}ndk/guides/cpp-support.html">C++ Library Support</a>.</p>
<h4>Android-specific log support</h4>
<p>{@code <android/log.h>} contains various definitions that an app can use to send log
messages to the kernel from native code. For more information about these definitions, see the
comments in {@code $NDK/platforms/android-3/arch-arm/usr/include/android/log.h}, where {@code $NDK}
is the root of your NDK installation.</p>
<p>You can write your own wrapper macros to access this functionality. If you wish to perform
logging, your native module should link to {@code /system/lib/liblog.so}. Implement this
linking by including the following line in your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS := -llog
</pre>
<h4>ZLib compression library</h4>
<p>You can use the <a href="http://www.zlib.net/manual.html">Zlib compression library</a>
by including {@code zlib.h} and {@code zconf.h}. You must also link your native
module against {@code /system/lib/libz.so} by including the following line in your
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS := -lz
</pre>
<h4>Dynamic linker library</h4>
<p>You can access the Android dynamic linker's {@code dlopen()}, {@code dlsym()}, and
{@code dlclose()} functions by including {@code dlfcn.h}. You must also link against
{@code /system/lib/libdl.so} by including the following line in your
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS := -ldl
</pre>
<h3 id="a4">Android API level 4</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 1.6 system
images and above.</p>
<h4>OpenGL ES 1.x Library</h4>
<p>The standard OpenGL ES headers {@code gl.h} and {@code glext.h} contain
the declarations necessary for performing OpenGL ES 1.x rendering calls from native code.</p>
<p>To use these headers, link your native module to {@code /system/lib/libGLESv1_CM.so} by
including the following line in your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
</p>
<pre>
LOCAL_LDLIBS := -lGLESv1_CM
</pre>
<p>All Android-based devices support OpenGL ES 1.0, because Android provides an Open GL 1.0-capable
software renderer that can be used on devices without GPUs.</p>
<p>Only Android devices that have the necessary GPU fully support OpenGL ES 1.1. An app can
query the OpenGL ES version string and extension string to determine whether the current device
supports the features it needs. For information on how to perform this query, see the description of
<a href="http://www.khronos.org/opengles/sdk/1.1/docs/man/glGetString.xml">{@code glGetString()}</a>
in the OpenGL specification.</p>
<p>Additionally, you must put a
<a href="http://developer.android.com/guide/topics/manifest/uses-feature-element.html">{@code
<uses-feature>}</a> tag in your manifest file to indicate the version of
<a href="http://developer.android.com/guide/topics/graphics/opengl.html#manifest">OpenGL ES</a>
that your application requires.</p>
<p>The <a href="#egl">EGL APIs</a> are only available starting from API level 9. You can, however,
use the VM to perform some of the operations that you would get from those APIS. These operations
include surface creation and flipping. For an example of how to use {@code GLSurfaceView}, see
<a href="http://android-developers.blogspot.com/2009/04/introducing-glsurfaceview.html">
Introducing GLSurfaceView</a>.</p>
<p>The san-angeles sample application provides an example of how to perform these operations,
rendering each frame in native code. This sample is a small Android port of the excellent
<a href="http://jet.ro/visuals/san-angeles-observation/">San Angeles Observation</a> demo
program.</p>
<h3 id="a5">Android API level 5</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 2.0 system
images and above.</p>
<h4>OpenGL ES 2.0 library:</h4>
<p>The standard OpenGL ES 2.0 headers {@code <GLES2/gl2.h>} and {@code <GLES2/gl2ext.h>}
contain the declarations needed for performing OpenGL ES 2.0 rendering calls from native code.
These rendering calls provide the ability to use the GLSL language to define and use vertex and
fragment shaders.</p>
<p>To use OpenGL ES 2.0, link your native module to {@code /system/lib/libGLESv2.so} by
including the following line in your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS := -lGLESv2
</pre>
<p>Not all devices support OpenGL ES 2.0. An app can query the OpenGL
ES version string and extension string to determine whether the current device
supports the features it needs. For information on how to perform this query, see the description of
<a href="https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetString.xml">
{@code glGetString()}</a> in the OpenGL specification.</p>
<p>Additionally, you must put a
<a href="http://developer.android.com/guide/topics/manifest/uses-feature-element.html">{@code
<uses-feature>}</a> tag in your manifest file to indicate which version of OpenGL ES your
application requires. For more information about the OpenGL ES settings for
{@code <uses-feature>}, see
<a href="http://developer.android.com/guide/topics/graphics/opengl.html#manifest">OpenGL ES</a>.</p>
<p>The hello-gl2 sample application provies a basic example of how to use OpenGL ES 2.0 with the
NDK.</p>
<p>The <a href="#egl">EGL APIs</a> are only available starting from API level 9. You can, however,
use the VM to perform some of the operations that you would get from those APIs. These operations
include surface creation and flipping. For an example of how to use {@code GLSurfaceView}, see
<a href="http://android-developers.blogspot.com/2009/04/introducing-glsurfaceview.html">
Introducing GLSurfaceView</a>.</p>
<p class="note"><strong>Note:</strong> The Android emulator does not support OpenGL ES 2.0 hardware
emulation. Running and testing code that uses this API requires a real device with hardware that can
support OpenGL ES 2.0.</p>
<h3 id="a8">Android API level 8</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 2.2 system
images and above.</p>
<h4>jnigraphics</h4>
<p>The {@code jnigraphics} library exposes a C-based interface that allows native code to reliably access
the pixel buffers of Java bitmap objects. The workflow for using {@code jnigraphics} is as follows:
</p>
<ol type="1">
<li>Use {@code AndroidBitmap_getInfo()} to retrieve information from JNI, such as width and height,
about a given bitmap handle.</li>
<li>Use {@code AndroidBitmap_lockPixels()} to lock the pixel buffer and retrieve a pointer to it.
Doing so ensures that the pixels do not move until the app calls
{@code AndroidBitmap_unlockPixels()}.</li>
<li>In native code, modify the pixel buffer as appropriate for its pixel format, width, and other
characteristics.</li>
<li>Call {@code AndroidBitmap_unlockPixels()} to unlock the buffer.</li>
</ol>
<p>To use {@code jnigraphics}, include the {@code <bitmap.h>} header in your source code, and
link against {@code jnigraphics} by including the following line in your
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS += -ljnigraphics
</pre>
<p>Additional details about this feature are in the comments of the {@code bitmap.h} file.
<h3 id="a9">Android API level 9</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 2.3 system
images and above.</p>
<h4 id="egl"> EGL</h4>
<p>EGL provides a native platform interface for allocating and managing OpenGLES surfaces.
For more information about its features, see <a href="http://www.khronos.org/egl">
EGL Native Platform Interface</a>.</p>
<p>EGL allows you to perform the following operations from native code:</p>
<ul>
<li>List supported EGL configurations.</li>
<li>Allocate and release OpenGLES surfaces.</li>
<li>Swap or flip surfaces.</li>
</ul>
<p>The following headers provide EGL functionality:</p>
<ul>
<li>{@code EGL/egl.h}: the main EGL API definitions.</li>
<li>{@code EGL/eglext.h}: EGL extension-related definitions.</li>
</ul>
<p>To link against the system's EGL library, add the following line to your
<a href="{@docRoot}ndk/guides/android_mk.html">{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS += -lEGL
</pre>
<h4 id="osl">OpenSL ES</h4>
<p>Android native audio handling is based on the Khronos Group OpenSL ES 1.0.1 API.</p>
<p>The standard OpenSL ES headers {@code OpenSLES.h} and {@code OpenSLES_Platform.h} contain
the declarations necessary for performing audio input and output from the native side of Android.
The NDK distribution of the OpenSL ES also provides Android-specific extensions. For information
about these extensions, see the comments in {@code OpenSLES_Android.h} and
{@code OpenSLES_AndroidConfiguration.h}.</p>
<p>The system library {@code libOpenSLES.so} implements the public native audio functions. Link
against it by adding the following line to your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS += -lOpenSLES
</pre>
<p>For more information about the OpenSL ES API, refer to
{@code $NDK/docs/Additional_library_docs/opensles/index.html}, where {@code $NDK} is your NDK
installation root directory.</p>
<h4>Android native application APIs</h4>
<p>Starting from API level 9, you can write an entire Android app with native code, without using
any Java.</p>
<p class="note"><strong>Note: </strong>Writing your app in native code is not, in itself, enough
for your app to run in the VM. Moreover, your app must still access most features of the Android
platform via JNI.</p>
<p>This release provides the following native headers:</p>
<ul>
<li>{@code <native_activity.h>}</li>
<li>{@code <looper.h>}</li>
<li>{@code <input.h>}</li>
<li>{@code <keycodes.h>}</li>
<li>{@code <sensor.h>}</li>
<li>{@code <rect.h>}</li>
<li>{@code <window.h>}</li>
<li>{@code <native_window.h>}</li>
<li>{@code <native_window_jni.h>}</li>
<li>{@code <configuration.h>}</li>
<li>{@code <asset_manager.h>}</li>
<li>{@code <storage_manager.h>}</li>
<li>{@code <obb.h>}</li>
</ul>
<p>For more information about these headers, see the
<a href="{@docRoot}ndk/reference/index.html">NDK API Reference documentation</a>, as well as
the comments in the headers, themselves. Also, for more information about the larger topic of
writing native apps, see <a href="{@docRoot}ndk/guides/concepts.html#naa">
Native Activities and Applications</a>.
<p>When you include one or more of these headers, you must also link against the
{@code libandroid.so} library. To link against {@code libandroid.so}, include the following line in
your <a href="{@docRoot}ndk/guides/android_mk.html"> {@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS += -landroid
</pre>
<h3 id="a14">Android API level 14</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 4.0 system
images and above.</p>
<h4>OpenMAX AL</h4>
<p>Android native multimedia handling is based on Khronos Group OpenMAX AL 1.0.1 API.</p>
<p>The standard OpenMAX AL headers {@code <OMXAL/OpenMAXAL.h>} and
{@code <OMXAL/OpenMAXAL_Platform.h>} contain the declarations necessary for performing
multimedia output from the native side of Android.</p>
<p>The NDK distribution of OpenMAX AL also provides Android-specific extensions. For information
about these extensions, see the comments in {@code OpenMAXAL_Android.h}.</p>
<p>The system library {@code libOpenMAXAL.so} implements the public native multimedia functions.
To link against this library, include the following line in your
<a href="{@docRoot}ndk/guides/android_mk.html"> {@code Android.mk}</a> file:</p>
<pre class="fragment"> LOCAL_LDLIBS += -lOpenMAXAL
</pre><p>For more information about this topic, see {@code $NDK/docs/openmaxal/index.html},
where {@code $NDK} is the root directory of your NDK installation.</p>
<h4>OpenSL ES</h4>
<p>OpenSL ES support for this Android API level adds PCM support. For more information about
OpenSL ES support in the NDK, see <a href="#osl">OpenSL ES</a>.</p>
<h3 id="a18">Android API level 18</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 4.3 system
images and above.</p>
<h4>OpenGL ES 3.0</h4>
<p>The standard OpenGL ES 3.0 headers {@code gl3.h} and {@code gl3ext.h} contain the declarations
needed for performing OpenGL ES 3.0 rendering calls from native code. These rendering calls provide
the ability to use the GLSL language to define and use vertex and fragment shaders.
<p>To use OpenGL ES 3.0, link your native module against {@code /system/lib/libGLESv3.so} by
including the following line in your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS := -lGLESv3
</pre>
<p>Not all devices support OpenGL ES 3.0. An app can query the OpenGL
ES version string and extension string to determine whether the current device
supports the features it needs. For information on how to perform this query, see the description of
<a href="https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetString.xml">
{@code glGetString()}</a> in the OpenGL specification.</p>
<p>Additionally, you must put a
<a href="http://developer.android.com/guide/topics/manifest/uses-feature-element.html">{@code
<uses-feature>}</a> tag in your manifest file to indicate which version of OpenGL ES your
application requires. For more information about the OpenGL ES settings for
{@code <uses-feature>}, see
<a href="http://developer.android.com/guide/topics/graphics/opengl.html#manifest">OpenGL ES</a>.</p>
<p>The gles3jni sample application provides a basic example of how to use OpenGL ES 3.0 with the
NDK.</p>
<p class="note"><strong>Note:</strong> The Android emulator does not support OpenGL ES 3.0 hardware
emulation. Running and testing code that uses this API requires a real device with hardware that can
support OpenGL ES 3.0.</p>
<h3 id="a18">Android API level 21</h3>
<p>The NDK provides the following APIs for developing native code that runs on Android 4.3 system
images and above.</p>
<h4>OpenGL ES 3.1</h4>
<p>The standard OpenGL ES 3.1 headers {@code gl31.h} and {@code gl3ext.h} contain the declarations
needed for performing OpenGL ES 3.1 rendering calls from native code. These rendering calls provide
the ability to use the GLSL language to define and use vertex and fragment shaders.
<p>To use OpenGL ES 3.1, link your native module against {@code /system/lib/libGLESv3.so} by
including the following line in your <a href="{@docRoot}ndk/guides/android_mk.html">
{@code Android.mk}</a> file:</p>
<pre>
LOCAL_LDLIBS := -lGLESv3
</pre>
<p>Not all devices support OpenGL ES 3.1. An app can query the OpenGL
ES version string and extension string to determine whether the current device
supports the features it needs. For information on how to perform this query, see the description of
<a href="https://www.khronos.org/opengles/sdk/docs/man/xhtml/glGetString.xml">
{@code glGetString()}</a> in the OpenGL specification.</p>
<p>Additionally, you must put a
<a href="http://developer.android.com/guide/topics/manifest/uses-feature-element.html">{@code
<uses-feature>}</a> tag in your manifest file to indicate which version of OpenGL ES your
application requires. For more information about the OpenGL ES settings for
{@code <uses-feature>}, see
<a href="http://developer.android.com/guide/topics/graphics/opengl.html#manifest">OpenGL ES</a>.</p>
<p>The gles3jni sample application provides a basic example of how to use OpenGL ES 3.1 with the
NDK.</p>
<p class="note"><strong>Note:</strong> The Android emulator does not support OpenGL ES 3.1 hardware
emulation. Running and testing code that uses this API requires a real device with hardware that can
support OpenGL ES 3.1.</p>

View File

@@ -1,605 +0,0 @@
page.title=Standalone Toolchain
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#syt">Selecting Your Toolchain</a></li>
<li><a href="#sys">Selecting Your Sysroot</a></li>
<li><a href="#itc">Invoking the Compiler</a></li>
<li><a href="#wwc">Working with Clang</a></li>
<li><a href="#abi">ABI Compatibility</a></li>
<li><a href="#war">Warnings and Limitations</a></li>
</ol>
</div>
</div>
<p>You can use the toolchains provided with the Android NDK independently, or as plug-ins
with an existing IDE. This flexibility
can be useful if you already have your own build system, and only need the ability to invoke the
cross-compiler in order to add support to Android for it.</p>
<p>A typical use case is invoking the configure script of an open-source library that expects a
cross-compiler in the {@code CC} environment variable.</p>
<p class="note"><strong>Note:</strong> This page assumes significant understanding of
compiling, linking, and low-level architecture. In addition, the techniques it describes are
unnecessary for most use cases. In most cases, we recommend that you forego using a standalone
toolchain, and instead stick to the NDK build system.</p>
<h2 id="syt">Selecting Your Toolchain</h2>
<p>Before anything else, you need to decide which processing architecture your standalone toolchain
is going to target. Each architecture corresponds to a different toolchain name, as Table 1
shows.</p>
<p class="table-caption" id="table1">
<strong>Table 1.</strong> {@code APP_ABI} settings for different instruction sets.</p>
<table>
<tr>
<th scope="col">Architecture</th>
<th scope="col">Toolchain name</th>
</tr>
<tr>
<td>ARM-based</td>
<td>{@code arm-linux-androideabi-<gcc-version>}</td>
</tr>
<tr>
<td>x86-based</td>
<td>{@code x86-<gcc-version>}</td>
</tr>
<tr>
<td>MIPS-based</td>
<td>{@code mipsel-linux-android-<gcc-version>}</td>
</tr>
<tr>
<td>ARM64-based</td>
<td>{@code aarch64-linux-android-<gcc-version>}</td>
</tr>
<tr>
<td>X86-64-based</td>
<td>{@code x86_64-<gcc-version>}</td>
</tr>
<tr>
<td>MIPS64-based</td>
<td>{@code mips64el-linux-android--<gcc-version>}</td>
</tr>
</table>
<h2 id="sys">Selecting Your Sysroot</h2>
<p>The next thing you need to do is define your <i>sysroot</i> (A sysroot is a directory containing
the system headers and libraries for your target). To define the sysroot, you must must know the
Android API level you want to target for native support; available native APIs vary by Android API
level.</p>
<p>Native APIs for the respective <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html">
Android API levels</a> reside under {@code $NDK/platforms/}; each API-level
directory, in turn, contains subdirectories for the various CPUs and architectures. The
following example shows how to define a <em>sysroot</em> for a build targeting Android 5.0
(API level 21), for ARM architecture:</p>
<pre class="no-pretty-print">
SYSROOT=$NDK/platforms/android-21/arch-arm
</pre>
For more detail about the Android API levels and the respective native APIs they support, see
<a href={@docRoot}ndk/guides/stable_apis.html>Android NDK Native APIs</a>.
<h2 id="itc">Invoking the Compiler</h2>
<p>There are two ways to invoke the compiler. One method is simple, and leaves most of the lifting
to the build system. The other is more advanced, but provides more flexibility.</p>
<h3 id="sm">Simple method</h3>
<p>The simplest way to build is by invoking the appropriate compiler directly from the command
line, using the {@code --sysroot} option to indicate the location of the system files for the
platform you're targeting. For example:</p>
<pre class="no-pretty-print">
export CC="$NDK/toolchains/arm-linux-androideabi-4.8/prebuilt/ \
linux-x86/bin/arm-linux-androideabi-gcc-4.8 --sysroot=$SYSROOT"
$CC -o foo.o -c foo.c
</pre>
<p>While this method is simple, it lacks in flexibility: It does not allow you to use any C++ STL
(STLport, libc++, or the GNU libstdc++) with it. It also does not support exceptions or RTTI.</p>
<p>For Clang, you need to perform an additional two steps:</p>
<ul>
<ol type="1">
<li>Add the appropriate {@code -target} for the target architecture, as Table 2 shows.</li>
<p class="table-caption" id="table2">
<strong>Table 2.</strong> Architectures and corresponding values for {@code -target}.</p>
<table>
<tr>
<th scope="col">Architecture</th>
<th scope="col">Value</th>
</tr>
<tr>
<td>armeabi</td>
<td>{@code -target armv5te-none-linux-androideabi}</td>
</tr>
<tr>
<td>armeabi-v7a</td>
<td>{@code -target armv7-none-linux-androideabi}</td>
</tr>
<tr>
<td>arm64-v8a</td>
<td>{@code -target aarch64-none-linux-android}</td>
</tr>
<tr>
<td>x86</td>
<td>{@code -target i686-none-linux-android}</td>
</tr>
<tr>
<td>x86_64</td>
<td>{@code -target x86_64-none-linux-android}</td>
</tr>
<tr>
<td>mips</td>
<td>{@code -target mipsel-none-linux-android}</td>
</tr>
</table>
<li>Add assembler and linker support by adding the {@code -gcc-toolchain} option, as in the
following example:</li>
<pre class="no-pretty-print">
-gcc-toolchain $NDK/toolchains/arm-linux-androideabi-4.8/prebuilt/linux-x86_64
</pre>
</ol>
Ultimately, a command to compile using Clang might look like this:
<pre class="no-pretty-print">
export CC="$NDK/toolchains/arm-linux-androideabi-4.8/prebuilt/ \
linux-x86/bin/arm-linux-androideabi-gcc-4.8 --sysroot=$SYSROOT" -target \
armv7-none-linux-androideabi \
-gcc-toolchain $NDK/toolchains/arm-linux-androideabi-4.8/prebuilt/linux-x86_64"
$CC -o foo.o -c foo.c
</pre>
</ul>
<h3>Advanced method</h3>
<p>The NDK provides the {@code make-standalone-toolchain.sh} shell script to allow you to perform a
customized toolchain installation from the command line. This approach affords you more flexibility
than the procedure described in <a href="#sm">Simple method</a>.</p>
<p>The script is located in the {@code $NDK/build/tools/} directory, where {@code $NDK} is the
installation root for the NDK. An example of the use of this script appears below:</p>
<pre class="no-pretty-print">
$NDK/build/tools/make-standalone-toolchain.sh \
--arch=arm --platform=android-21 --install-dir=/tmp/my-android-toolchain
</pre>
<p>This command creates a directory named {@code /tmp/my-android-toolchain/}, containing a copy of
the {@code android-21/arch-arm} sysroot, and of the toolchain binaries for a 32-bit ARM
architecture.</p>
<p>Note that the toolchain binaries do not depend on or contain host-specific paths, in other words,
you can install them in any location, or even move them if you need to.</p>
<p>By default, the build system uses the 32-bit, ARM-based GCC 4.8 toolchain. You can specify a
different value, however, by specifying {@code --arch=<toolchain>} as an option.
Table 3 shows the values to use for other toolchains:
<p class="table-caption" id="table3">
<strong>Table 3.</strong> Toolchains and corresponding values, using {@code --arch}.</p>
<table>
<tr>
<th scope="col">Toolchain</th>
<th scope="col">Value</th>
</tr>
<tr>
<td>mips64 compiler</td>
<td>{@code --arch=mips64}</td>
</tr>
<tr>
<td>mips GCC 4.8 compiler</td>
<td>{@code --arch=mips}</td>
</tr>
<tr>
<td>x86 GCC 4.8 compiler</td>
<td>{@code --arch=x86}</td>
</tr>
<tr>
<td>x86_64 GCC 4.8 compiler</td>
<td>{@code --arch=x86_64}</td>
</tr>
<tr>
<td>mips GCC 4.8 compiler</td>
<td>{@code --arch=mips}</td>
</tr>
</table>
<p>Alternatively, you can use the {@code --toolchain=<toolchain>} option. Table 4 shows the
values you can specify for {@code <toolchain>}:</p>
<p class="table-caption" id="table4">
<strong>Table 4.</strong> Toolchains and corresponding values, using {@code --toolchain}.</p>
<table>
<tr>
<th scope="col">Toolchain</th>
<th scope="col">Value</th>
</tr>
<tr>
<td>arm</td>
<td>
<li>{@code --toolchain=arm-linux-androideabi-4.8}</li>
<li>{@code --toolchain=arm-linux-androideabi-4.9}</li>
<li>{@code --toolchain=arm-linux-android-clang3.5}</li>
<li>{@code --toolchain=arm-linux-android-clang3.6}</li>
</td>
</tr>
<tr>
<td>x86</td>
<td>
<li>{@code --toolchain=x86-linux-android-4.8}</li>
<li>{@code --toolchain=x86-linux-android-4.9}</li>
<li>{@code --toolchain=x86-linux-android-clang3.5}</li>
<li>{@code --toolchain=x86-linux-android-clang3.6}</li>
</td>
</tr>
<tr>
<td>mips</td>
<td>
<li>{@code --toolchain=mips-linux-android-4.8}</li>
<li>{@code --toolchain=mips-linux-android-4.9}</li>
<li>{@code --toolchain=mips-linux-android-clang3.5}</li>
<li>{@code --toolchain=mips-linux-android-clang3.6}</li>
</td>
</tr>
<tr>
<td>arm64</td>
<td>
<li>{@code --toolchain=aarch64-linux-android-4.9}</li>
<li>{@code --toolchain=aarch64-linux-android-clang3.5}</li>
<li>{@code --toolchain=aarch64-linux-android-clang3.6}</li>
</td>
</tr>
<tr>
<td>x86_64</td>
<td>
<li>{@code --toolchain=x86_64-linux-android-4.9}</li>
<li>{@code --toolchain=x86_64-linux-android-clang3.5}</li>
<li>{@code --toolchain=x86_64-linux-android-clang3.6}</li>
</td>
</tr>
<tr>
<td>mips64</td>
<td>
<li>{@code --toolchain=mips64el-linux-android-4.9}</li>
<li>{@code --toolchain=mips64el-linux-android-clang3.5}</li>
<li>{@code --toolchain=mips64el-linux-android-clang3.6}</li>
</td>
</tr>
</table>
<p class="note"><strong>Note: </strong> Table 4 is not an exhaustive list. Other combinations may
also be valid, but are unverified.</p>
<p>You can also copy Clang/LLVM 3.6, using one of two methods: You can append {@code -clang3.6} to
the {@code --toolchain} option, so that the {@code --toolchain} option looks like the following
example:
<pre class="no-pretty-print">
--toolchain=arm-linux-androideabi-clang3.6
</pre>
<p>You can also add {@code -llvm-version=3.6} as a separate option on the command
line.</p>
<p class="note"><strong>Note: </strong>Instead of specifying a specific version, you can also
use {@code <version>}, which defaults
to the highest available version of Clang.</p>
<p>By default, the build system builds for a 32-bit host toolchain. You can specify a 64-bit
host toolchain instead. Table 5 shows the value to use with {@code -system} for different
platforms.</p>
<p class="table-caption" id="table5">
<strong>Table 5.</strong> Host toolchains and corresponding values, using {@code -system}.</p>
<table>
<tr>
<th scope="col">Host toolchain</th>
<th scope="col">Value</th>
</tr>
<tr>
<td>64-bit Linux</td>
<td>{@code -system=linux-x86_64}</td>
</tr>
<tr>
<td>64-bit MacOSX</td>
<td>{@code -system=darwin-x86_64}</td>
</tr>
<tr>
<td>64-bit Windows</td>
<td>{@code -system=windows-x86_64}</td>
</tr>
</table>
For more information on specifying a 64- or 32-bit instruction host toolchain, see
<a href="{@docRoot}ndk/guides/ndk-build.html#6432">64-Bit and 32-Bit Toolchains</a>.
<p>You may specify {@code --stl=stlport} to copy {@code libstlport} instead of the default
{@code libgnustl}. If you do so, and you wish to link against the shared library, you must
explicitly use {@code -lstlport_shared}. This requirement is similar to having to use
{@code -lgnustl_shared} for GNU {@code libstdc++}.</p>
<p>Similarly, you can specify {@code --stl=libc++} to copy the LLVM libc++ headers and libraries.
To link against the shared library, you must explicitly use -lc++_shared.</p>
<p>You can make these settings directly, as in the following example:</p>
<pre class="no-pretty-print">
export PATH=/tmp/my-android-toolchain/bin:$PATH
export CC=arm-linux-androideabi-gcc # or export CC=clang
export CXX=arm-linux-androideabi-g++ # or export CXX=clang++
</pre>
<p>Note that if you omit the {@code -install-dir} option, the {@code make-standalone-toolchain.sh}
shell script creates a tarball in {@code tmp/ndk/<toolchain-name>.tar.bz2}. This tarball makes
it easy to archive, as well as to redistribute the binaries.</p>
<p>This standalone toolchain provides an additional benefit, as well, in that it contains a working
copy of a C++ STL library, with working exceptions and RTTI support.</p>
<p>For more options and details, use {@code --help}.</p>
<h2 id="wwc">Working with Clang</h2>
<p>You can install Clang binaries in the standalone installation by using the
{@code --llvm-version=<version>} option. {@code <version>} is a LLVM/Clang version
number, such as {@code 3.5} or {@code 3.6}. For example:
<pre class="no-pretty-print">
build/tools/make-standalone-toolchain.sh \
--install-dir=/tmp/mydir \
--toolchain=arm-linux-androideabi-4.8 \
--llvm-version=3.6
</pre>
<p>Note that Clang binaries are copied along with the GCC ones, because they rely on the same
assembler, linker, headers, libraries, and C++ STL implementation.</p>
<p>This operation also installs two scripts, named {@code clang} and {@code clang++}, under
{@code <install-dir>/bin/@}. These scripts invoke the real {@code clang} binary with default
target architecture flags. In other words, they should work without any modification, and you should
be able to use them in your own builds by just setting the {@code CC} and {@code CXX} environment
variables to point to them.</p>
<h4>Invoking Clang</h4>
<p>In an ARM standalone installation built with {@code llvm-version=3.6}, invoking
<a href="http://clang.llvm.org/">Clang</a> on a Unix system takes the form of a single line. For
instance:</p>
<pre class="no-pretty-print">
`dirname $0`/clang36 -target armv5te-none-linux-androideabi "$@"
</pre>
<p><code>clang++</code> invokes <code>clang++31</code> in the same way.</p>
<h4>Clang targets with ARM</h4>
<p>When building for ARM, Clang changes the target based on the presence of the
{@code -march=armv7-a} and/or {@code -mthumb} options:</p>
<p class="table-caption" id="table5">
<strong>Table 5.</strong> Specifiable {@code -march} values and their resulting targets.</p>
<table>
<tr>
<th scope="col">{@code -march} value</th>
<th scope="col">Resulting target</th>
</tr>
<tr>
<td>{@code -march=armv7-a}</td>
<td>{@code armv7-none-linux-androideabi}</td>
</tr>
<tr>
<td>{@code -mthumb}</td>
<td>{@code thumb-none-linux-androideabi}</td>
</tr>
<tr>
<td>Both {@code -march=armv7-a} and {@code -mthumb}</td>
<td>{@code thumbv7-none-linux-androideabi}</td>
</tr>
</table>
<p>You may also override with your own {@code -target} if you wish.</p>
<p>The {@code -gcc-toolchain} option is unnecessary because, in a standalone package,
Clang locates {@code as} and {@code ld} in a predefined relative location. <p>
<p>{@code clang} and {@code clang++} should be easy drop-in replacements for {@code gcc} and
{@code g++} in a makefile. When in doubt, add the following options to verify that they are
working properly:</p>
<ul>
<li>{@code -v} to dump commands associated with compiler driver issues</li>
<li>{@code -###} to dump command line options, including implicitly predefined ones.</li>
<li>{@code -x c < /dev/null -dM -E} to dump predefined preprocessor definitions</li>
<li>{@code -save-temps} to compare {@code *.i} or {@code *.ii} preprocessed files.</li>
</ul>
<p>For more information about Clang, see
<a href="http://clang.llvm.org/">http://clang.llvm.org/</a>, especially the GCC compatibility
section.</p>
<h2 id="abi">ABI Compatibility</h2>
<p>The machine code that the ARM toolchain generates should be compatible with the official Android
{@code armeabi} <a href="{@docRoot}ndk/guides/abis.html">ABI</a> by default.</p>
<p>We recommend use of the {@code -mthumb} compiler flag to force the generation of 16-bit Thumb-1
instructions (the default being 32-bit ARM instructions).</p>
<p>If you want to target the armeabi-v7a ABI, you must set the following flags: </p>
<pre class="no-pretty-print">
CFLAGS= -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16
</pre>
<p>The first flag enables Thumb-2 instructions. The second flag enables hardware-FPU instructions
while ensuring that the system passes floating-point parameters in core registers, which is critical
for ABI compatibility.</p>
<p class="note"><strong>Note: </strong>In versions of the NDK prior to r9b, do not use these flags
separately. You must set all or none of them. Otherwise, unpredictable behavior and crashes may
result.</p>
<p>To use NEON instructions, you must change the {@code -mfpu} compiler flag:</p>
<pre class="no-pretty-print">
CFLAGS= -march=armv7-a -mfloat-abi=softfp -mfpu=neon
</pre>
<p>Note that this setting forces the use of {@code VFPv3-D32}, per the ARM specification.</p>
<p>Also, make sure to provide the following two flags to the linker:</p>
<pre class="no-pretty-print">
LDFLAGS= -march=armv7-a -Wl,--fix-cortex-a8
</pre>
<p>The first flag instructs the linker to pick {@code libgcc.a}, {@code libgcov.a}, and
{@code crt*.o}, which are tailored for armv7-a. The 2nd flag is required as a workaround for a CPU
bug in some Cortex-A8 implementations.</p>
<p>Since NDK version r9b, all Android native APIs taking or returning double or float values have
{@code attribute((pcs("aapcs")))} for ARM. This makes it possible to compile user code in
{@code -mhard-float} (which implies {@code -mfloat-abi=hard}), and still link with the Android
native APIs that comply with the softfp ABI. For more information on this, see the comments in
{@code $NDK/tests/device/hard-float/jni/Android.mk}.</p>
<p>If you want to use NEON intrinsics on x86, the build system can translate them to the native x86
SSE intrinsics using a special C/C++ language header with the same name, {@code arm_neon.h}, as the
standard ARM NEON intrinsics header.</p>
<p>By default, the x86 ABI supports SIMD up to SSSE3, and the header covers ~93% of (1869 of 2009)
NEON functions.</p>
<p>You don't have to use any specific compiler flag when targeting the MIPS ABI.</p>
<p>To learn more about ABI support, see <a href="{@docRoot}ndk/guides/x86.html">x86 Support</a>.</p>
<h2 id="war">Warnings and Limitations</h2>
<h3>Windows support</h3>
<p>The Windows binaries do not depend on Cygwin. This lack of dependency makes them faster. The
cost, however, is that they do not understand Cygwin path specifications like
{@code cygdrive/c/foo/bar}, as opposed to {@code C:/foo/bar}.</p>
<p>The NDK build system ensures that all paths passed to the compiler from Cygwin are automatically
translated, and manages other complexities, as well. If you have a custom build system,
you may need to resolve these complexities yourself.</p>
<p>For information on contributing to support for Cygwin/MSys, visit the android-ndk
<a href="https://groups.google.com/forum/#!forum/android-ndk">forum</a>.</p>
<h3>wchar_t support</h3>
<p>The Android platform did not really support {@code wchar_t} until Android 2.3 (API level 9). This
fact has several ramifications:</p>
<ul>
<li>If you target platform Android 2.3 or higher, the size of {@code wchar_t} is 4 bytes, and most
{@code wide-char} functions are available in the C library (with the exception of multi-byte
encoding/decoding functions and {@code wsprintf}/{@code wsscanf}).</li>
<li>If you target any lower API level, the size of {@code wchar_t} is 1 byte, and none of the
wide-char functions works.</li>
</ul>
<p>We recommend that you get rid of any dependencies on the {@code wchar_t} type, and switch to
better representations. The support provided in Android is only there to help you migrate existing
code.</p>
<h3>Exceptions, RTTI, and STL</h3>
<p>The toolchain binaries support C++ exceptions and RTTI by default. To disable C++ exceptions
and RTTI when building sources (to generate lighter-weight machine code, for example), use
{@code -fno-exceptions} and {@code -fno-rtti}.</p>
<p>To use these features in conjunction with GNU libstdc++, you must explicitly link with libsupc++.
To do so, use {@code -lsupc++} when linking binaries. For example:</p>
<pre class="no-pretty-print">
arm-linux-androideabi-g++ .... -lsupc++
</pre>
<p>You do not need to do this when using the STLport or libc++ library.</p>
<h3>C++ STL support</h3>
<p>The standalone toolchain includes a copy of a C++ Standard Template Library implementation. This
implementation is either for GNU libstdc++, STLport, or libc++, depending on what you specify for the
{@code --stl=<name>} option described previously. To use this implementation of STL, you need
to link your project with the proper library:</p>
<ul>
<li>
Use {@code -lstdc++} to link against the static library version of any implementation. Doing so
ensures that all required C++ STL code is included into your final binary. This method is ideal if
you are only generating a single shared library or executable.</p>
<p>This is the method that we recommend.</p>
</li>
<li>Alternatively, use {@code -lgnustl_shared} to link against the shared library version of GNU
{@code libstdc++}. If you use this option, you must also make sure to copy
{@code libgnustl_shared.so} to your device in order for your code to load properly. Table 6 shows
where this file is for each toolchain type.
</li>
<p class="note"><strong>Note: </strong>GNU libstdc++ is licensed under the GPLv3 license, with a
linking exception. If you cannot comply with its requirements, you cannot redistribute the
shared library in your project.</p>
<li>Use {@code -lstlport_shared} to link against the shared library version of STLport. When you do
so, you need to make sure that you also copy {@code libstlport_shared.so} to your device in order
for your code to load properly. Table 6 shows where this file is for each toolchain:</li>
<p class="table-caption" id="table6">
<strong>Table 6.</strong> Specifiable {@code -march} values and their resulting targets.</p>
<table>
<tr>
<th scope="col">Toolchain</th>
<th scope="col">Location</th>
</tr>
<tr>
<td>arm</td>
<td>{@code $TOOLCHAIN/arm-linux-androideabi/lib/}</td>
</tr>
<tr>
<td>arm64</td>
<td>{@code $TOOLCHAIN/aarch64-linux-android/lib/}</td>
</tr>
<tr>
<td>x86</td>
<td>{@code $TOOLCHAIN/i686-linux-android/lib/}</td>
</tr>
<tr>
<td>x86_64</td>
<td>{@code $TOOLCHAIN/x86_64-linux-android/lib/}</td>
</tr>
<tr>
<td>mips</td>
<td>{@code $TOOLCHAIN/mipsel-linux-android/lib/}</td>
</tr>
<tr>
<td>mips64</td>
<td>{@code $TOOLCHAIN/mips64el-linux-android/lib/}</td>
</tr>
</table>
<p class="note"><strong>Note: </strong>If your project contains multiple shared libraries or
executables, you must link against a shared-library STL implementation. Otherwise, the build
system does not define certain global uniquely, which can result in unpredictable runtime behavior.
This behavior may include crashes and failure to properly catch exceptions.</p>
<p>The reason the shared version of the libraries is not simply called {@code libstdc++.so} is that
this name would conflict at runtime with the system's own minimal C++ runtime. For this reason,
the build system enforces a new name for the GNU ELF library. The static library does not have
this problem.</p>

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@@ -1,52 +0,0 @@
page.title=Support for 64-bit x86
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#over">Overview</a></li>
<li><a href="#st">Standalone Toolchain</a></li>
<li><a href="#comp">Compatibilty</a></li>
</ol>
</li>
</ol>
</div>
</div>
<p>The Android NDK supports the {@code x86_64} ABI. This ABI allows native code to run on
Android-based devices using CPUs that support the 64-bit x86 instruction set.</p>
<h2 id="over">Overview</h2>
<p>To generate 64-bit machine code for x86, add {@code x86_64} to the {@code APP_ABI} definition in
your {@code Application.mk} file. For example:
<pre>
APP_ABI := x86_64
</pre>
For more information on how to specify values for {@code APP_ABI}, see
<a href="{@docRoot}ndk/guides/application_mk.html">Application.mk</a>.</p>
<p>The build system places libraries generated for the {@code x86_64} ABI into
{@code $PROJECT/libs/x86_64/} on your host machine, where {@code $PROJECT} is the root directory
of your project. It also embeds them in your APK, under {@code /lib/x86_64/}.</p>
<p>The Android package manager extracts these libraries when installing your APK on a compatible
64-bit, x86-powered device, placing them under your app's private data directory.</p>
<p>In the Google Play store, the server filters applications so that a consumer sees only the native
libraries that run on the CPU powering his or her device.</p>
<h2 id="st">Standalone Toolchain</h2>
<p>You can use the 64-bit x86 toolchain in standalone mode with the NDK. For more
information about doing so, see <a href="{@docRoot}ndk/guides/standalone_toolchain.html">
Standalone Toolchain</a>, under the "Advanced method" section.
<h2 id="comp">Compatibility</h2>
<p>The NDK provides native versions of Android APIs for 64-bit x86 machine code starting from
Android 5.0 (Android API level 21). If your project files target an older API level, but include
{@code x86_64} as a targeted platform, the NDK build script automatically selects the right set of
native platform headers and libraries for you.</p>

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@@ -1,215 +0,0 @@
page.title=x86 Support
@jd:body
<div id="qv-wrapper">
<div id="qv">
<h2>On this page</h2>
<ol>
<li><a href="#over">Overview</a></li>
<li><a href="#an">ARM NEON Intrinsics Support</a></li>
<li><a href="#st">Standalone Toolchain</a></li>
<li><a href="#comp">Compatibility</a></li>
</ol>
</li>
</ol>
</div>
</div>
<p>The NDK includes support for the {@code x86} ABI, which allows native code to run on
Android-based devices running on CPUs supporting the IA-32 instruction set.</p>
<h2 id="over">Overview</h2>
<p>To generate x86 machine code, add {@code x86} to the {@code APP_ABI} definition in your
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a> file. For example:</p>
<pre class="no-pretty-print">
APP_ABI := armeabi armeabi-v7a x86
</pre
<p>For more information about defining the {@code APP_ABI} variable, see
<a href="{@docRoot}ndk/guides/application_mk.html">{@code Application.mk}</a>.</p>
<p>The build system places generated libraries into {@code $PROJECT/libs/x86/}, where
{@code $PROJECT} represents your project's root directory, and embeds them in your APK under
{@code /lib/mips/}.</p>
<p>The Android package extracts these libraries when installing your APK on a compatible x86-based
device, placing them under your app's private data directory.</p>
<p>In the Google Play store, the server filters applications so that a consumer sees only the native
libraries that run on the CPU powering his or her device.</p>
<h2 id="an">x86 Support for ARM NEON Intrinsics</h2>
<p>Support for ARM NEON intrinsics is provided in the form of C/C++ language headers with the same
name as the standard ARM NEON intrinsics header, {@code arm_neon.h}. These headers are available for
all NDK x86 toolchains. They translate NEON intrinsics to native x86 SSE ones.</p>
<p>Characteristics of this solution include the following:</p>
<ul>
<li>Default use of SSE through SSSE3 for porting ARM NEON to Intel SSE, covering ~93%
(1869 of total 2009) of all NEON functions.</li>
<li>Redefinition of ARM NEON 128 bit vectors into the equivalent x86 SIMD data.</li>
<li>Redefinition of some functions from ARM NEON to Intel SSE if a 1:1 correspondence exists.</li>
<li>Implementation of some ARM NEON functions using Intel SIMD if it will yield a performant result.
</li>
<li>Implementation of some of the remaining NEON functions using the serial solution, and issuing
the corresponding "low performance" compiler warning.</li>
</ul>
<h3>Performance</h3>
<p>In most cases, you should be able to attain performance similar to what you would get from ARM
NEON code. Recommendations for best results include:</p>
<ul>
<li>Use 16-byte data alignment for faster load and store.</li>
<li>Avoid using constants with NEON functions. Using constants results in a performance penalty due
to having to load constants. If you must use constants, try to initialize them outside of hotspot
loops. If possible, replace them with logical and compare operations.</li>
<li>Try to avoid functions marked as "serially implemented" because they need to store data from
registers to memory. Instead, process them serially and reload them. You may be able to change the
data type or algorithm used to vectorize the whole port instead of leaving it as a serial one.</li>
</ul>
<p>For more information on this topic, see
<a href="http://software.intel.com/en-us/blogs/2012/12/12/from-arm-neon-to-intel-mmxsse-automatic-porting-solution-tips-and-tricks">
From ARM NEON to Intel SSE&ndash; the automatic porting solution, tips and tricks</a>.</p>
<h3>Known differences from ARM version</h3>
<p>In the great majority of cases, x86 implementations produce the same results as ARM
implementations for NEON. x86 implementations pass
<a href="https://gitorious.org/arm-neon-tests/arm-neon-tests">NEON tests</a> nearly 100% of the
time. Still, there are several corner cases in which an x86 implementation produces results
different from its ARM counterpart. Known incompatibilities are as follows:</p>
<ul>
<li>{@code VRECPS/VRECPSQ}<br/>
If one of the operands is +/- infinity and the second is +/- 0.0:
<ul>
<li>On ARM CPUs, these instructions
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0489h/CIHDIACI.html">
return a result element equal to 2.0</a>.</li>
<li>x86 CPUs return {@code QNaN Indefinite}. For more information about the QNaN floating-point
indefinite, see "4.2.2 Floating-Point Data Types" and "4.8.3.7 QNaN Floating-Point Indefinite,"
in the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s Manual</a>.
</li>
</ul>
</li>
<li>{@code VRSQRTS/VRSQRTSQ}<br/>
If one of the operands is +/- infinity and the second is +/- 0.0:
<ul>
<li>On ARM CPUs, these instructions
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0489h/CIHDIACI.html">
return a result element equal to 1.5</a>.</li>
<li>x86 CPUs return {@code QNaN Indefinite}. For more information about the QNaN floating-point
indefinite, see "4.2.2 Floating-Point Data Types" and "4.8.3.7 QNaN Floating-Point Indefinite,"
in the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s Manual</a>.
</li>
</ul>
</li>
<li>{@code VMAX/VMAXQ}<br/>
If one of the operands is NaN, or both operands are +/- 0.0:
<ul>
<li>On ARM CPUs, floating-point maximum works as follows:
<ul>
<li>max(+0.0, -0.0) = +0.0.</li>
<li>If any input is a NaN, the corresponding result element is the default NaN.</li>
</ul>
To learn more about this condition and result, see the
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0489h/CIHDEEBE.html">
ARM Compiler toolchain Assembler Reference</a>, ignoring the "Superseded" watermark.
</li>
<li>On x86 CPUs, floating-point maximum works as follows:
<ul>
<li>If one of the source operands is NaN, then return the second source operand.</li>
<li>If both source operands are equal to 0, then return the second source operand.</li>
</ul>
For more information about these conditions and results, see Volume 1 Appendix E chapter
E.4.2.3 and Volume 2, p 3-488, of the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s
Manual</a>.
</li>
</ul>
</li>
<li>{@code VMIN/VMINQ}<br/>
If one of the operands is NaN or both are +/- 0.0:
<ul>
<li>On ARM CPUs floating-point minimum works as follows:
<ul>
<li>min(+0.0, -0.0) = -0.0.</li>
<li>If any input is a NaN, the corresponding result element is the default NaN.</li>
</ul>
To learn more about this condition and result, see the
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0489h/CIHDEEBE.html">
ARM Compiler toolchain Assembler Reference</a>, ignoring the "Superseded" watermark.
</li>
<li>On x86 CPUs floating-point minimum works as follows:
<ul>
<li>If one of the source operands is NaN, than return the second source operand.</li>
<li>If both source operands are equal to 0, than return the second source operand.</li>
</ul>
For more information about these conditions and results, see Volume 1 Appendix E chapter
E.4.2.3 and Volume 2, p 3-497, of the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s
Manual</a>.
</li>
</ul>
</li>
<li>{@code VRECPE/VRECPEQ}<br/>
These instructions provide different levels of accuracy on ARM and x86 CPUs. For more information
about these differences, see
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.faqs/ka14282.html">
How do I use VRECPE/VRECPEQ for reciprocal estimate?</a> on the ARM website, and Volume 2, p.
4-281 of the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s Manual</a>.
</li>
<li>{@code VRSQRTE/VRSQRTEQ}<br/>
<ul>
<li>These instructions provide different levels of accuracy on ARM and x86 CPUs. For more
information about these differences, see the
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0204h/CIHCHECJ.html">
RealView Compilation Tools Assembler Guide</a>, and Volume 2, p. 4-325 of the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s Manual</a>.
</li>
<li>If one of the operands is negative or -infinity then
<ul>
<li>On ARM CPUs, these instructions by default return a (positive) NaN. For more information
about this result, see the
<a href="http://infocenter.arm.com/help/index.jsp?topic=/com.arm.doc.dui0489i/CIHIICBB.html">
ARM Compiler toolchain Assembler Reference</a>.</li>
<li>On x86 CPUs, these instructions return a (negative) QNaN floating-point Indefinite. For
more information about this result, see Volume 1, Appendix E, E.4.2.3, of the
<a href="http://www.intel.com/content/dam/www/public/us/en/documents/manuals/64-ia-32-architectures-software-developer-manual-325462.pdf">Intel® 64 and IA-32 Architectures Software Developer’s
Manual</a>.</li>
</ul>
</li>
</ul>
</li>
</ul>
<h3>Sample code</h3>
<p>In your project make sure to include the {@code arm_neon.h} header, and define include
{@code x86} in your definition of {@code APP_ABI}. The build system then ports your code to x86.</p>
<p>For an example of how porting ARM NEON to x86 SSE works, see the hello-neon sample.</p>
<h2 id="st">Standalone Toolchain</h2>
<p>You can incorporate the {@code x86} ABI into your own toolchain. For more information, see
<a href="{@docRoot}ndk/guides/standalone_toolchain.html">Standalone Toolchain</a>.</p>
<h2 id="comp">Compatibility</h2>
<p>x86 support requires, at minimum, Android 2.3 (Android API level 9). If your project files
target an older API level, but include x86 as a targeted platform, the NDK build script
automatically selects the right set of native platform headers/libraries for you.</p>

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@@ -1,51 +0,0 @@
page.title=Android NDK
page.tags="ndk, native, c, c++",
meta.tags="ndk, native, c++"
fullpage=true
section.landing=true
header.hide=1
footer.hide=1
@jd:body
<section class="dac-expand dac-hero dac-dark dac-invert" style="background-repeat:no-repeat;">
<div class="wrap">
<div class="cols dac-hero-content" style="margin-top:32px">
<div class="col-7of16 cdol-push-1of16">
<h1 class="dac-hero-title">Android NDK</h1>
<p class="dac-hero-description">
The Android NDK is a toolset that lets you implement parts of your app using native-code languages such as C and C++. For certain types of apps, this can help you reuse existing code libraries written in those languages.
</p>
<a class="dac-hero-cta" href="/ndk/guides/index.html">
<span class="dac-sprite dac-auto-chevron"></span>
Get Started
</a><br>
</div>
<div class="col-8of16 col-push-1of16" style="margin-top:48px">
<span style="color:#00e5ff;font-family:'Roboto Mono', monospace;font-weight:400">public class <span
style="color:#eee">MyActivity</span> extends Activity {<br>
<span style="color:#ccc">&nbsp;&nbsp;/**<br>
&nbsp;&nbsp;* Native method implemented in C/C++<br>
&nbsp;&nbsp;*/</span><br>
&nbsp;&nbsp;public <span style="color:#1DE9B6;font-weight:700">native</span> void <span style="color:#eee">computeFoo()</span>;<br>
}</span>
</div>
</div>
</div>
</section>
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toc:
- title: Asset Manager
path: /ndk/reference/group___asset.html
section:
- title: asset_manager.h
path: /ndk/reference/asset__manager_8h.html
- title: asset_manager_jni.h
path: /ndk/reference/asset__manager__jni_8h.html
- title: Bitmap
path: /ndk/reference/group___bitmap.html
section:
- title: bitmap.h
path: /ndk/reference/bitmap_8h.html
- title: Configuration
path: /ndk/reference/group___configuration.html
section:
- title: configuration.h
path: /ndk/reference/configuration_8h.html
- title: Input
path: /ndk/reference/group___input.html
section:
- title: input.h
path: /ndk/reference/input_8h.html
- title: keycodes.h
path: /ndk/reference/keycodes_8h.html
- title: Looper
path: /ndk/reference/group___looper.html
section:
- title: looper.h
path: /ndk/reference/looper_8h.html
- title: Native Activity and Window
path: /ndk/reference/group___native_activity.html
section:
- title: native_activity.h
path: /ndk/reference/native__activity_8h.html
- title: native_window.h
path: /ndk/reference/native__window_8h.html
- title: native_window.h
path: /ndk/reference/native__window__jni_8h.html
- title: rect.h
path: /ndk/reference/rect_8h.html
- title: Sensor
path: /ndk/reference/group___sensor.html
section:
- title: sensor.h
path: /ndk/reference/sensor_8h.html
- title: Storage Manager
path: /ndk/reference/group___storage.html
section:
- title: storage_manager.h
path: /ndk/reference/storage__manager_8h.html
- title: obb.h
path: /ndk/reference/obb_8h.html

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@@ -1,25 +0,0 @@
page.title=Data Structures
page.customHeadTag=<link rel="stylesheet" type="text/css" href="doxygen-dac.css">
@jd:body
<!-- Generated by Doxygen 1.8.6 -->
</div><!-- top -->
<div class="header">
<div class="headertitle">
<div class="title">Data Structures</div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock">Here are the data structures with brief descriptions:</div><div class="directory">
<table class="directory">
<tr id="row_0_" class="even"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_heart_rate_event.html" target="_self">AHeartRateEvent</a></td><td class="desc"></td></tr>
<tr id="row_1_"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_meta_data_event.html" target="_self">AMetaDataEvent</a></td><td class="desc"></td></tr>
<tr id="row_2_" class="even"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_native_activity.html" target="_self">ANativeActivity</a></td><td class="desc"></td></tr>
<tr id="row_3_"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_native_activity_callbacks.html" target="_self">ANativeActivityCallbacks</a></td><td class="desc"></td></tr>
<tr id="row_4_" class="even"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_native_window___buffer.html" target="_self">ANativeWindow_Buffer</a></td><td class="desc"></td></tr>
<tr id="row_5_"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_android_bitmap_info.html" target="_self">AndroidBitmapInfo</a></td><td class="desc"></td></tr>
<tr id="row_6_" class="even"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_rect.html" target="_self">ARect</a></td><td class="desc"></td></tr>
<tr id="row_7_"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_sensor_event.html" target="_self">ASensorEvent</a></td><td class="desc"></td></tr>
<tr id="row_8_" class="even"><td class="entry"><img src="ftv2node.png" alt="o" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_sensor_vector.html" target="_self">ASensorVector</a></td><td class="desc"></td></tr>
<tr id="row_9_"><td class="entry"><img src="ftv2lastnode.png" alt="\" width="16" height="22" /><img src="ftv2cl.png" alt="C" width="24" height="22" /><a class="el" href="struct_a_uncalibrated_event.html" target="_self">AUncalibratedEvent</a></td><td class="desc"></td></tr>
</table>
</div><!-- directory -->
</div><!-- contents -->

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page.title=asset_manager.h File Reference
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<a href="#typedef-members">Typedefs</a> &#124;
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<div class="title">asset_manager.h File Reference<div class="ingroups"><a class="el" href="group___asset.html">Asset</a></div></div> </div>
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Typedefs</h2></td></tr>
<tr class="memitem:ga90c459935e76acf809b9ec90d1872771"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a></td></tr>
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<tr class="memitem:ga001a6b9c36a06ee977b9f51ed7103cdb"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:ga06fc87d81c62e9abb8790b6e5713c55b"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group___asset.html#gga06fc87d81c62e9abb8790b6e5713c55ba5bf76576f07042f965f230086f7c09f4">AASSET_MODE_UNKNOWN</a> = 0,
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Functions</h2></td></tr>
<tr class="memitem:gab5b57ff012d6d1024d8bf5d30aedced4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#gab5b57ff012d6d1024d8bf5d30aedced4">AAssetManager_openDir</a> (<a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *mgr, const char *dirName)</td></tr>
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<tr class="memitem:ga4703b9f7baa3daeba248b6547de6b9b0"><td class="memItemLeft" align="right" valign="top">const char *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga4703b9f7baa3daeba248b6547de6b9b0">AAssetDir_getNextFileName</a> (<a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *assetDir)</td></tr>
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<tr class="memitem:ga45db6d19ad5e1c0f9b2e6b4059da14b3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga45db6d19ad5e1c0f9b2e6b4059da14b3">AAssetDir_rewind</a> (<a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *assetDir)</td></tr>
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<tr class="memitem:ga553a14512a98542306238c3ce70d344f"><td class="memItemLeft" align="right" valign="top">const void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga553a14512a98542306238c3ce70d344f">AAsset_getBuffer</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset)</td></tr>
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<tr class="memitem:ga1af4ffd050016e99961e24f550981677"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga1af4ffd050016e99961e24f550981677">AAsset_openFileDescriptor</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset, off_t *outStart, off_t *outLength)</td></tr>
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<tr class="memitem:ga123a44a575f85d91a00a8456dab7bd0a"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga123a44a575f85d91a00a8456dab7bd0a">AAsset_openFileDescriptor64</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset, off64_t *outStart, off64_t *outLength)</td></tr>
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page.title=asset_manager_jni.h File Reference
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<div class="textblock"><code>#include &lt;<a class="el" href="asset__manager_8h.html">android/asset_manager.h</a>&gt;</code><br/>
<code>#include &lt;jni.h&gt;</code><br/>
</div><table class="memberdecls">
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Functions</h2></td></tr>
<tr class="memitem:gadfd6537af41577735bcaee52120127f4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#gadfd6537af41577735bcaee52120127f4">AAssetManager_fromJava</a> (JNIEnv *env, jobject assetManager)</td></tr>
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<!-- Generated by Doxygen 1.8.6 -->
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<li class="navelem"><a class="el" href="dir_d44c64559bbebec7f509842c48db8b23.html">include</a></li><li class="navelem"><a class="el" href="dir_035c76f7235f5f563d38e3ab90cb9716.html">android</a></li> </ul>
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<a href="#nested-classes">Data Structures</a> &#124;
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<div class="textblock"><code>#include &lt;stdint.h&gt;</code><br/>
<code>#include &lt;jni.h&gt;</code><br/>
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<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_android_bitmap_info.html">AndroidBitmapInfo</a></td></tr>
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<tr class="memitem:gadf764cbdea00d65edcd07bb9953ad2b7"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7a07f71cf5c5d4950ac9813ae4bbf6d076">ANDROID_BITMAP_RESULT_SUCCESS</a> = 0,
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<br/>
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Functions</h2></td></tr>
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<tr class="memitem:ga4aca91f37baddd42d0051dca8179d4ed"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___bitmap.html#ga4aca91f37baddd42d0051dca8179d4ed">AndroidBitmap_unlockPixels</a> (JNIEnv *env, jobject jbitmap)</td></tr>
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<li class="navelem"><a class="el" href="dir_d44c64559bbebec7f509842c48db8b23.html">include</a></li><li class="navelem"><a class="el" href="dir_035c76f7235f5f563d38e3ab90cb9716.html">android</a></li> </ul>
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<div class="textblock"><code>#include &lt;<a class="el" href="asset__manager_8h.html">android/asset_manager.h</a>&gt;</code><br/>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="typedef-members"></a>
Typedefs</h2></td></tr>
<tr class="memitem:ga6709434d0f99b8367d0df2dfdfbef45a"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:ga99fb83031ce9923c84392b4e92f956b5"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5af44cee3290a23999b0358c5638747a5f">ACONFIGURATION_ORIENTATION_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ad9bf5c1fb90f9fdb20f984d0574592fe">ACONFIGURATION_ORIENTATION_PORT</a> = 0x0001,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ad5746872ff6871379fca93c60bfac8a3">ACONFIGURATION_ORIENTATION_LAND</a> = 0x0002,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ab0ca4fce673baf58447bfeb154d9a03f">ACONFIGURATION_ORIENTATION_SQUARE</a> = 0x0003,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5aa73bcf45261366840fea743372682fa6">ACONFIGURATION_TOUCHSCREEN_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5adfbeb370edd3b4372c9b0f86f152dde0">ACONFIGURATION_TOUCHSCREEN_NOTOUCH</a> = 0x0001,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a8316a15b06353f883f2aef8bd194f79f">ACONFIGURATION_TOUCHSCREEN_STYLUS</a> = 0x0002,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a4bf2a8323ec6d072aa48d5fc2cff645e">ACONFIGURATION_TOUCHSCREEN_FINGER</a> = 0x0003,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ae628b2bf594733b7c19ae394616cec6c">ACONFIGURATION_DENSITY_DEFAULT</a> = 0,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a01ddb34b2376422d2323720049eb57f3">ACONFIGURATION_DENSITY_LOW</a> = 120,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a2511479d7cd574c4b293d535e4dc337e">ACONFIGURATION_DENSITY_MEDIUM</a> = 160,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a10e6c3d636f3f6de75de9208913b0d8f">ACONFIGURATION_DENSITY_TV</a> = 213,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a5ef4a97dc058235cdfa9fcfe3300c7eb">ACONFIGURATION_DENSITY_HIGH</a> = 240,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a38a03b3b1c64725679605d8d479c85a0">ACONFIGURATION_DENSITY_XHIGH</a> = 320,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ad6353daf63778a6ec6f2bd3815d7e6e4">ACONFIGURATION_DENSITY_XXHIGH</a> = 480,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a2bd04af33e868a77bd4d83e7d70368ec">ACONFIGURATION_DENSITY_XXXHIGH</a> = 640,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a966a3855351a97ae865264afd74c1534">ACONFIGURATION_DENSITY_ANY</a> = 0xfffe,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a7c1af92914155c418b99844c6aab33d7">ACONFIGURATION_DENSITY_NONE</a> = 0xffff,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a593f722738682ae4500dab6427670f4a">ACONFIGURATION_KEYBOARD_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a40195a1a2d8e21c74d99606d8a1a9918">ACONFIGURATION_KEYBOARD_NOKEYS</a> = 0x0001,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a263ff8efb4d2c757e557adc0d0cdeedf">ACONFIGURATION_KEYBOARD_QWERTY</a> = 0x0002,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a1aaf1a887f146737030cce95c53066ea">ACONFIGURATION_KEYBOARD_12KEY</a> = 0x0003,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a90e914b60d28c081b313f4b7b6600f47">ACONFIGURATION_NAVIGATION_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a3d95e899305aeae366fb7f8d8b6c290a">ACONFIGURATION_NAVIGATION_NONAV</a> = 0x0001,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ace2e3ed21322100712992ca09f4b75b5">ACONFIGURATION_NAVIGATION_DPAD</a> = 0x0002,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ad2807d00cb2f5dcb9f456045dd8443a4">ACONFIGURATION_NAVIGATION_TRACKBALL</a> = 0x0003,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a80b53370f65ad283a4fd025f36422bea">ACONFIGURATION_NAVIGATION_WHEEL</a> = 0x0004,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a34d3a830bc2964000052f8486fd76b0c">ACONFIGURATION_KEYSHIDDEN_ANY</a> = 0x0000,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5abfbfc3a10affed059263555b00429ab2">ACONFIGURATION_KEYSHIDDEN_NO</a> = 0x0001,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a5e6a5a3f4175644886bde7d0ed4b1ebf">ACONFIGURATION_KEYSHIDDEN_YES</a> = 0x0002,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a1a56b72c730e40f22f3b8727e54c376c">ACONFIGURATION_KEYSHIDDEN_SOFT</a> = 0x0003,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a6db7dd6a67196df88117dcdc904e0cb3">ACONFIGURATION_NAVHIDDEN_ANY</a> = 0x0000,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ae6ff9883e3e89f8d9ea5c0ebe077c9c5">ACONFIGURATION_NAVHIDDEN_NO</a> = 0x0001,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a79b3a5fe10e948bb79db47b516d46cf5">ACONFIGURATION_NAVHIDDEN_YES</a> = 0x0002,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a9abcd34a6c549e048fc75a545081584e">ACONFIGURATION_SCREENSIZE_ANY</a> = 0x00,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a1163af972206a65a5d18bda12fdc511c">ACONFIGURATION_SCREENSIZE_SMALL</a> = 0x01,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a019727e684f25ba921f3479abd62b9f2">ACONFIGURATION_SCREENSIZE_NORMAL</a> = 0x02,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5af871d177fdceedb75612cfc1281d2c12">ACONFIGURATION_SCREENSIZE_LARGE</a> = 0x03,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a0ca385ed504fc92f6ff3f0857e916c9c">ACONFIGURATION_SCREENSIZE_XLARGE</a> = 0x04,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a41e55e57da42fd09c378f59c1a63710f">ACONFIGURATION_SCREENLONG_ANY</a> = 0x00,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a428bb8fcd8bc731b67b0773dc62781c5">ACONFIGURATION_SCREENLONG_NO</a> = 0x1,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a91fc014d328507568d225d691b3babfd">ACONFIGURATION_SCREENLONG_YES</a> = 0x2,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a10d0916da7fa88c945a9cda259407d4c">ACONFIGURATION_UI_MODE_TYPE_ANY</a> = 0x00,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ae7efe2713b6718311da76c828b5b444e">ACONFIGURATION_UI_MODE_TYPE_NORMAL</a> = 0x01,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ae10bb854f461f60cf399852f8f327077">ACONFIGURATION_UI_MODE_TYPE_DESK</a> = 0x02,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a5d6575185e41d909469a1dcf5f81bf4f">ACONFIGURATION_UI_MODE_TYPE_CAR</a> = 0x03,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a4738dded616f028fbbedcbad764e7969">ACONFIGURATION_UI_MODE_TYPE_TELEVISION</a> = 0x04,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ad99004a7a1b2a97d29b639664947f8e3">ACONFIGURATION_UI_MODE_TYPE_APPLIANCE</a> = 0x05,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ac8c3e2207f2356bc6a1dffc6a615d131">ACONFIGURATION_UI_MODE_TYPE_WATCH</a> = 0x06,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a975087bbd4087b57a68ef3cdbfeb77a1">ACONFIGURATION_UI_MODE_NIGHT_ANY</a> = 0x00,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a90ebe564e3a3e384d5b013100f81e4b7">ACONFIGURATION_UI_MODE_NIGHT_NO</a> = 0x1,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a437af4527fac5407de256ec1ef055046">ACONFIGURATION_UI_MODE_NIGHT_YES</a> = 0x2,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5aad653f0c960112177fdc387a4a0577fa">ACONFIGURATION_SCREEN_WIDTH_DP_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ab66ad42d0cf72fd7e8cd99b92b625432">ACONFIGURATION_SCREEN_HEIGHT_DP_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a227120217d8b6a9d5add3ccc4b283702">ACONFIGURATION_SMALLEST_SCREEN_WIDTH_DP_ANY</a> = 0x0000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a4687ede31c438dd9f2701cab88de1dbe">ACONFIGURATION_LAYOUTDIR_ANY</a> = 0x00,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a05242d8f2d254b43ff9414ff1aa38a83">ACONFIGURATION_LAYOUTDIR_LTR</a> = 0x01,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5af98332983b787ab9355b527079636870">ACONFIGURATION_LAYOUTDIR_RTL</a> = 0x02,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a4d40f2aef365c78a52f699b89439db28">ACONFIGURATION_MCC</a> = 0x0001,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ade91a319638eede201579d15f86578a5">ACONFIGURATION_MNC</a> = 0x0002,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a01ecff796bd0690a9a8498c7de03e9b4">ACONFIGURATION_LOCALE</a> = 0x0004,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a255cfb57ac18d460c5614565a84f5561">ACONFIGURATION_TOUCHSCREEN</a> = 0x0008,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a0195de2a57f028a8171c42beff0b0e88">ACONFIGURATION_KEYBOARD</a> = 0x0010,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a54e71234e32ed037e2d47472f80eb416">ACONFIGURATION_KEYBOARD_HIDDEN</a> = 0x0020,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a65e9d31615d2b4adf3738d9a12a1556b">ACONFIGURATION_NAVIGATION</a> = 0x0040,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a591461d864136d482fe06e01fd945786">ACONFIGURATION_ORIENTATION</a> = 0x0080,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5ace87b4f25e5fd6fe0f3316d21ecc66a1">ACONFIGURATION_DENSITY</a> = 0x0100,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a76ca1eb0e9346d93da592afbbf9a3b72">ACONFIGURATION_SCREEN_SIZE</a> = 0x0200,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a1be62e4fc31cf3d3102c99f7c6b4c71b">ACONFIGURATION_VERSION</a> = 0x0400,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a12d69ffef9135c1c55e1b8b5c2589e7c">ACONFIGURATION_SCREEN_LAYOUT</a> = 0x0800,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a43a324af59372efd08b34431825cf67e">ACONFIGURATION_UI_MODE</a> = 0x1000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5acce415252e0ad95117a05bbe910f06de">ACONFIGURATION_SMALLEST_SCREEN_SIZE</a> = 0x2000,
<br/>
&#160;&#160;<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5a65834be1230d1694e5ce8a6f407acab2">ACONFIGURATION_LAYOUTDIR</a> = 0x4000,
<a class="el" href="group___configuration.html#gga99fb83031ce9923c84392b4e92f956b5aa6cda2f222580dbef27f1277d967d58c">ACONFIGURATION_MNC_ZERO</a> = 0xffff
<br/>
}</td></tr>
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Functions</h2></td></tr>
<tr class="memitem:ga9543655922980466eb05c7be94a0a567"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga9543655922980466eb05c7be94a0a567">AConfiguration_new</a> ()</td></tr>
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<tr class="memitem:ga60fe264b97da84d3370eb9e220159e6d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga60fe264b97da84d3370eb9e220159e6d">AConfiguration_delete</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga60fe264b97da84d3370eb9e220159e6d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga75e061fd0b4f761e08e43af36508c4f3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga75e061fd0b4f761e08e43af36508c4f3">AConfiguration_fromAssetManager</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *out, <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *am)</td></tr>
<tr class="separator:ga75e061fd0b4f761e08e43af36508c4f3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaabff04218a0a76afb8d3ea551b001565"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gaabff04218a0a76afb8d3ea551b001565">AConfiguration_copy</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *dest, <a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *src)</td></tr>
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<tr class="memitem:ga1e78004237a931086d2ae4bd8324bd30"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga1e78004237a931086d2ae4bd8324bd30">AConfiguration_getMcc</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
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<tr class="memitem:gae6198b4eaf3e34168f4b13b8b5975d93"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gae6198b4eaf3e34168f4b13b8b5975d93">AConfiguration_setMcc</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t mcc)</td></tr>
<tr class="separator:gae6198b4eaf3e34168f4b13b8b5975d93"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4783776a4fad4501898472375d781fb9"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga4783776a4fad4501898472375d781fb9">AConfiguration_getMnc</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga4783776a4fad4501898472375d781fb9"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaaf060ef69c3636f62e90ae0b520eecb8"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gaaf060ef69c3636f62e90ae0b520eecb8">AConfiguration_setMnc</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t mnc)</td></tr>
<tr class="separator:gaaf060ef69c3636f62e90ae0b520eecb8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7b004c13448704afb0ea2040d69468c1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga7b004c13448704afb0ea2040d69468c1">AConfiguration_getLanguage</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, char *outLanguage)</td></tr>
<tr class="separator:ga7b004c13448704afb0ea2040d69468c1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga1f3c6cf6667655f83777acda7387ddff"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga1f3c6cf6667655f83777acda7387ddff">AConfiguration_setLanguage</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, const char *language)</td></tr>
<tr class="separator:ga1f3c6cf6667655f83777acda7387ddff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gad2b47f787012a82a67a20e5de5211d46"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gad2b47f787012a82a67a20e5de5211d46">AConfiguration_getCountry</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, char *outCountry)</td></tr>
<tr class="separator:gad2b47f787012a82a67a20e5de5211d46"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gac2f5d414a6466634b1639b5c6f8879ac"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gac2f5d414a6466634b1639b5c6f8879ac">AConfiguration_setCountry</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, const char *country)</td></tr>
<tr class="separator:gac2f5d414a6466634b1639b5c6f8879ac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaa7d8e3e9871dc925fef3e342a92e4e22"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gaa7d8e3e9871dc925fef3e342a92e4e22">AConfiguration_getOrientation</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:gaa7d8e3e9871dc925fef3e342a92e4e22"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gadcaa8540bad4172a74032143bcaade04"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gadcaa8540bad4172a74032143bcaade04">AConfiguration_setOrientation</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t orientation)</td></tr>
<tr class="separator:gadcaa8540bad4172a74032143bcaade04"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gad305e6cf86fa915c24212e71bb2bf027"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gad305e6cf86fa915c24212e71bb2bf027">AConfiguration_getTouchscreen</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:gad305e6cf86fa915c24212e71bb2bf027"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga0d51dbe710c1afe31ece4dd6a8c188ff"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga0d51dbe710c1afe31ece4dd6a8c188ff">AConfiguration_setTouchscreen</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t touchscreen)</td></tr>
<tr class="separator:ga0d51dbe710c1afe31ece4dd6a8c188ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4c994e0555947340582094c3da32a663"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga4c994e0555947340582094c3da32a663">AConfiguration_getDensity</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga4c994e0555947340582094c3da32a663"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga9217af9858a7166dcb9a877192779eac"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga9217af9858a7166dcb9a877192779eac">AConfiguration_setDensity</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t density)</td></tr>
<tr class="separator:ga9217af9858a7166dcb9a877192779eac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gafd0f76ccd4fe4bda5172b8e0bc6675e4"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gafd0f76ccd4fe4bda5172b8e0bc6675e4">AConfiguration_getKeyboard</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
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<tr class="memitem:ga4ab3429c5505c108c09349f1ddef572f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga4ab3429c5505c108c09349f1ddef572f">AConfiguration_setKeyboard</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t keyboard)</td></tr>
<tr class="separator:ga4ab3429c5505c108c09349f1ddef572f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gae3ff1541b63f5b9256f7c0ebae372977"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gae3ff1541b63f5b9256f7c0ebae372977">AConfiguration_getNavigation</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:gae3ff1541b63f5b9256f7c0ebae372977"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gad21dd14fb823a6a80b66132a05ce8913"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gad21dd14fb823a6a80b66132a05ce8913">AConfiguration_setNavigation</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t navigation)</td></tr>
<tr class="separator:gad21dd14fb823a6a80b66132a05ce8913"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7a8317ab975f621f3fe62ed1b44f2605"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga7a8317ab975f621f3fe62ed1b44f2605">AConfiguration_getKeysHidden</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga7a8317ab975f621f3fe62ed1b44f2605"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga5a80a02aa10cfa17de0795054e927183"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga5a80a02aa10cfa17de0795054e927183">AConfiguration_setKeysHidden</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t keysHidden)</td></tr>
<tr class="separator:ga5a80a02aa10cfa17de0795054e927183"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gafe8d3a9c2f715ea76c8e4a99c2db9eaa"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gafe8d3a9c2f715ea76c8e4a99c2db9eaa">AConfiguration_getNavHidden</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:gafe8d3a9c2f715ea76c8e4a99c2db9eaa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga67e86e0347596421771af841710308d5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga67e86e0347596421771af841710308d5">AConfiguration_setNavHidden</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t navHidden)</td></tr>
<tr class="separator:ga67e86e0347596421771af841710308d5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4aa7062198e5aacd9fabb04d0453dd91"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga4aa7062198e5aacd9fabb04d0453dd91">AConfiguration_getSdkVersion</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga4aa7062198e5aacd9fabb04d0453dd91"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga06c66072902ee455011120188ca4810b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga06c66072902ee455011120188ca4810b">AConfiguration_setSdkVersion</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t sdkVersion)</td></tr>
<tr class="separator:ga06c66072902ee455011120188ca4810b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga9d2c1b8731795d8e74be7e23cbc77552"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga9d2c1b8731795d8e74be7e23cbc77552">AConfiguration_getScreenSize</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga9d2c1b8731795d8e74be7e23cbc77552"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga7bcf05150933ead34a01061d05ad3245"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga7bcf05150933ead34a01061d05ad3245">AConfiguration_setScreenSize</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t screenSize)</td></tr>
<tr class="separator:ga7bcf05150933ead34a01061d05ad3245"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab7d1f5aa59e8fa4db0a1b91bb322034c"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gab7d1f5aa59e8fa4db0a1b91bb322034c">AConfiguration_getScreenLong</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:gab7d1f5aa59e8fa4db0a1b91bb322034c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaed853ab7e2bc915591d05997130bc448"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gaed853ab7e2bc915591d05997130bc448">AConfiguration_setScreenLong</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t screenLong)</td></tr>
<tr class="separator:gaed853ab7e2bc915591d05997130bc448"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga1d75777892f38208feb3d2a94a977fcf"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga1d75777892f38208feb3d2a94a977fcf">AConfiguration_getUiModeType</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga1d75777892f38208feb3d2a94a977fcf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaec61e3cf91cd79e8b76a35bbcb15789d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gaec61e3cf91cd79e8b76a35bbcb15789d">AConfiguration_setUiModeType</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t uiModeType)</td></tr>
<tr class="separator:gaec61e3cf91cd79e8b76a35bbcb15789d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga447f16a9e4f8400e5e0328900749ff16"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga447f16a9e4f8400e5e0328900749ff16">AConfiguration_getUiModeNight</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga447f16a9e4f8400e5e0328900749ff16"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga08df1e801afbe4a12411e393b8141e42"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga08df1e801afbe4a12411e393b8141e42">AConfiguration_setUiModeNight</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t uiModeNight)</td></tr>
<tr class="separator:ga08df1e801afbe4a12411e393b8141e42"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga61e5fe9612c170c33e1c7e9fb92f2219"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga61e5fe9612c170c33e1c7e9fb92f2219">AConfiguration_getScreenWidthDp</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga61e5fe9612c170c33e1c7e9fb92f2219"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gafc51d45679095965fe3ba1abd402f120"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#gafc51d45679095965fe3ba1abd402f120">AConfiguration_setScreenWidthDp</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config, int32_t value)</td></tr>
<tr class="separator:gafc51d45679095965fe3ba1abd402f120"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga9905a4765f8d0d921c476ebce01c7648"><td class="memItemLeft" align="right" valign="top">int32_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___configuration.html#ga9905a4765f8d0d921c476ebce01c7648">AConfiguration_getScreenHeightDp</a> (<a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">AConfiguration</a> *config)</td></tr>
<tr class="separator:ga9905a4765f8d0d921c476ebce01c7648"><td class="memSeparator" colspan="2">&#160;</td></tr>
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page.title=Data Fields
page.customHeadTag=<link rel="stylesheet" type="text/css" href="doxygen-dac.css">
@jd:body
<!-- Generated by Doxygen 1.8.6 -->
</div><!-- top -->
<div class="contents">
<div class="textblock">Here is a list of all struct and union fields with links to the structures/unions they belong to:</div>
<h3><a class="anchor" id="index_a"></a>- a -</h3><ul>
<li>acceleration
: <a class="el" href="struct_a_sensor_event.html#aab1f50881089166ff5f3d46f7bfcf09c">ASensorEvent</a>
</li>
<li>assetManager
: <a class="el" href="struct_a_native_activity.html#a0f76f065768b8f896ce47a3089fb438d">ANativeActivity</a>
</li>
<li>azimuth
: <a class="el" href="struct_a_sensor_vector.html#a01b03ebfa7d0a95760e743f611fecbc5">ASensorVector</a>
</li>
</ul>
<h3><a class="anchor" id="index_b"></a>- b -</h3><ul>
<li>bias
: <a class="el" href="struct_a_uncalibrated_event.html#a52bd7f09c4decadcfbc0347fda4163d6">AUncalibratedEvent</a>
</li>
<li>bits
: <a class="el" href="struct_a_native_window___buffer.html#a089d8e968fac54a9e45f059b8b78cf9b">ANativeWindow_Buffer</a>
</li>
<li>bottom
: <a class="el" href="struct_a_rect.html#a4479860c72ca8e96ac4fb1cc149dd71b">ARect</a>
</li>
<li>bpm
: <a class="el" href="struct_a_heart_rate_event.html#ab0560092cbaa233e74bb0d543a85965d">AHeartRateEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_c"></a>- c -</h3><ul>
<li>callbacks
: <a class="el" href="struct_a_native_activity.html#af96995a13e77baf0d71c37d20c79ad51">ANativeActivity</a>
</li>
<li>clazz
: <a class="el" href="struct_a_native_activity.html#ab10b01c3c23c4ddb9d2ddadd71b03c94">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_d"></a>- d -</h3><ul>
<li>data
: <a class="el" href="struct_a_sensor_event.html#a31244897a6c7f657a9aec807dd1e09ae">ASensorEvent</a>
</li>
<li>distance
: <a class="el" href="struct_a_sensor_event.html#a06f14a9abd47b91465f895d5259cdc1b">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_e"></a>- e -</h3><ul>
<li>env
: <a class="el" href="struct_a_native_activity.html#ae6f0d0cd46e56b7e299b489cb60dd27e">ANativeActivity</a>
</li>
<li>externalDataPath
: <a class="el" href="struct_a_native_activity.html#a2a61553b2f660ea8b57fcc2b495e109f">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_f"></a>- f -</h3><ul>
<li>flags
: <a class="el" href="struct_android_bitmap_info.html#a773b39d480759f67926cb18ae2219281">AndroidBitmapInfo</a>
, <a class="el" href="struct_a_sensor_event.html#a773b39d480759f67926cb18ae2219281">ASensorEvent</a>
</li>
<li>format
: <a class="el" href="struct_a_native_window___buffer.html#a49d503b84d084937e3ceeda9f0b4659e">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a49d503b84d084937e3ceeda9f0b4659e">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_h"></a>- h -</h3><ul>
<li>heart_rate
: <a class="el" href="struct_a_sensor_event.html#a2325abb12f65d7cbceec766e6db506d8">ASensorEvent</a>
</li>
<li>height
: <a class="el" href="struct_a_native_window___buffer.html#a5d8006e753a3e76ff637a4e092bbed71">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a6ad4f820ce4e75cda0686fcaad5168be">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_i"></a>- i -</h3><ul>
<li>instance
: <a class="el" href="struct_a_native_activity.html#ae1b90392cd257d16fd66a85bac1b08cd">ANativeActivity</a>
</li>
<li>internalDataPath
: <a class="el" href="struct_a_native_activity.html#aa52947cdd1476b95e858d83c0f5b0220">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_l"></a>- l -</h3><ul>
<li>left
: <a class="el" href="struct_a_rect.html#a9ee4ce87784b0ebeaadce132ce7d421f">ARect</a>
</li>
<li>light
: <a class="el" href="struct_a_sensor_event.html#aaf8b2537020ae0b7450785724d77a3e0">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_m"></a>- m -</h3><ul>
<li>magnetic
: <a class="el" href="struct_a_sensor_event.html#a776bc8e3beff52764ef2d6d423563d64">ASensorEvent</a>
</li>
<li>meta_data
: <a class="el" href="struct_a_sensor_event.html#a40a6e69697a42e0f0ad04a09d7f113d3">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_o"></a>- o -</h3><ul>
<li>obbPath
: <a class="el" href="struct_a_native_activity.html#a0aff284eb9ab311d81f20955258798cf">ANativeActivity</a>
</li>
<li>onConfigurationChanged
: <a class="el" href="struct_a_native_activity_callbacks.html#a2926b45334319089e4e25fbc86d74c3f">ANativeActivityCallbacks</a>
</li>
<li>onContentRectChanged
: <a class="el" href="struct_a_native_activity_callbacks.html#a61d30a43b3c77b6047afe951706f6a1e">ANativeActivityCallbacks</a>
</li>
<li>onDestroy
: <a class="el" href="struct_a_native_activity_callbacks.html#a45598ebed3d15847b4f97acb9e15076e">ANativeActivityCallbacks</a>
</li>
<li>onInputQueueCreated
: <a class="el" href="struct_a_native_activity_callbacks.html#a17b41ec9bb8b0b9e42d1e269a62a4d59">ANativeActivityCallbacks</a>
</li>
<li>onInputQueueDestroyed
: <a class="el" href="struct_a_native_activity_callbacks.html#a82675193f867bc64180016923b0bb129">ANativeActivityCallbacks</a>
</li>
<li>onLowMemory
: <a class="el" href="struct_a_native_activity_callbacks.html#aac61f647cbd971321c692a74a1136f67">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowCreated
: <a class="el" href="struct_a_native_activity_callbacks.html#ac997f07e53ba58179a2133e86e5cbd31">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowDestroyed
: <a class="el" href="struct_a_native_activity_callbacks.html#a150442c0611e8ce24a32a7c805e7c9db">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowRedrawNeeded
: <a class="el" href="struct_a_native_activity_callbacks.html#a3cad4792af363b9a40599d09afeab56c">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowResized
: <a class="el" href="struct_a_native_activity_callbacks.html#ab7bd120b8816508561126308f699f116">ANativeActivityCallbacks</a>
</li>
<li>onPause
: <a class="el" href="struct_a_native_activity_callbacks.html#aee8a4dcff234b94d0bf0bc85efea42c2">ANativeActivityCallbacks</a>
</li>
<li>onResume
: <a class="el" href="struct_a_native_activity_callbacks.html#ac2c85491a68e6dece3d82782c1254e73">ANativeActivityCallbacks</a>
</li>
<li>onSaveInstanceState
: <a class="el" href="struct_a_native_activity_callbacks.html#a16a270d24a484a376e28bc6c48fc22a1">ANativeActivityCallbacks</a>
</li>
<li>onStart
: <a class="el" href="struct_a_native_activity_callbacks.html#acda344fd29c2018640a85a585317d92c">ANativeActivityCallbacks</a>
</li>
<li>onStop
: <a class="el" href="struct_a_native_activity_callbacks.html#adefa99d16d11d21bb8a83ba426047605">ANativeActivityCallbacks</a>
</li>
<li>onWindowFocusChanged
: <a class="el" href="struct_a_native_activity_callbacks.html#a620ef54556eac0b2b28d7e6d0644ee4a">ANativeActivityCallbacks</a>
</li>
</ul>
<h3><a class="anchor" id="index_p"></a>- p -</h3><ul>
<li>pitch
: <a class="el" href="struct_a_sensor_vector.html#a282e7d4378d4a18a805b8980295ac86c">ASensorVector</a>
</li>
<li>pressure
: <a class="el" href="struct_a_sensor_event.html#ac870e1249bab4a2a68cc4126761d24ef">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_r"></a>- r -</h3><ul>
<li>relative_humidity
: <a class="el" href="struct_a_sensor_event.html#ad60830bc80efb7e8a11d6fb25518f55b">ASensorEvent</a>
</li>
<li>reserved
: <a class="el" href="struct_a_native_window___buffer.html#a60cc5aad4013157e2e7434d6de450656">ANativeWindow_Buffer</a>
, <a class="el" href="struct_a_sensor_vector.html#a72aca6ea6d8153b28ea8f139b932ec3e">ASensorVector</a>
</li>
<li>reserved0
: <a class="el" href="struct_a_sensor_event.html#a3b1869501b35bf41f2ff54de072b6c2c">ASensorEvent</a>
</li>
<li>reserved1
: <a class="el" href="struct_a_sensor_event.html#a3c2ed5a26d302c47f7b3f2dd0bbf7f94">ASensorEvent</a>
</li>
<li>right
: <a class="el" href="struct_a_rect.html#a3d3a4d6bf8bc6c866fa737e11590cc4e">ARect</a>
</li>
<li>roll
: <a class="el" href="struct_a_sensor_vector.html#a26fd84d522945b6038221d9e38c7cc39">ASensorVector</a>
</li>
</ul>
<h3><a class="anchor" id="index_s"></a>- s -</h3><ul>
<li>sdkVersion
: <a class="el" href="struct_a_native_activity.html#a40b4b64be7ecfac23751618313eb610d">ANativeActivity</a>
</li>
<li>sensor
: <a class="el" href="struct_a_meta_data_event.html#a470f19badf179fe205462c060e5175b4">AMetaDataEvent</a>
, <a class="el" href="struct_a_sensor_event.html#a470f19badf179fe205462c060e5175b4">ASensorEvent</a>
</li>
<li>status
: <a class="el" href="struct_a_heart_rate_event.html#a555c2084e8436de01dc76a23590e8824">AHeartRateEvent</a>
, <a class="el" href="struct_a_sensor_vector.html#a555c2084e8436de01dc76a23590e8824">ASensorVector</a>
</li>
<li>step_counter
: <a class="el" href="struct_a_sensor_event.html#a2e54280490afc977b11157e387841145">ASensorEvent</a>
</li>
<li>stride
: <a class="el" href="struct_a_native_window___buffer.html#a4438e3445d33be6d33b2c0dbe9c2e0d7">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a981556a4e63b7b6d9f94975c7a8930ab">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_t"></a>- t -</h3><ul>
<li>temperature
: <a class="el" href="struct_a_sensor_event.html#afc1d28cfbce795d6ea954ebe725241f5">ASensorEvent</a>
</li>
<li>timestamp
: <a class="el" href="struct_a_sensor_event.html#a8a591d341723df9496cda98e225b25b4">ASensorEvent</a>
</li>
<li>top
: <a class="el" href="struct_a_rect.html#ad07137116129d873220209ea65f9d3d4">ARect</a>
</li>
<li>type
: <a class="el" href="struct_a_sensor_event.html#a449e574ed6911881dc55507cb5635c2c">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_u"></a>- u -</h3><ul>
<li>u64
: <a class="el" href="struct_a_sensor_event.html#a89806d4445310e62ed4b68c9e2698b27">ASensorEvent</a>
</li>
<li>uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#a9c22454e765672782b7198d57a92f5fd">AUncalibratedEvent</a>
</li>
<li>uncalibrated_gyro
: <a class="el" href="struct_a_sensor_event.html#a4e35158edcd83e4651d7083ebdb41bae">ASensorEvent</a>
</li>
<li>uncalibrated_magnetic
: <a class="el" href="struct_a_sensor_event.html#a3c746f01a48fbdefaad12c35be0dd715">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_v"></a>- v -</h3><ul>
<li>v
: <a class="el" href="struct_a_sensor_vector.html#a9a1a1a00f1e45435cc3001b553000a21">ASensorVector</a>
</li>
<li>vector
: <a class="el" href="struct_a_sensor_event.html#aebf12879fa9b61c671584994ddad9610">ASensorEvent</a>
</li>
<li>version
: <a class="el" href="struct_a_sensor_event.html#a67fae7dd1de9edce3656ed214d20377f">ASensorEvent</a>
</li>
<li>vm
: <a class="el" href="struct_a_native_activity.html#a5e163c28566d4563eafeabd7dcab7eeb">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_w"></a>- w -</h3><ul>
<li>what
: <a class="el" href="struct_a_meta_data_event.html#a397e31e246d23c1be3fa82ca4af8b930">AMetaDataEvent</a>
</li>
<li>width
: <a class="el" href="struct_a_native_window___buffer.html#a395d15e7c2b09961c1bfd1da6179b64c">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a325272ddd9a962f05deb905101d25cbd">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_x"></a>- x -</h3><ul>
<li>x
: <a class="el" href="struct_a_sensor_vector.html#ad0da36b2558901e21e7a30f6c227a45e">ASensorVector</a>
</li>
<li>x_bias
: <a class="el" href="struct_a_uncalibrated_event.html#a56c4ea73587a9ea20595cca9bcfe9593">AUncalibratedEvent</a>
</li>
<li>x_uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#ac8b7f8daea042eaa2b86f0bf2160c44a">AUncalibratedEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_y"></a>- y -</h3><ul>
<li>y
: <a class="el" href="struct_a_sensor_vector.html#aa4f0d3eebc3c443f9be81bf48561a217">ASensorVector</a>
</li>
<li>y_bias
: <a class="el" href="struct_a_uncalibrated_event.html#a130457eaa905b467bc43fedb02cbb16a">AUncalibratedEvent</a>
</li>
<li>y_uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#a43437dd77e26c6b89ab1c91aeb63fd64">AUncalibratedEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_z"></a>- z -</h3><ul>
<li>z
: <a class="el" href="struct_a_sensor_vector.html#af73583b1e980b0aa03f9884812e9fd4d">ASensorVector</a>
</li>
<li>z_bias
: <a class="el" href="struct_a_uncalibrated_event.html#a6e265324293107afbfa9e587941a4036">AUncalibratedEvent</a>
</li>
<li>z_uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#ae677be5f98570cc5a1fd7fddcd8a6841">AUncalibratedEvent</a>
</li>
</ul>
</div><!-- contents -->

View File

@@ -1,327 +0,0 @@
page.title=Data Fields - Variables
page.customHeadTag=<link rel="stylesheet" type="text/css" href="doxygen-dac.css">
@jd:body
<!-- Generated by Doxygen 1.8.6 -->
</div><!-- top -->
<div class="contents">
&#160;
<h3><a class="anchor" id="index_a"></a>- a -</h3><ul>
<li>acceleration
: <a class="el" href="struct_a_sensor_event.html#aab1f50881089166ff5f3d46f7bfcf09c">ASensorEvent</a>
</li>
<li>assetManager
: <a class="el" href="struct_a_native_activity.html#a0f76f065768b8f896ce47a3089fb438d">ANativeActivity</a>
</li>
<li>azimuth
: <a class="el" href="struct_a_sensor_vector.html#a01b03ebfa7d0a95760e743f611fecbc5">ASensorVector</a>
</li>
</ul>
<h3><a class="anchor" id="index_b"></a>- b -</h3><ul>
<li>bias
: <a class="el" href="struct_a_uncalibrated_event.html#a52bd7f09c4decadcfbc0347fda4163d6">AUncalibratedEvent</a>
</li>
<li>bits
: <a class="el" href="struct_a_native_window___buffer.html#a089d8e968fac54a9e45f059b8b78cf9b">ANativeWindow_Buffer</a>
</li>
<li>bottom
: <a class="el" href="struct_a_rect.html#a4479860c72ca8e96ac4fb1cc149dd71b">ARect</a>
</li>
<li>bpm
: <a class="el" href="struct_a_heart_rate_event.html#ab0560092cbaa233e74bb0d543a85965d">AHeartRateEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_c"></a>- c -</h3><ul>
<li>callbacks
: <a class="el" href="struct_a_native_activity.html#af96995a13e77baf0d71c37d20c79ad51">ANativeActivity</a>
</li>
<li>clazz
: <a class="el" href="struct_a_native_activity.html#ab10b01c3c23c4ddb9d2ddadd71b03c94">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_d"></a>- d -</h3><ul>
<li>data
: <a class="el" href="struct_a_sensor_event.html#a31244897a6c7f657a9aec807dd1e09ae">ASensorEvent</a>
</li>
<li>distance
: <a class="el" href="struct_a_sensor_event.html#a06f14a9abd47b91465f895d5259cdc1b">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_e"></a>- e -</h3><ul>
<li>env
: <a class="el" href="struct_a_native_activity.html#ae6f0d0cd46e56b7e299b489cb60dd27e">ANativeActivity</a>
</li>
<li>externalDataPath
: <a class="el" href="struct_a_native_activity.html#a2a61553b2f660ea8b57fcc2b495e109f">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_f"></a>- f -</h3><ul>
<li>flags
: <a class="el" href="struct_android_bitmap_info.html#a773b39d480759f67926cb18ae2219281">AndroidBitmapInfo</a>
, <a class="el" href="struct_a_sensor_event.html#a773b39d480759f67926cb18ae2219281">ASensorEvent</a>
</li>
<li>format
: <a class="el" href="struct_a_native_window___buffer.html#a49d503b84d084937e3ceeda9f0b4659e">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a49d503b84d084937e3ceeda9f0b4659e">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_h"></a>- h -</h3><ul>
<li>heart_rate
: <a class="el" href="struct_a_sensor_event.html#a2325abb12f65d7cbceec766e6db506d8">ASensorEvent</a>
</li>
<li>height
: <a class="el" href="struct_a_native_window___buffer.html#a5d8006e753a3e76ff637a4e092bbed71">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a6ad4f820ce4e75cda0686fcaad5168be">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_i"></a>- i -</h3><ul>
<li>instance
: <a class="el" href="struct_a_native_activity.html#ae1b90392cd257d16fd66a85bac1b08cd">ANativeActivity</a>
</li>
<li>internalDataPath
: <a class="el" href="struct_a_native_activity.html#aa52947cdd1476b95e858d83c0f5b0220">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_l"></a>- l -</h3><ul>
<li>left
: <a class="el" href="struct_a_rect.html#a9ee4ce87784b0ebeaadce132ce7d421f">ARect</a>
</li>
<li>light
: <a class="el" href="struct_a_sensor_event.html#aaf8b2537020ae0b7450785724d77a3e0">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_m"></a>- m -</h3><ul>
<li>magnetic
: <a class="el" href="struct_a_sensor_event.html#a776bc8e3beff52764ef2d6d423563d64">ASensorEvent</a>
</li>
<li>meta_data
: <a class="el" href="struct_a_sensor_event.html#a40a6e69697a42e0f0ad04a09d7f113d3">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_o"></a>- o -</h3><ul>
<li>obbPath
: <a class="el" href="struct_a_native_activity.html#a0aff284eb9ab311d81f20955258798cf">ANativeActivity</a>
</li>
<li>onConfigurationChanged
: <a class="el" href="struct_a_native_activity_callbacks.html#a2926b45334319089e4e25fbc86d74c3f">ANativeActivityCallbacks</a>
</li>
<li>onContentRectChanged
: <a class="el" href="struct_a_native_activity_callbacks.html#a61d30a43b3c77b6047afe951706f6a1e">ANativeActivityCallbacks</a>
</li>
<li>onDestroy
: <a class="el" href="struct_a_native_activity_callbacks.html#a45598ebed3d15847b4f97acb9e15076e">ANativeActivityCallbacks</a>
</li>
<li>onInputQueueCreated
: <a class="el" href="struct_a_native_activity_callbacks.html#a17b41ec9bb8b0b9e42d1e269a62a4d59">ANativeActivityCallbacks</a>
</li>
<li>onInputQueueDestroyed
: <a class="el" href="struct_a_native_activity_callbacks.html#a82675193f867bc64180016923b0bb129">ANativeActivityCallbacks</a>
</li>
<li>onLowMemory
: <a class="el" href="struct_a_native_activity_callbacks.html#aac61f647cbd971321c692a74a1136f67">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowCreated
: <a class="el" href="struct_a_native_activity_callbacks.html#ac997f07e53ba58179a2133e86e5cbd31">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowDestroyed
: <a class="el" href="struct_a_native_activity_callbacks.html#a150442c0611e8ce24a32a7c805e7c9db">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowRedrawNeeded
: <a class="el" href="struct_a_native_activity_callbacks.html#a3cad4792af363b9a40599d09afeab56c">ANativeActivityCallbacks</a>
</li>
<li>onNativeWindowResized
: <a class="el" href="struct_a_native_activity_callbacks.html#ab7bd120b8816508561126308f699f116">ANativeActivityCallbacks</a>
</li>
<li>onPause
: <a class="el" href="struct_a_native_activity_callbacks.html#aee8a4dcff234b94d0bf0bc85efea42c2">ANativeActivityCallbacks</a>
</li>
<li>onResume
: <a class="el" href="struct_a_native_activity_callbacks.html#ac2c85491a68e6dece3d82782c1254e73">ANativeActivityCallbacks</a>
</li>
<li>onSaveInstanceState
: <a class="el" href="struct_a_native_activity_callbacks.html#a16a270d24a484a376e28bc6c48fc22a1">ANativeActivityCallbacks</a>
</li>
<li>onStart
: <a class="el" href="struct_a_native_activity_callbacks.html#acda344fd29c2018640a85a585317d92c">ANativeActivityCallbacks</a>
</li>
<li>onStop
: <a class="el" href="struct_a_native_activity_callbacks.html#adefa99d16d11d21bb8a83ba426047605">ANativeActivityCallbacks</a>
</li>
<li>onWindowFocusChanged
: <a class="el" href="struct_a_native_activity_callbacks.html#a620ef54556eac0b2b28d7e6d0644ee4a">ANativeActivityCallbacks</a>
</li>
</ul>
<h3><a class="anchor" id="index_p"></a>- p -</h3><ul>
<li>pitch
: <a class="el" href="struct_a_sensor_vector.html#a282e7d4378d4a18a805b8980295ac86c">ASensorVector</a>
</li>
<li>pressure
: <a class="el" href="struct_a_sensor_event.html#ac870e1249bab4a2a68cc4126761d24ef">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_r"></a>- r -</h3><ul>
<li>relative_humidity
: <a class="el" href="struct_a_sensor_event.html#ad60830bc80efb7e8a11d6fb25518f55b">ASensorEvent</a>
</li>
<li>reserved
: <a class="el" href="struct_a_native_window___buffer.html#a60cc5aad4013157e2e7434d6de450656">ANativeWindow_Buffer</a>
, <a class="el" href="struct_a_sensor_vector.html#a72aca6ea6d8153b28ea8f139b932ec3e">ASensorVector</a>
</li>
<li>reserved0
: <a class="el" href="struct_a_sensor_event.html#a3b1869501b35bf41f2ff54de072b6c2c">ASensorEvent</a>
</li>
<li>reserved1
: <a class="el" href="struct_a_sensor_event.html#a3c2ed5a26d302c47f7b3f2dd0bbf7f94">ASensorEvent</a>
</li>
<li>right
: <a class="el" href="struct_a_rect.html#a3d3a4d6bf8bc6c866fa737e11590cc4e">ARect</a>
</li>
<li>roll
: <a class="el" href="struct_a_sensor_vector.html#a26fd84d522945b6038221d9e38c7cc39">ASensorVector</a>
</li>
</ul>
<h3><a class="anchor" id="index_s"></a>- s -</h3><ul>
<li>sdkVersion
: <a class="el" href="struct_a_native_activity.html#a40b4b64be7ecfac23751618313eb610d">ANativeActivity</a>
</li>
<li>sensor
: <a class="el" href="struct_a_meta_data_event.html#a470f19badf179fe205462c060e5175b4">AMetaDataEvent</a>
, <a class="el" href="struct_a_sensor_event.html#a470f19badf179fe205462c060e5175b4">ASensorEvent</a>
</li>
<li>status
: <a class="el" href="struct_a_heart_rate_event.html#a555c2084e8436de01dc76a23590e8824">AHeartRateEvent</a>
, <a class="el" href="struct_a_sensor_vector.html#a555c2084e8436de01dc76a23590e8824">ASensorVector</a>
</li>
<li>step_counter
: <a class="el" href="struct_a_sensor_event.html#a2e54280490afc977b11157e387841145">ASensorEvent</a>
</li>
<li>stride
: <a class="el" href="struct_a_native_window___buffer.html#a4438e3445d33be6d33b2c0dbe9c2e0d7">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a981556a4e63b7b6d9f94975c7a8930ab">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_t"></a>- t -</h3><ul>
<li>temperature
: <a class="el" href="struct_a_sensor_event.html#afc1d28cfbce795d6ea954ebe725241f5">ASensorEvent</a>
</li>
<li>timestamp
: <a class="el" href="struct_a_sensor_event.html#a8a591d341723df9496cda98e225b25b4">ASensorEvent</a>
</li>
<li>top
: <a class="el" href="struct_a_rect.html#ad07137116129d873220209ea65f9d3d4">ARect</a>
</li>
<li>type
: <a class="el" href="struct_a_sensor_event.html#a449e574ed6911881dc55507cb5635c2c">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_u"></a>- u -</h3><ul>
<li>u64
: <a class="el" href="struct_a_sensor_event.html#a89806d4445310e62ed4b68c9e2698b27">ASensorEvent</a>
</li>
<li>uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#a9c22454e765672782b7198d57a92f5fd">AUncalibratedEvent</a>
</li>
<li>uncalibrated_gyro
: <a class="el" href="struct_a_sensor_event.html#a4e35158edcd83e4651d7083ebdb41bae">ASensorEvent</a>
</li>
<li>uncalibrated_magnetic
: <a class="el" href="struct_a_sensor_event.html#a3c746f01a48fbdefaad12c35be0dd715">ASensorEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_v"></a>- v -</h3><ul>
<li>v
: <a class="el" href="struct_a_sensor_vector.html#a9a1a1a00f1e45435cc3001b553000a21">ASensorVector</a>
</li>
<li>vector
: <a class="el" href="struct_a_sensor_event.html#aebf12879fa9b61c671584994ddad9610">ASensorEvent</a>
</li>
<li>version
: <a class="el" href="struct_a_sensor_event.html#a67fae7dd1de9edce3656ed214d20377f">ASensorEvent</a>
</li>
<li>vm
: <a class="el" href="struct_a_native_activity.html#a5e163c28566d4563eafeabd7dcab7eeb">ANativeActivity</a>
</li>
</ul>
<h3><a class="anchor" id="index_w"></a>- w -</h3><ul>
<li>what
: <a class="el" href="struct_a_meta_data_event.html#a397e31e246d23c1be3fa82ca4af8b930">AMetaDataEvent</a>
</li>
<li>width
: <a class="el" href="struct_a_native_window___buffer.html#a395d15e7c2b09961c1bfd1da6179b64c">ANativeWindow_Buffer</a>
, <a class="el" href="struct_android_bitmap_info.html#a325272ddd9a962f05deb905101d25cbd">AndroidBitmapInfo</a>
</li>
</ul>
<h3><a class="anchor" id="index_x"></a>- x -</h3><ul>
<li>x
: <a class="el" href="struct_a_sensor_vector.html#ad0da36b2558901e21e7a30f6c227a45e">ASensorVector</a>
</li>
<li>x_bias
: <a class="el" href="struct_a_uncalibrated_event.html#a56c4ea73587a9ea20595cca9bcfe9593">AUncalibratedEvent</a>
</li>
<li>x_uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#ac8b7f8daea042eaa2b86f0bf2160c44a">AUncalibratedEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_y"></a>- y -</h3><ul>
<li>y
: <a class="el" href="struct_a_sensor_vector.html#aa4f0d3eebc3c443f9be81bf48561a217">ASensorVector</a>
</li>
<li>y_bias
: <a class="el" href="struct_a_uncalibrated_event.html#a130457eaa905b467bc43fedb02cbb16a">AUncalibratedEvent</a>
</li>
<li>y_uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#a43437dd77e26c6b89ab1c91aeb63fd64">AUncalibratedEvent</a>
</li>
</ul>
<h3><a class="anchor" id="index_z"></a>- z -</h3><ul>
<li>z
: <a class="el" href="struct_a_sensor_vector.html#af73583b1e980b0aa03f9884812e9fd4d">ASensorVector</a>
</li>
<li>z_bias
: <a class="el" href="struct_a_uncalibrated_event.html#a6e265324293107afbfa9e587941a4036">AUncalibratedEvent</a>
</li>
<li>z_uncalib
: <a class="el" href="struct_a_uncalibrated_event.html#ae677be5f98570cc5a1fd7fddcd8a6841">AUncalibratedEvent</a>
</li>
</ul>
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&#160;<ul>
<li>AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT
: <a class="el" href="group___input.html#gaeb170c0fbeeed1d999160566f09f169e">input.h</a>
</li>
<li>ANDROID_BITMAP_RESUT_SUCCESS
: <a class="el" href="group___bitmap.html#gafb665ac9fefad34ac5c035f5d1314080">bitmap.h</a>
</li>
<li>ASENSOR_MAGNETIC_FIELD_EARTH_MAX
: <a class="el" href="group___sensor.html#gaf8b57b13c6432bc6136aac0ad3813d63">sensor.h</a>
</li>
<li>ASENSOR_MAGNETIC_FIELD_EARTH_MIN
: <a class="el" href="group___sensor.html#ga4423a712e27b6d5a57d138796892886d">sensor.h</a>
</li>
<li>ASENSOR_STANDARD_GRAVITY
: <a class="el" href="group___sensor.html#ga5129cb9e4091fc3474e246d5f950e52b">sensor.h</a>
</li>
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&#160;<ul>
<li>AndroidBitmapFormat
: <a class="el" href="group___bitmap.html#gaea286a2d4c61ae2abb02b51500499f13">bitmap.h</a>
</li>
</ul>
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&#160;
<h3><a class="anchor" id="index_w"></a>- w -</h3><ul>
<li>WINDOW_FORMAT_RGB_565
: <a class="el" href="group___native_activity.html#gga94798fdadfbf49a7c658ace669a1d310ab26fa9c38f169263b611a8b757bb0259">native_window.h</a>
</li>
<li>WINDOW_FORMAT_RGBA_8888
: <a class="el" href="group___native_activity.html#gga94798fdadfbf49a7c658ace669a1d310a6a165383340acce0b32c555dd2ac2c01">native_window.h</a>
</li>
<li>WINDOW_FORMAT_RGBX_8888
: <a class="el" href="group___native_activity.html#gga94798fdadfbf49a7c658ace669a1d310a5f83a97ccf64fc1554c220476e8aaf30">native_window.h</a>
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&#160;
<h3><a class="anchor" id="index_a"></a>- a -</h3><ul>
<li>AAsset_close()
: <a class="el" href="group___asset.html#ga1f241e49f691dafcada23bcb76155122">asset_manager.h</a>
</li>
<li>AAsset_getBuffer()
: <a class="el" href="group___asset.html#ga553a14512a98542306238c3ce70d344f">asset_manager.h</a>
</li>
<li>AAsset_getLength()
: <a class="el" href="group___asset.html#gaad8ec42e28522ebc72d3a5c357f9a600">asset_manager.h</a>
</li>
<li>AAsset_getLength64()
: <a class="el" href="group___asset.html#ga55c8bc459327d5d23089e6a4b453f3f1">asset_manager.h</a>
</li>
<li>AAsset_getRemainingLength()
: <a class="el" href="group___asset.html#gae806f55cbc4a93ca245f2adfd63d3eee">asset_manager.h</a>
</li>
<li>AAsset_getRemainingLength64()
: <a class="el" href="group___asset.html#ga21e7221d88dcc44106843192b66755b5">asset_manager.h</a>
</li>
<li>AAsset_isAllocated()
: <a class="el" href="group___asset.html#ga20344cb952a77fa1004f592fb1b55124">asset_manager.h</a>
</li>
<li>AAsset_openFileDescriptor()
: <a class="el" href="group___asset.html#ga1af4ffd050016e99961e24f550981677">asset_manager.h</a>
</li>
<li>AAsset_openFileDescriptor64()
: <a class="el" href="group___asset.html#ga123a44a575f85d91a00a8456dab7bd0a">asset_manager.h</a>
</li>
<li>AAsset_read()
: <a class="el" href="group___asset.html#gaadd86322c1fda5121b6d33745c317fb9">asset_manager.h</a>
</li>
<li>AAsset_seek()
: <a class="el" href="group___asset.html#gacc026a8bedeb1ef80bf12df3b72611a2">asset_manager.h</a>
</li>
<li>AAsset_seek64()
: <a class="el" href="group___asset.html#ga81fbe4368de24a3296ef7a6eba0053c7">asset_manager.h</a>
</li>
<li>AAssetDir_close()
: <a class="el" href="group___asset.html#gace1c4d0da274d643c5b10ca218cc6088">asset_manager.h</a>
</li>
<li>AAssetDir_getNextFileName()
: <a class="el" href="group___asset.html#ga4703b9f7baa3daeba248b6547de6b9b0">asset_manager.h</a>
</li>
<li>AAssetDir_rewind()
: <a class="el" href="group___asset.html#ga45db6d19ad5e1c0f9b2e6b4059da14b3">asset_manager.h</a>
</li>
<li>AAssetManager_fromJava()
: <a class="el" href="group___asset.html#gadfd6537af41577735bcaee52120127f4">asset_manager_jni.h</a>
</li>
<li>AAssetManager_open()
: <a class="el" href="group___asset.html#ga0037ce3c10a591fe632f34c1aa62955c">asset_manager.h</a>
</li>
<li>AAssetManager_openDir()
: <a class="el" href="group___asset.html#gab5b57ff012d6d1024d8bf5d30aedced4">asset_manager.h</a>
</li>
<li>AConfiguration_copy()
: <a class="el" href="group___configuration.html#gaabff04218a0a76afb8d3ea551b001565">configuration.h</a>
</li>
<li>AConfiguration_delete()
: <a class="el" href="group___configuration.html#ga60fe264b97da84d3370eb9e220159e6d">configuration.h</a>
</li>
<li>AConfiguration_diff()
: <a class="el" href="group___configuration.html#gabfe69b0dccae425a16fe94d084f20402">configuration.h</a>
</li>
<li>AConfiguration_fromAssetManager()
: <a class="el" href="group___configuration.html#ga75e061fd0b4f761e08e43af36508c4f3">configuration.h</a>
</li>
<li>AConfiguration_getCountry()
: <a class="el" href="group___configuration.html#gad2b47f787012a82a67a20e5de5211d46">configuration.h</a>
</li>
<li>AConfiguration_getDensity()
: <a class="el" href="group___configuration.html#ga4c994e0555947340582094c3da32a663">configuration.h</a>
</li>
<li>AConfiguration_getKeyboard()
: <a class="el" href="group___configuration.html#gafd0f76ccd4fe4bda5172b8e0bc6675e4">configuration.h</a>
</li>
<li>AConfiguration_getKeysHidden()
: <a class="el" href="group___configuration.html#ga7a8317ab975f621f3fe62ed1b44f2605">configuration.h</a>
</li>
<li>AConfiguration_getLanguage()
: <a class="el" href="group___configuration.html#ga7b004c13448704afb0ea2040d69468c1">configuration.h</a>
</li>
<li>AConfiguration_getLayoutDirection()
: <a class="el" href="group___configuration.html#ga13dbf2fc9a382c62b391e7de9cf9b468">configuration.h</a>
</li>
<li>AConfiguration_getMcc()
: <a class="el" href="group___configuration.html#ga1e78004237a931086d2ae4bd8324bd30">configuration.h</a>
</li>
<li>AConfiguration_getMnc()
: <a class="el" href="group___configuration.html#ga4783776a4fad4501898472375d781fb9">configuration.h</a>
</li>
<li>AConfiguration_getNavHidden()
: <a class="el" href="group___configuration.html#gafe8d3a9c2f715ea76c8e4a99c2db9eaa">configuration.h</a>
</li>
<li>AConfiguration_getNavigation()
: <a class="el" href="group___configuration.html#gae3ff1541b63f5b9256f7c0ebae372977">configuration.h</a>
</li>
<li>AConfiguration_getOrientation()
: <a class="el" href="group___configuration.html#gaa7d8e3e9871dc925fef3e342a92e4e22">configuration.h</a>
</li>
<li>AConfiguration_getScreenHeightDp()
: <a class="el" href="group___configuration.html#ga9905a4765f8d0d921c476ebce01c7648">configuration.h</a>
</li>
<li>AConfiguration_getScreenLong()
: <a class="el" href="group___configuration.html#gab7d1f5aa59e8fa4db0a1b91bb322034c">configuration.h</a>
</li>
<li>AConfiguration_getScreenSize()
: <a class="el" href="group___configuration.html#ga9d2c1b8731795d8e74be7e23cbc77552">configuration.h</a>
</li>
<li>AConfiguration_getScreenWidthDp()
: <a class="el" href="group___configuration.html#ga61e5fe9612c170c33e1c7e9fb92f2219">configuration.h</a>
</li>
<li>AConfiguration_getSdkVersion()
: <a class="el" href="group___configuration.html#ga4aa7062198e5aacd9fabb04d0453dd91">configuration.h</a>
</li>
<li>AConfiguration_getSmallestScreenWidthDp()
: <a class="el" href="group___configuration.html#ga7fc015e41fad342edba66a003d9848aa">configuration.h</a>
</li>
<li>AConfiguration_getTouchscreen()
: <a class="el" href="group___configuration.html#gad305e6cf86fa915c24212e71bb2bf027">configuration.h</a>
</li>
<li>AConfiguration_getUiModeNight()
: <a class="el" href="group___configuration.html#ga447f16a9e4f8400e5e0328900749ff16">configuration.h</a>
</li>
<li>AConfiguration_getUiModeType()
: <a class="el" href="group___configuration.html#ga1d75777892f38208feb3d2a94a977fcf">configuration.h</a>
</li>
<li>AConfiguration_isBetterThan()
: <a class="el" href="group___configuration.html#gafd2bb31057c8d57efcea7603458d2a8d">configuration.h</a>
</li>
<li>AConfiguration_match()
: <a class="el" href="group___configuration.html#gafb27b901a1d7d44ed866608fb8399a18">configuration.h</a>
</li>
<li>AConfiguration_new()
: <a class="el" href="group___configuration.html#ga9543655922980466eb05c7be94a0a567">configuration.h</a>
</li>
<li>AConfiguration_setCountry()
: <a class="el" href="group___configuration.html#gac2f5d414a6466634b1639b5c6f8879ac">configuration.h</a>
</li>
<li>AConfiguration_setDensity()
: <a class="el" href="group___configuration.html#ga9217af9858a7166dcb9a877192779eac">configuration.h</a>
</li>
<li>AConfiguration_setKeyboard()
: <a class="el" href="group___configuration.html#ga4ab3429c5505c108c09349f1ddef572f">configuration.h</a>
</li>
<li>AConfiguration_setKeysHidden()
: <a class="el" href="group___configuration.html#ga5a80a02aa10cfa17de0795054e927183">configuration.h</a>
</li>
<li>AConfiguration_setLanguage()
: <a class="el" href="group___configuration.html#ga1f3c6cf6667655f83777acda7387ddff">configuration.h</a>
</li>
<li>AConfiguration_setLayoutDirection()
: <a class="el" href="group___configuration.html#gaaf47215cf551594f8c2a0594419b47e1">configuration.h</a>
</li>
<li>AConfiguration_setMcc()
: <a class="el" href="group___configuration.html#gae6198b4eaf3e34168f4b13b8b5975d93">configuration.h</a>
</li>
<li>AConfiguration_setMnc()
: <a class="el" href="group___configuration.html#gaaf060ef69c3636f62e90ae0b520eecb8">configuration.h</a>
</li>
<li>AConfiguration_setNavHidden()
: <a class="el" href="group___configuration.html#ga67e86e0347596421771af841710308d5">configuration.h</a>
</li>
<li>AConfiguration_setNavigation()
: <a class="el" href="group___configuration.html#gad21dd14fb823a6a80b66132a05ce8913">configuration.h</a>
</li>
<li>AConfiguration_setOrientation()
: <a class="el" href="group___configuration.html#gadcaa8540bad4172a74032143bcaade04">configuration.h</a>
</li>
<li>AConfiguration_setScreenHeightDp()
: <a class="el" href="group___configuration.html#ga6ffac3b41415ec8a3031737ccdcd63b8">configuration.h</a>
</li>
<li>AConfiguration_setScreenLong()
: <a class="el" href="group___configuration.html#gaed853ab7e2bc915591d05997130bc448">configuration.h</a>
</li>
<li>AConfiguration_setScreenSize()
: <a class="el" href="group___configuration.html#ga7bcf05150933ead34a01061d05ad3245">configuration.h</a>
</li>
<li>AConfiguration_setScreenWidthDp()
: <a class="el" href="group___configuration.html#gafc51d45679095965fe3ba1abd402f120">configuration.h</a>
</li>
<li>AConfiguration_setSdkVersion()
: <a class="el" href="group___configuration.html#ga06c66072902ee455011120188ca4810b">configuration.h</a>
</li>
<li>AConfiguration_setSmallestScreenWidthDp()
: <a class="el" href="group___configuration.html#ga6b004c9585671efc5cebd96c1d43c4f0">configuration.h</a>
</li>
<li>AConfiguration_setTouchscreen()
: <a class="el" href="group___configuration.html#ga0d51dbe710c1afe31ece4dd6a8c188ff">configuration.h</a>
</li>
<li>AConfiguration_setUiModeNight()
: <a class="el" href="group___configuration.html#ga08df1e801afbe4a12411e393b8141e42">configuration.h</a>
</li>
<li>AConfiguration_setUiModeType()
: <a class="el" href="group___configuration.html#gaec61e3cf91cd79e8b76a35bbcb15789d">configuration.h</a>
</li>
<li>AInputEvent_getDeviceId()
: <a class="el" href="group___input.html#ga9dd3fd81e51dbfde19ab861541242aa1">input.h</a>
</li>
<li>AInputEvent_getSource()
: <a class="el" href="group___input.html#gac90d4b497669dbc709ec9650db4e49be">input.h</a>
</li>
<li>AInputEvent_getType()
: <a class="el" href="group___input.html#ga8292ae06aa8120c52d7380d228600b9c">input.h</a>
</li>
<li>AInputQueue_attachLooper()
: <a class="el" href="group___input.html#ga900711156bfb58d1a4b158da7874930f">input.h</a>
</li>
<li>AInputQueue_detachLooper()
: <a class="el" href="group___input.html#gaeebe9f83392ac79b31ca40a6fd4dbeff">input.h</a>
</li>
<li>AInputQueue_finishEvent()
: <a class="el" href="group___input.html#ga17e87e0f35d47d729eac31a0dfb1ac33">input.h</a>
</li>
<li>AInputQueue_getEvent()
: <a class="el" href="group___input.html#ga88de12e2b39787ba7d3e4ce2ea46a48c">input.h</a>
</li>
<li>AInputQueue_hasEvents()
: <a class="el" href="group___input.html#ga2b72ad6ab5ef656e8c41163aa7871c96">input.h</a>
</li>
<li>AInputQueue_preDispatchEvent()
: <a class="el" href="group___input.html#gadecd32e6c7aefa4a508b355550d3eaa9">input.h</a>
</li>
<li>AKeyEvent_getAction()
: <a class="el" href="group___input.html#ga36ec0b59f98f86a7ca263ba91279896d">input.h</a>
</li>
<li>AKeyEvent_getDownTime()
: <a class="el" href="group___input.html#gaf475b6f0860bdfca4ceea7bc46eab1a9">input.h</a>
</li>
<li>AKeyEvent_getEventTime()
: <a class="el" href="group___input.html#gae3eac7d68195d1767c947ca267842696">input.h</a>
</li>
<li>AKeyEvent_getFlags()
: <a class="el" href="group___input.html#ga2a18e98efe0c4ccb6f39bb13c555010e">input.h</a>
</li>
<li>AKeyEvent_getKeyCode()
: <a class="el" href="group___input.html#ga6b01ecd60018a5445f4917a861ca9466">input.h</a>
</li>
<li>AKeyEvent_getMetaState()
: <a class="el" href="group___input.html#gabdda62b40b22727af2fb41740bf4787b">input.h</a>
</li>
<li>AKeyEvent_getRepeatCount()
: <a class="el" href="group___input.html#ga5358fe3ebbd4b5b2f88a4ad2eba6f885">input.h</a>
</li>
<li>AKeyEvent_getScanCode()
: <a class="el" href="group___input.html#ga4a0a846b7a195aeb290dfcd2250137d9">input.h</a>
</li>
<li>ALooper_acquire()
: <a class="el" href="group___looper.html#gae1ad7ac48ab01a34bfd25840c92ff07b">looper.h</a>
</li>
<li>ALooper_addFd()
: <a class="el" href="group___looper.html#ga2668285bfadcf21ef4d371568a30be33">looper.h</a>
</li>
<li>ALooper_forThread()
: <a class="el" href="group___looper.html#ga741ccd90a0eb9209c6bddf2326d89e4a">looper.h</a>
</li>
<li>ALooper_pollAll()
: <a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">looper.h</a>
</li>
<li>ALooper_pollOnce()
: <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">looper.h</a>
</li>
<li>ALooper_prepare()
: <a class="el" href="group___looper.html#ga1a070b904dd957cc65af9eb5ef6dfa25">looper.h</a>
</li>
<li>ALooper_release()
: <a class="el" href="group___looper.html#gab723c3c2ac2c66bc695913a194073727">looper.h</a>
</li>
<li>ALooper_removeFd()
: <a class="el" href="group___looper.html#gaf7d68ed05698b251489b4f6c8e54daad">looper.h</a>
</li>
<li>ALooper_wake()
: <a class="el" href="group___looper.html#gab2585652f8ae2e2444979194ebe32aaf">looper.h</a>
</li>
<li>AMotionEvent_getAction()
: <a class="el" href="group___input.html#ga73ea2093cc2343675ac43dd08bef4247">input.h</a>
</li>
<li>AMotionEvent_getAxisValue()
: <a class="el" href="group___input.html#ga9d364cdcebf85237f599b25861f38c21">input.h</a>
</li>
<li>AMotionEvent_getButtonState()
: <a class="el" href="group___input.html#ga1aa7ebb749416491b6f0c55ae87ddf49">input.h</a>
</li>
<li>AMotionEvent_getDownTime()
: <a class="el" href="group___input.html#gad44be7697e68891688cd7bcfaffec209">input.h</a>
</li>
<li>AMotionEvent_getEdgeFlags()
: <a class="el" href="group___input.html#gad7e1f0caa4c27194d4a8756a18432299">input.h</a>
</li>
<li>AMotionEvent_getEventTime()
: <a class="el" href="group___input.html#ga7e13fbf3cff0700b0b620284ebdd3a33">input.h</a>
</li>
<li>AMotionEvent_getFlags()
: <a class="el" href="group___input.html#ga2891d19197c070207098fa48adeb35af">input.h</a>
</li>
<li>AMotionEvent_getHistoricalAxisValue()
: <a class="el" href="group___input.html#ga7ca740e1324f3cdb934252dce0c982d0">input.h</a>
</li>
<li>AMotionEvent_getHistoricalEventTime()
: <a class="el" href="group___input.html#ga523f1a760754206965b42b08d62f9346">input.h</a>
</li>
<li>AMotionEvent_getHistoricalOrientation()
: <a class="el" href="group___input.html#gaab9cb8fa670175ecc73c75eed4e5cd3f">input.h</a>
</li>
<li>AMotionEvent_getHistoricalPressure()
: <a class="el" href="group___input.html#gaa8e9352ee5b043b3e1b6e2062d491010">input.h</a>
</li>
<li>AMotionEvent_getHistoricalRawX()
: <a class="el" href="group___input.html#ga5d36c2e7420001c86ae2aa1168fe6f83">input.h</a>
</li>
<li>AMotionEvent_getHistoricalRawY()
: <a class="el" href="group___input.html#ga6deb0e7690a93aa53e5872c2691b69fe">input.h</a>
</li>
<li>AMotionEvent_getHistoricalSize()
: <a class="el" href="group___input.html#ga0a04bb7ec12928db7e62645e7fad3a9e">input.h</a>
</li>
<li>AMotionEvent_getHistoricalToolMajor()
: <a class="el" href="group___input.html#ga160a5830e791e8c42ae97f51b92233d2">input.h</a>
</li>
<li>AMotionEvent_getHistoricalToolMinor()
: <a class="el" href="group___input.html#gafe01aa7576a6d1bce750fb8482355849">input.h</a>
</li>
<li>AMotionEvent_getHistoricalTouchMajor()
: <a class="el" href="group___input.html#gaf437f223668b97f19ebdbad4b9cf4483">input.h</a>
</li>
<li>AMotionEvent_getHistoricalTouchMinor()
: <a class="el" href="group___input.html#ga126715d966e989652aa1ae5d38e0e898">input.h</a>
</li>
<li>AMotionEvent_getHistoricalX()
: <a class="el" href="group___input.html#ga49a8ca89ff377b5ed2355e8d7220ae07">input.h</a>
</li>
<li>AMotionEvent_getHistoricalY()
: <a class="el" href="group___input.html#ga30fc4e5d3ce144955859f8c97b51b73d">input.h</a>
</li>
<li>AMotionEvent_getHistorySize()
: <a class="el" href="group___input.html#ga0aef34c236db6d7a56a50bf590be7bcc">input.h</a>
</li>
<li>AMotionEvent_getMetaState()
: <a class="el" href="group___input.html#ga5644f0d952e3dea57ba9f7ce51dff2bb">input.h</a>
</li>
<li>AMotionEvent_getOrientation()
: <a class="el" href="group___input.html#gad28422998da15b789edcba6b8bc5d615">input.h</a>
</li>
<li>AMotionEvent_getPointerCount()
: <a class="el" href="group___input.html#ga612e68d104adbc6d14d87510e8066bd8">input.h</a>
</li>
<li>AMotionEvent_getPointerId()
: <a class="el" href="group___input.html#ga599e21a79c706807243a8ee31b116138">input.h</a>
</li>
<li>AMotionEvent_getPressure()
: <a class="el" href="group___input.html#ga97fcaa6cd08c9d54b35711e482e06c8d">input.h</a>
</li>
<li>AMotionEvent_getRawX()
: <a class="el" href="group___input.html#gafe45e29ef138cc30592237ce479837f0">input.h</a>
</li>
<li>AMotionEvent_getRawY()
: <a class="el" href="group___input.html#ga5a09c3d742a93270861aa05f24257c23">input.h</a>
</li>
<li>AMotionEvent_getSize()
: <a class="el" href="group___input.html#ga9b1f3c3df46b5269f9e74d2dd70c88a8">input.h</a>
</li>
<li>AMotionEvent_getToolMajor()
: <a class="el" href="group___input.html#gac04099690f278a6a27191c2027b12a77">input.h</a>
</li>
<li>AMotionEvent_getToolMinor()
: <a class="el" href="group___input.html#ga2222d459759ba4a8269647012d2718fb">input.h</a>
</li>
<li>AMotionEvent_getToolType()
: <a class="el" href="group___input.html#ga2babe4e2e79952e004538f8f1878649c">input.h</a>
</li>
<li>AMotionEvent_getTouchMajor()
: <a class="el" href="group___input.html#ga9ac18fe19534e07d80441582f489d471">input.h</a>
</li>
<li>AMotionEvent_getTouchMinor()
: <a class="el" href="group___input.html#ga65f71e257b5fcb29dcbaaf59b3fcb3a7">input.h</a>
</li>
<li>AMotionEvent_getX()
: <a class="el" href="group___input.html#ga22e255a5fa52761cd92ce78af91e9757">input.h</a>
</li>
<li>AMotionEvent_getXOffset()
: <a class="el" href="group___input.html#ga7a94ce622eb78a17737fd8bddbf86e21">input.h</a>
</li>
<li>AMotionEvent_getXPrecision()
: <a class="el" href="group___input.html#ga81a9be07673a01f43fd0241c7b4c254f">input.h</a>
</li>
<li>AMotionEvent_getY()
: <a class="el" href="group___input.html#ga113f58a37e41f2a6c3007d68418edfa6">input.h</a>
</li>
<li>AMotionEvent_getYOffset()
: <a class="el" href="group___input.html#ga7f6bd2c12d912f502c245b6ced6d3704">input.h</a>
</li>
<li>AMotionEvent_getYPrecision()
: <a class="el" href="group___input.html#gae311e6e28bce4be905526f9ea71278ed">input.h</a>
</li>
<li>ANativeActivity_finish()
: <a class="el" href="group___native_activity.html#ga4d872ae54a239704c06a0517e23cc0ad">native_activity.h</a>
</li>
<li>ANativeActivity_hideSoftInput()
: <a class="el" href="group___native_activity.html#gaf673d6efea7ce517ef46ff2551b25944">native_activity.h</a>
</li>
<li>ANativeActivity_setWindowFlags()
: <a class="el" href="group___native_activity.html#gaa1d091ca4a99b0ce570bab1c8c06f297">native_activity.h</a>
</li>
<li>ANativeActivity_setWindowFormat()
: <a class="el" href="group___native_activity.html#gaec8b12decdf2b9841344e75c4c038c5a">native_activity.h</a>
</li>
<li>ANativeActivity_showSoftInput()
: <a class="el" href="group___native_activity.html#ga14eaeb6190f266369023b04d8ab9dba7">native_activity.h</a>
</li>
<li>ANativeWindow_acquire()
: <a class="el" href="group___native_activity.html#ga533876b57909243b238927344a6592db">native_window.h</a>
</li>
<li>ANativeWindow_fromSurface()
: <a class="el" href="group___native_activity.html#ga774d0a87ec496b3940fcddccbc31fd9d">native_window_jni.h</a>
</li>
<li>ANativeWindow_getFormat()
: <a class="el" href="group___native_activity.html#ga9e3a492a8300146b30d864f0ab22bb2e">native_window.h</a>
</li>
<li>ANativeWindow_getHeight()
: <a class="el" href="group___native_activity.html#ga463ba99f6dee3edc1167a54e1ff7de15">native_window.h</a>
</li>
<li>ANativeWindow_getWidth()
: <a class="el" href="group___native_activity.html#ga186f0040c5cb405a63d93889bb9a4ff1">native_window.h</a>
</li>
<li>ANativeWindow_lock()
: <a class="el" href="group___native_activity.html#ga0b0e3b7d442dee83e1a1b42e5b0caee6">native_window.h</a>
</li>
<li>ANativeWindow_release()
: <a class="el" href="group___native_activity.html#gae944e98865b902bd924663785d7b0258">native_window.h</a>
</li>
<li>ANativeWindow_setBuffersGeometry()
: <a class="el" href="group___native_activity.html#ga7b0652533998d61e1a3b542485889113">native_window.h</a>
</li>
<li>ANativeWindow_unlockAndPost()
: <a class="el" href="group___native_activity.html#ga4dc9b687ead9034fbc11bf2d90f203f9">native_window.h</a>
</li>
<li>AndroidBitmap_getInfo()
: <a class="el" href="group___bitmap.html#ga80292ee39d8a675928e38849742b54bf">bitmap.h</a>
</li>
<li>AndroidBitmap_lockPixels()
: <a class="el" href="group___bitmap.html#ga2908d42fa4db286c34b7f8c11f29206f">bitmap.h</a>
</li>
<li>AndroidBitmap_unlockPixels()
: <a class="el" href="group___bitmap.html#ga4aca91f37baddd42d0051dca8179d4ed">bitmap.h</a>
</li>
<li>AObbInfo_delete()
: <a class="el" href="group___storage.html#gaec5a4428008f545e829486099298031a">obb.h</a>
</li>
<li>AObbInfo_getFlags()
: <a class="el" href="group___storage.html#ga68d916570c756da9fd0d9096358300eb">obb.h</a>
</li>
<li>AObbInfo_getPackageName()
: <a class="el" href="group___storage.html#ga1ec7eee61541fa5a9b578801a35b9cf3">obb.h</a>
</li>
<li>AObbInfo_getVersion()
: <a class="el" href="group___storage.html#gacd8471c6d866cffe4a32f3b5997c782c">obb.h</a>
</li>
<li>AObbScanner_getObbInfo()
: <a class="el" href="group___storage.html#ga7beb4f82e3bf9a4b8197917f92ac4d5e">obb.h</a>
</li>
<li>ASensor_getFifoMaxEventCount()
: <a class="el" href="group___sensor.html#gae9969580eda319926a677a6937c7afb1">sensor.h</a>
</li>
<li>ASensor_getFifoReservedEventCount()
: <a class="el" href="group___sensor.html#gaec7084c6a9d4d85f87c95a70511c5f53">sensor.h</a>
</li>
<li>ASensor_getMinDelay()
: <a class="el" href="group___sensor.html#gacb6e021757c07344b58742611eaf68e7">sensor.h</a>
</li>
<li>ASensor_getName()
: <a class="el" href="group___sensor.html#ga52f4b22990c70df0784b9ccf23314fae">sensor.h</a>
</li>
<li>ASensor_getReportingMode()
: <a class="el" href="group___sensor.html#ga99e56b84cf421788c27998da8eab7e39">sensor.h</a>
</li>
<li>ASensor_getResolution()
: <a class="el" href="group___sensor.html#ga3da2930dd866cf1f76da6bc39e578a46">sensor.h</a>
</li>
<li>ASensor_getStringType()
: <a class="el" href="group___sensor.html#gabee3eb65390fc75a639c59d653af3591">sensor.h</a>
</li>
<li>ASensor_getType()
: <a class="el" href="group___sensor.html#ga93962747ab3c7d2b609f97af26fc0230">sensor.h</a>
</li>
<li>ASensor_getVendor()
: <a class="el" href="group___sensor.html#gafaf467fc71f7adba537a90f166e3320d">sensor.h</a>
</li>
<li>ASensor_isWakeUpSensor()
: <a class="el" href="group___sensor.html#ga0ff4118e400bedac62be6b79e9e0f924">sensor.h</a>
</li>
<li>ASensorEventQueue_disableSensor()
: <a class="el" href="group___sensor.html#ga03852b813887ec236a34c4aef0df4b68">sensor.h</a>
</li>
<li>ASensorEventQueue_enableSensor()
: <a class="el" href="group___sensor.html#ga48a8379cf9de9b09a71a00f8a3699499">sensor.h</a>
</li>
<li>ASensorEventQueue_getEvents()
: <a class="el" href="group___sensor.html#gab3d4354fd0d3ceb5fa97c129b024a18a">sensor.h</a>
</li>
<li>ASensorEventQueue_hasEvents()
: <a class="el" href="group___sensor.html#ga79c9d6264fe81d4e30800f826db72913">sensor.h</a>
</li>
<li>ASensorEventQueue_setEventRate()
: <a class="el" href="group___sensor.html#gaa6e89b6d69dc3e07f2d7e72e81ec7937">sensor.h</a>
</li>
<li>ASensorManager_createEventQueue()
: <a class="el" href="group___sensor.html#gac46f8b28bcc7a846dea9d841cab0a67b">sensor.h</a>
</li>
<li>ASensorManager_destroyEventQueue()
: <a class="el" href="group___sensor.html#gaf35624037785cdea1e7fe9e0a73fc5e1">sensor.h</a>
</li>
<li>ASensorManager_getDefaultSensor()
: <a class="el" href="group___sensor.html#gaf4880d87e01f5e2d4a9b8403e4047445">sensor.h</a>
</li>
<li>ASensorManager_getDefaultSensorEx()
: <a class="el" href="group___sensor.html#ga4313457c0e82f4afa77ef13860629633">sensor.h</a>
</li>
<li>ASensorManager_getInstance()
: <a class="el" href="group___sensor.html#gaa438fdaf34783a89d139f0a56d2692cd">sensor.h</a>
</li>
<li>ASensorManager_getSensorList()
: <a class="el" href="group___sensor.html#ga645be938627498ab2b60d94c562204bd">sensor.h</a>
</li>
<li>AStorageManager_delete()
: <a class="el" href="group___storage.html#ga184c06dd9cec0f21db138167d6b331ed">storage_manager.h</a>
</li>
<li>AStorageManager_getMountedObbPath()
: <a class="el" href="group___storage.html#gad5c90305d627e0c768da37cb3e9f08c4">storage_manager.h</a>
</li>
<li>AStorageManager_isObbMounted()
: <a class="el" href="group___storage.html#ga7572f2c650fc16cce1b0ab94e913a1ba">storage_manager.h</a>
</li>
<li>AStorageManager_mountObb()
: <a class="el" href="group___storage.html#ga61bebaf43e57b4b7f57e7a24a62e9e3d">storage_manager.h</a>
</li>
<li>AStorageManager_new()
: <a class="el" href="group___storage.html#ga1c21ed9e0848fcfc03547c95eeb48877">storage_manager.h</a>
</li>
<li>AStorageManager_unmountObb()
: <a class="el" href="group___storage.html#ga4c32c8d2c780016fa36097d833b57809">storage_manager.h</a>
</li>
</ul>
</div><!-- contents -->

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@@ -1,90 +0,0 @@
page.title=Globals
page.customHeadTag=<link rel="stylesheet" type="text/css" href="doxygen-dac.css">
@jd:body
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&#160;<ul>
<li>AAsset
: <a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">asset_manager.h</a>
</li>
<li>AAssetDir
: <a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">asset_manager.h</a>
</li>
<li>AAssetManager
: <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">asset_manager.h</a>
</li>
<li>AConfiguration
: <a class="el" href="group___configuration.html#ga6709434d0f99b8367d0df2dfdfbef45a">configuration.h</a>
</li>
<li>AHeartRateEvent
: <a class="el" href="group___sensor.html#gae85b6eac76abe74e6e53d78bb3a4858c">sensor.h</a>
</li>
<li>AInputEvent
: <a class="el" href="group___input.html#gac35dbbc035371e799d8badabc981e8fa">input.h</a>
</li>
<li>AInputQueue
: <a class="el" href="group___input.html#ga21d8182651f4b61ae558560023e8339c">input.h</a>
</li>
<li>ALooper
: <a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">looper.h</a>
</li>
<li>ALooper_callbackFunc
: <a class="el" href="group___looper.html#ga410b184b4e48302c439e36c8ce0a7a89">looper.h</a>
</li>
<li>AMetaDataEvent
: <a class="el" href="group___sensor.html#ga0378daec23b2d8a70438ef7c3912475f">sensor.h</a>
</li>
<li>ANativeActivity
: <a class="el" href="group___native_activity.html#ga8abd07923f37feb1ce724d139cc2609d">native_activity.h</a>
</li>
<li>ANativeActivity_createFunc
: <a class="el" href="group___native_activity.html#ga569a53bcac3fcedb0189b7c412ebcb22">native_activity.h</a>
</li>
<li>ANativeActivityCallbacks
: <a class="el" href="group___native_activity.html#ga28dca784e5ee939427135c72c0151c38">native_activity.h</a>
</li>
<li>ANativeWindow
: <a class="el" href="group___native_activity.html#ga66956d540c2e3709e12156d195e64726">native_window.h</a>
</li>
<li>ANativeWindow_Buffer
: <a class="el" href="group___native_activity.html#gad0983ca473ce36293baf5e51a14c3357">native_window.h</a>
</li>
<li>AObbInfo
: <a class="el" href="group___storage.html#gaa5037fe4c0d785a50fc62ac2de9844c3">obb.h</a>
</li>
<li>ARect
: <a class="el" href="group___native_activity.html#gaa984a498f0e146ac57c6022a323423cf">rect.h</a>
</li>
<li>ASensor
: <a class="el" href="group___sensor.html#ga93b28b7ce5e9b6d2ebc5b574cd5f4710">sensor.h</a>
</li>
<li>ASensorEvent
: <a class="el" href="group___sensor.html#ga6bb167c45f0ef0a94d8f178d227e781f">sensor.h</a>
</li>
<li>ASensorEventQueue
: <a class="el" href="group___sensor.html#gaa9448106d6d463f4cc5dded7c914e7ae">sensor.h</a>
</li>
<li>ASensorList
: <a class="el" href="group___sensor.html#ga26ff51817e8b320a631b3bf4ed378d58">sensor.h</a>
</li>
<li>ASensorManager
: <a class="el" href="group___sensor.html#gaef620baab9b276ab8f914ae77babc349">sensor.h</a>
</li>
<li>ASensorRef
: <a class="el" href="group___sensor.html#gafec8dd682458c750a5f0f913a0f162ce">sensor.h</a>
</li>
<li>ASensorVector
: <a class="el" href="group___sensor.html#ga207e807f9e18271f6a763e57232b409f">sensor.h</a>
</li>
<li>AStorageManager
: <a class="el" href="group___storage.html#ga419f40803228bca62e32beb911ab28e2">storage_manager.h</a>
</li>
<li>AStorageManager_obbCallbackFunc
: <a class="el" href="group___storage.html#gaf077d06586fa4c0212baa2fe458b9617">storage_manager.h</a>
</li>
<li>AUncalibratedEvent
: <a class="el" href="group___sensor.html#ga24acc545b908dd24cadc44c5e0760b3b">sensor.h</a>
</li>
</ul>
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&#160;<ul>
<li>ANativeActivity_onCreate
: <a class="el" href="group___native_activity.html#ga02791d0d490839055169f39fdc905c5e">native_activity.h</a>
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page.title=Globals
page.customHeadTag=<link rel="stylesheet" type="text/css" href="doxygen-dac.css">
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<!-- Generated by Doxygen 1.8.6 -->
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<div class="textblock">Here is a list of all functions, variables, defines, enums, and typedefs with links to the files they belong to:</div>
<h3><a class="anchor" id="index_w"></a>- w -</h3><ul>
<li>WINDOW_FORMAT_RGB_565
: <a class="el" href="group___native_activity.html#gga94798fdadfbf49a7c658ace669a1d310ab26fa9c38f169263b611a8b757bb0259">native_window.h</a>
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<li>WINDOW_FORMAT_RGBA_8888
: <a class="el" href="group___native_activity.html#gga94798fdadfbf49a7c658ace669a1d310a6a165383340acce0b32c555dd2ac2c01">native_window.h</a>
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<li>WINDOW_FORMAT_RGBX_8888
: <a class="el" href="group___native_activity.html#gga94798fdadfbf49a7c658ace669a1d310a5f83a97ccf64fc1554c220476e8aaf30">native_window.h</a>
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<!-- Generated by Doxygen 1.8.6 -->
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<div class="header">
<div class="summary">
<a href="#files">Files</a> &#124;
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<a href="#enum-members">Enumerations</a> &#124;
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Files</h2></td></tr>
<tr class="memitem:asset__manager_8h"><td class="memItemLeft" align="right" valign="top">file &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="asset__manager_8h.html">asset_manager.h</a></td></tr>
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<tr class="memitem:asset__manager__jni_8h"><td class="memItemLeft" align="right" valign="top">file &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="asset__manager__jni_8h.html">asset_manager_jni.h</a></td></tr>
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Typedefs</h2></td></tr>
<tr class="memitem:ga90c459935e76acf809b9ec90d1872771"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a></td></tr>
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<tr class="memitem:ga001a6b9c36a06ee977b9f51ed7103cdb"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a></td></tr>
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<tr class="memitem:ga5630b1f1aa5cd363303018cb2f12f95c"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:ga06fc87d81c62e9abb8790b6e5713c55b"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group___asset.html#gga06fc87d81c62e9abb8790b6e5713c55ba5bf76576f07042f965f230086f7c09f4">AASSET_MODE_UNKNOWN</a> = 0,
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Functions</h2></td></tr>
<tr class="memitem:gab5b57ff012d6d1024d8bf5d30aedced4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#gab5b57ff012d6d1024d8bf5d30aedced4">AAssetManager_openDir</a> (<a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *mgr, const char *dirName)</td></tr>
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<tr class="memitem:ga45db6d19ad5e1c0f9b2e6b4059da14b3"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga45db6d19ad5e1c0f9b2e6b4059da14b3">AAssetDir_rewind</a> (<a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *assetDir)</td></tr>
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<tr class="memitem:ga1f241e49f691dafcada23bcb76155122"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga1f241e49f691dafcada23bcb76155122">AAsset_close</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset)</td></tr>
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<tr class="memitem:ga553a14512a98542306238c3ce70d344f"><td class="memItemLeft" align="right" valign="top">const void *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga553a14512a98542306238c3ce70d344f">AAsset_getBuffer</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset)</td></tr>
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<tr class="memitem:ga55c8bc459327d5d23089e6a4b453f3f1"><td class="memItemLeft" align="right" valign="top">off64_t&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga55c8bc459327d5d23089e6a4b453f3f1">AAsset_getLength64</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset)</td></tr>
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<tr class="memitem:ga1af4ffd050016e99961e24f550981677"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga1af4ffd050016e99961e24f550981677">AAsset_openFileDescriptor</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset, off_t *outStart, off_t *outLength)</td></tr>
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<tr class="memitem:ga123a44a575f85d91a00a8456dab7bd0a"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga123a44a575f85d91a00a8456dab7bd0a">AAsset_openFileDescriptor64</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset, off64_t *outStart, off64_t *outLength)</td></tr>
<tr class="separator:ga123a44a575f85d91a00a8456dab7bd0a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga20344cb952a77fa1004f592fb1b55124"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#ga20344cb952a77fa1004f592fb1b55124">AAsset_isAllocated</a> (<a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *asset)</td></tr>
<tr class="separator:ga20344cb952a77fa1004f592fb1b55124"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gadfd6537af41577735bcaee52120127f4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___asset.html#gadfd6537af41577735bcaee52120127f4">AAssetManager_fromJava</a> (JNIEnv *env, jobject assetManager)</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<h2 class="groupheader">Typedef Documentation</h2>
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<td class="memname">typedef struct <a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> <a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a></td>
</tr>
</table>
</div><div class="memdoc">
<p><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> provides access to a read-only asset.</p>
<p><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> objects are NOT thread-safe, and should not be shared across threads. </p>
</div>
</div>
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<div class="memitem">
<div class="memproto">
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<td class="memname">typedef struct <a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> <a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a></td>
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<p><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> provides access to a chunk of the asset hierarchy as if it were a single directory. The contents are populated by the <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a>.</p>
<p>The list of files will be sorted in ascending order by ASCII value. </p>
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<td class="memname">typedef struct <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a></td>
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<p><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> provides access to an application's raw assets by creating <a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> objects.</p>
<p>AAssetManager is a wrapper to the low-level native implementation of the java <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a>, a pointer can be obtained using <a class="el" href="group___asset.html#gadfd6537af41577735bcaee52120127f4">AAssetManager_fromJava()</a>.</p>
<p>The asset hierarchy may be examined like a filesystem, using <a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> objects to peruse a single directory.</p>
<p>A native <a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> pointer may be shared across multiple threads. </p>
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<h2 class="groupheader">Enumeration Type Documentation</h2>
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<td class="memname">anonymous enum</td>
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<p>Available access modes for opening assets with <a class="el" href="group___asset.html#ga0037ce3c10a591fe632f34c1aa62955c">AAssetManager_open</a> </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><em><a class="anchor" id="gga06fc87d81c62e9abb8790b6e5713c55ba5bf76576f07042f965f230086f7c09f4"></a>AASSET_MODE_UNKNOWN</em>&#160;</td><td class="fielddoc">
<p>No specific information about how data will be accessed. </p>
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<tr><td class="fieldname"><em><a class="anchor" id="gga06fc87d81c62e9abb8790b6e5713c55ba88e1b2a920963d7596735fe28bf30e2f"></a>AASSET_MODE_RANDOM</em>&#160;</td><td class="fielddoc">
<p>Read chunks, and seek forward and backward. </p>
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<tr><td class="fieldname"><em><a class="anchor" id="gga06fc87d81c62e9abb8790b6e5713c55bac76f5fdb953097efc04e534474a7ea74"></a>AASSET_MODE_STREAMING</em>&#160;</td><td class="fielddoc">
<p>Read sequentially, with an occasional forward seek. </p>
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<tr><td class="fieldname"><em><a class="anchor" id="gga06fc87d81c62e9abb8790b6e5713c55ba40ec098f4afb7c2869fa449d3059f6bb"></a>AASSET_MODE_BUFFER</em>&#160;</td><td class="fielddoc">
<p>Caller plans to ask for a read-only buffer with all data. </p>
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<h2 class="groupheader">Function Documentation</h2>
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<td class="memname">void AAsset_close </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Close the asset, freeing all associated resources. </p>
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<td class="memname">const void* AAsset_getBuffer </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Get a pointer to a buffer holding the entire contents of the assset.</p>
<p>Returns NULL on failure. </p>
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<td class="memname">off_t AAsset_getLength </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Report the total size of the asset data. </p>
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<td class="memname">off64_t AAsset_getLength64 </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Report the total size of the asset data. Reports the size using a 64-bit number insted of 32-bit as AAsset_getLength. </p>
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<td class="memname">off_t AAsset_getRemainingLength </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Report the total amount of asset data that can be read from the current position. </p>
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<td class="memname">off64_t AAsset_getRemainingLength64 </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Report the total amount of asset data that can be read from the current position.</p>
<p>Uses a 64-bit number instead of a 32-bit number as AAsset_getRemainingLength does. </p>
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<td class="memname">int AAsset_isAllocated </td>
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<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em></td><td>)</td>
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<p>Returns whether this asset's internal buffer is allocated in ordinary RAM (i.e. not mmapped). </p>
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<td class="memname">int AAsset_openFileDescriptor </td>
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<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em>, </td>
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<td class="paramtype">off_t *&#160;</td>
<td class="paramname"><em>outStart</em>, </td>
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<td class="paramtype">off_t *&#160;</td>
<td class="paramname"><em>outLength</em>&#160;</td>
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<p>Open a new file descriptor that can be used to read the asset data. If the start or length cannot be represented by a 32-bit number, it will be truncated. If the file is large, use AAsset_openFileDescriptor64 instead.</p>
<p>Returns &lt; 0 if direct fd access is not possible (for example, if the asset is compressed). </p>
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<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em>, </td>
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<td class="paramtype">off64_t *&#160;</td>
<td class="paramname"><em>outStart</em>, </td>
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<td class="paramtype">off64_t *&#160;</td>
<td class="paramname"><em>outLength</em>&#160;</td>
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<p>Open a new file descriptor that can be used to read the asset data.</p>
<p>Uses a 64-bit number for the offset and length instead of 32-bit instead of as AAsset_openFileDescriptor does.</p>
<p>Returns &lt; 0 if direct fd access is not possible (for example, if the asset is compressed). </p>
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<td class="memname">int AAsset_read </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em>, </td>
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<td class="paramtype">void *&#160;</td>
<td class="paramname"><em>buf</em>, </td>
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<td class="paramtype">size_t&#160;</td>
<td class="paramname"><em>count</em>&#160;</td>
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<p>Attempt to read 'count' bytes of data from the current offset.</p>
<p>Returns the number of bytes read, zero on EOF, or &lt; 0 on error. </p>
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<td class="memname">off_t AAsset_seek </td>
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<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em>, </td>
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<td class="paramtype">off_t&#160;</td>
<td class="paramname"><em>offset</em>, </td>
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<td class="paramtype">int&#160;</td>
<td class="paramname"><em>whence</em>&#160;</td>
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<p>Seek to the specified offset within the asset data. 'whence' uses the same constants as lseek()/fseek().</p>
<p>Returns the new position on success, or (off_t) -1 on error. </p>
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<td class="memname">off64_t AAsset_seek64 </td>
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<td class="paramtype"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a> *&#160;</td>
<td class="paramname"><em>asset</em>, </td>
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<td class="paramtype">off64_t&#160;</td>
<td class="paramname"><em>offset</em>, </td>
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<td class="paramtype">int&#160;</td>
<td class="paramname"><em>whence</em>&#160;</td>
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<p>Seek to the specified offset within the asset data. 'whence' uses the same constants as lseek()/fseek().</p>
<p>Uses 64-bit data type for large files as opposed to the 32-bit type used by AAsset_seek.</p>
<p>Returns the new position on success, or (off64_t) -1 on error. </p>
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<td class="memname">void AAssetDir_close </td>
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<td class="paramtype"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *&#160;</td>
<td class="paramname"><em>assetDir</em></td><td>)</td>
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<p>Close an opened AAssetDir, freeing any related resources. </p>
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<td class="memname">const char* AAssetDir_getNextFileName </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a> *&#160;</td>
<td class="paramname"><em>assetDir</em></td><td>)</td>
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<p>Iterate over the files in an asset directory. A NULL string is returned when all the file names have been returned.</p>
<p>The returned file name is suitable for passing to <a class="el" href="group___asset.html#ga0037ce3c10a591fe632f34c1aa62955c">AAssetManager_open()</a>.</p>
<p>The string returned here is owned by the AssetDir implementation and is not guaranteed to remain valid if any other calls are made on this AAssetDir instance. </p>
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<td class="memname">void AAssetDir_rewind </td>
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<td class="paramname"><em>assetDir</em></td><td>)</td>
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<p>Reset the iteration state of <a class="el" href="group___asset.html#ga4703b9f7baa3daeba248b6547de6b9b0">AAssetDir_getNextFileName()</a> to the beginning. </p>
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<td class="memname"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a>* AAssetManager_fromJava </td>
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<td class="paramtype">JNIEnv *&#160;</td>
<td class="paramname"><em>env</em>, </td>
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<td class="paramname"><em>assetManager</em>&#160;</td>
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<p>Given a Dalvik AssetManager object, obtain the corresponding native AAssetManager object. Note that the caller is responsible for obtaining and holding a VM reference to the jobject to prevent its being garbage collected while the native object is in use. </p>
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<td class="memname"><a class="el" href="group___asset.html#ga5630b1f1aa5cd363303018cb2f12f95c">AAsset</a>* AAssetManager_open </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *&#160;</td>
<td class="paramname"><em>mgr</em>, </td>
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<td class="paramtype">const char *&#160;</td>
<td class="paramname"><em>filename</em>, </td>
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<td class="paramtype">int&#160;</td>
<td class="paramname"><em>mode</em>&#160;</td>
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<p>Open an asset.</p>
<p>The object returned here should be freed by calling <a class="el" href="group___asset.html#ga1f241e49f691dafcada23bcb76155122">AAsset_close()</a>. </p>
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<td class="memname"><a class="el" href="group___asset.html#ga001a6b9c36a06ee977b9f51ed7103cdb">AAssetDir</a>* AAssetManager_openDir </td>
<td>(</td>
<td class="paramtype"><a class="el" href="group___asset.html#ga90c459935e76acf809b9ec90d1872771">AAssetManager</a> *&#160;</td>
<td class="paramname"><em>mgr</em>, </td>
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<td class="paramtype">const char *&#160;</td>
<td class="paramname"><em>dirName</em>&#160;</td>
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<td>)</td>
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<p>Open the named directory within the asset hierarchy. The directory can then be inspected with the AAssetDir functions. To open the top-level directory, pass in "" as the dirName.</p>
<p>The object returned here should be freed by calling <a class="el" href="group___asset.html#gace1c4d0da274d643c5b10ca218cc6088">AAssetDir_close()</a>. </p>
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<tr class="memitem:gafb665ac9fefad34ac5c035f5d1314080"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___bitmap.html#gafb665ac9fefad34ac5c035f5d1314080">ANDROID_BITMAP_RESUT_SUCCESS</a>&#160;&#160;&#160;<a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7a07f71cf5c5d4950ac9813ae4bbf6d076">ANDROID_BITMAP_RESULT_SUCCESS</a></td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:gadf764cbdea00d65edcd07bb9953ad2b7"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7a07f71cf5c5d4950ac9813ae4bbf6d076">ANDROID_BITMAP_RESULT_SUCCESS</a> = 0,
<a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7acf7205d1a348d867c63ac2885ce01374">ANDROID_BITMAP_RESULT_BAD_PARAMETER</a> = -1,
<a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7a6b099b9533c38729a6c305f2fe93f98d">ANDROID_BITMAP_RESULT_JNI_EXCEPTION</a> = -2,
<a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7a512f5b95b6b57e78d65502c06391f990">ANDROID_BITMAP_RESULT_ALLOCATION_FAILED</a> = -3
}</td></tr>
<tr class="separator:gadf764cbdea00d65edcd07bb9953ad2b7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaea286a2d4c61ae2abb02b51500499f13"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___bitmap.html#gaea286a2d4c61ae2abb02b51500499f13">AndroidBitmapFormat</a> { <br/>
&#160;&#160;<a class="el" href="group___bitmap.html#ggaea286a2d4c61ae2abb02b51500499f13ac6f0378ea5cfefd9abee2596af5a9021">ANDROID_BITMAP_FORMAT_NONE</a> = 0,
<a class="el" href="group___bitmap.html#ggaea286a2d4c61ae2abb02b51500499f13ab92ae96ceea06aa534583beadba84057">ANDROID_BITMAP_FORMAT_RGBA_8888</a> = 1,
<a class="el" href="group___bitmap.html#ggaea286a2d4c61ae2abb02b51500499f13a11b32e10d6db28fae70ec3590cb9ee91">ANDROID_BITMAP_FORMAT_RGB_565</a> = 4,
<a class="el" href="group___bitmap.html#ggaea286a2d4c61ae2abb02b51500499f13adc2ede06eafe20439271cb8137dc7528">ANDROID_BITMAP_FORMAT_RGBA_4444</a> = 7,
<br/>
&#160;&#160;<a class="el" href="group___bitmap.html#ggaea286a2d4c61ae2abb02b51500499f13ad29996be25f8f88c96e016a1da5c4bca">ANDROID_BITMAP_FORMAT_A_8</a> = 8
<br/>
}</td></tr>
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Functions</h2></td></tr>
<tr class="memitem:ga80292ee39d8a675928e38849742b54bf"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___bitmap.html#ga80292ee39d8a675928e38849742b54bf">AndroidBitmap_getInfo</a> (JNIEnv *env, jobject jbitmap, <a class="el" href="struct_android_bitmap_info.html">AndroidBitmapInfo</a> *info)</td></tr>
<tr class="separator:ga80292ee39d8a675928e38849742b54bf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga2908d42fa4db286c34b7f8c11f29206f"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___bitmap.html#ga2908d42fa4db286c34b7f8c11f29206f">AndroidBitmap_lockPixels</a> (JNIEnv *env, jobject jbitmap, void **addrPtr)</td></tr>
<tr class="separator:ga2908d42fa4db286c34b7f8c11f29206f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ga4aca91f37baddd42d0051dca8179d4ed"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___bitmap.html#ga4aca91f37baddd42d0051dca8179d4ed">AndroidBitmap_unlockPixels</a> (JNIEnv *env, jobject jbitmap)</td></tr>
<tr class="separator:ga4aca91f37baddd42d0051dca8179d4ed"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<h2 class="groupheader">Macro Definition Documentation</h2>
<a class="anchor" id="gafb665ac9fefad34ac5c035f5d1314080"></a>
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<td class="memname">#define ANDROID_BITMAP_RESUT_SUCCESS&#160;&#160;&#160;<a class="el" href="group___bitmap.html#ggadf764cbdea00d65edcd07bb9953ad2b7a07f71cf5c5d4950ac9813ae4bbf6d076">ANDROID_BITMAP_RESULT_SUCCESS</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>Backward compatibility: this macro used to be misspelled. </p>
</div>
</div>
<h2 class="groupheader">Enumeration Type Documentation</h2>
<a class="anchor" id="gadf764cbdea00d65edcd07bb9953ad2b7"></a>
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<td class="memname">anonymous enum</td>
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<p>AndroidBitmap functions result code. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><em><a class="anchor" id="ggadf764cbdea00d65edcd07bb9953ad2b7a07f71cf5c5d4950ac9813ae4bbf6d076"></a>ANDROID_BITMAP_RESULT_SUCCESS</em>&#160;</td><td class="fielddoc">
<p>Operation was successful. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggadf764cbdea00d65edcd07bb9953ad2b7acf7205d1a348d867c63ac2885ce01374"></a>ANDROID_BITMAP_RESULT_BAD_PARAMETER</em>&#160;</td><td class="fielddoc">
<p>Bad parameter. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggadf764cbdea00d65edcd07bb9953ad2b7a6b099b9533c38729a6c305f2fe93f98d"></a>ANDROID_BITMAP_RESULT_JNI_EXCEPTION</em>&#160;</td><td class="fielddoc">
<p>JNI exception occured. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggadf764cbdea00d65edcd07bb9953ad2b7a512f5b95b6b57e78d65502c06391f990"></a>ANDROID_BITMAP_RESULT_ALLOCATION_FAILED</em>&#160;</td><td class="fielddoc">
<p>Allocation failed. </p>
</td></tr>
</table>
</div>
</div>
<a class="anchor" id="gaea286a2d4c61ae2abb02b51500499f13"></a>
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<td class="memname">enum <a class="el" href="group___bitmap.html#gaea286a2d4c61ae2abb02b51500499f13">AndroidBitmapFormat</a></td>
</tr>
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</div><div class="memdoc">
<p>Bitmap pixel format. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><em><a class="anchor" id="ggaea286a2d4c61ae2abb02b51500499f13ac6f0378ea5cfefd9abee2596af5a9021"></a>ANDROID_BITMAP_FORMAT_NONE</em>&#160;</td><td class="fielddoc">
<p>No format. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggaea286a2d4c61ae2abb02b51500499f13ab92ae96ceea06aa534583beadba84057"></a>ANDROID_BITMAP_FORMAT_RGBA_8888</em>&#160;</td><td class="fielddoc">
<p>Red: 8 bits, Green: 8 bits, Blue: 8 bits, Alpha: 8 bits. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggaea286a2d4c61ae2abb02b51500499f13a11b32e10d6db28fae70ec3590cb9ee91"></a>ANDROID_BITMAP_FORMAT_RGB_565</em>&#160;</td><td class="fielddoc">
<p>Red: 5 bits, Green: 6 bits, Blue: 5 bits. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggaea286a2d4c61ae2abb02b51500499f13adc2ede06eafe20439271cb8137dc7528"></a>ANDROID_BITMAP_FORMAT_RGBA_4444</em>&#160;</td><td class="fielddoc">
<p>Red: 4 bits, Green: 4 bits, Blue: 4 bits, Alpha: 4 bits. </p>
</td></tr>
<tr><td class="fieldname"><em><a class="anchor" id="ggaea286a2d4c61ae2abb02b51500499f13ad29996be25f8f88c96e016a1da5c4bca"></a>ANDROID_BITMAP_FORMAT_A_8</em>&#160;</td><td class="fielddoc">
<p>Deprecated. </p>
</td></tr>
</table>
</div>
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<h2 class="groupheader">Function Documentation</h2>
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<td class="memname">int AndroidBitmap_getInfo </td>
<td>(</td>
<td class="paramtype">JNIEnv *&#160;</td>
<td class="paramname"><em>env</em>, </td>
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<td class="paramkey"></td>
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<td class="paramtype">jobject&#160;</td>
<td class="paramname"><em>jbitmap</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="struct_android_bitmap_info.html">AndroidBitmapInfo</a> *&#160;</td>
<td class="paramname"><em>info</em>&#160;</td>
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<td>)</td>
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<p>Given a java bitmap object, fill out the <a class="el" href="struct_android_bitmap_info.html">AndroidBitmapInfo</a> struct for it. If the call fails, the info parameter will be ignored. </p>
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<td class="memname">int AndroidBitmap_lockPixels </td>
<td>(</td>
<td class="paramtype">JNIEnv *&#160;</td>
<td class="paramname"><em>env</em>, </td>
</tr>
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<td class="paramkey"></td>
<td></td>
<td class="paramtype">jobject&#160;</td>
<td class="paramname"><em>jbitmap</em>, </td>
</tr>
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<td class="paramkey"></td>
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<td class="paramtype">void **&#160;</td>
<td class="paramname"><em>addrPtr</em>&#160;</td>
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<p>Given a java bitmap object, attempt to lock the pixel address. Locking will ensure that the memory for the pixels will not move until the unlockPixels call, and ensure that, if the pixels had been previously purged, they will have been restored.</p>
<p>If this call succeeds, it must be balanced by a call to AndroidBitmap_unlockPixels, after which time the address of the pixels should no longer be used.</p>
<p>If this succeeds, *addrPtr will be set to the pixel address. If the call fails, addrPtr will be ignored. </p>
</div>
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<td class="memname">int AndroidBitmap_unlockPixels </td>
<td>(</td>
<td class="paramtype">JNIEnv *&#160;</td>
<td class="paramname"><em>env</em>, </td>
</tr>
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<td class="paramkey"></td>
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<td class="paramtype">jobject&#160;</td>
<td class="paramname"><em>jbitmap</em>&#160;</td>
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<p>Call this to balance a successful call to AndroidBitmap_lockPixels. </p>
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Files</h2></td></tr>
<tr class="memitem:looper_8h"><td class="memItemLeft" align="right" valign="top">file &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="looper_8h.html">looper.h</a></td></tr>
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Typedefs</h2></td></tr>
<tr class="memitem:gadb10521a80138b777ba1bc2ca74d4af5"><td class="memItemLeft" align="right" valign="top">typedef struct <a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a></td></tr>
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<tr class="memitem:ga410b184b4e48302c439e36c8ce0a7a89"><td class="memItemLeft" align="right" valign="top">typedef int(*&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#ga410b184b4e48302c439e36c8ce0a7a89">ALooper_callbackFunc</a> )(int fd, int events, void *data)</td></tr>
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Enumerations</h2></td></tr>
<tr class="memitem:gaf9bdc3014f3d54c426b6d2df10de4960"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group___looper.html#ggaf9bdc3014f3d54c426b6d2df10de4960a1fff26ab5859b0308b58a3f8d58ef1eb">ALOOPER_PREPARE_ALLOW_NON_CALLBACKS</a> = 1&lt;&lt;0
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<tr class="memitem:gadb49720dc49f7d4e4cf9adbf2948e409"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group___looper.html#ggadb49720dc49f7d4e4cf9adbf2948e409a55528f1b28df17cc4b6317cc0d0fde47">ALOOPER_POLL_WAKE</a> = -1,
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<tr class="memitem:gaae05225933a42f81e7c4a9fb286596f9"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom">{ <br/>
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Functions</h2></td></tr>
<tr class="memitem:ga741ccd90a0eb9209c6bddf2326d89e4a"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#ga741ccd90a0eb9209c6bddf2326d89e4a">ALooper_forThread</a> ()</td></tr>
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<tr class="memitem:ga1a070b904dd957cc65af9eb5ef6dfa25"><td class="memItemLeft" align="right" valign="top"><a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#ga1a070b904dd957cc65af9eb5ef6dfa25">ALooper_prepare</a> (int opts)</td></tr>
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<tr class="memitem:gae1ad7ac48ab01a34bfd25840c92ff07b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#gae1ad7ac48ab01a34bfd25840c92ff07b">ALooper_acquire</a> (<a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *looper)</td></tr>
<tr class="separator:gae1ad7ac48ab01a34bfd25840c92ff07b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab723c3c2ac2c66bc695913a194073727"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#gab723c3c2ac2c66bc695913a194073727">ALooper_release</a> (<a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *looper)</td></tr>
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<tr class="memitem:ga2a9044602b76fef7f47c7e11a801561c"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce</a> (int timeoutMillis, int *outFd, int *outEvents, void **outData)</td></tr>
<tr class="separator:ga2a9044602b76fef7f47c7e11a801561c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gaa7cd0636edc4ed227aadc585360ebefa"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">ALooper_pollAll</a> (int timeoutMillis, int *outFd, int *outEvents, void **outData)</td></tr>
<tr class="separator:gaa7cd0636edc4ed227aadc585360ebefa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:gab2585652f8ae2e2444979194ebe32aaf"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#gab2585652f8ae2e2444979194ebe32aaf">ALooper_wake</a> (<a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *looper)</td></tr>
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<tr class="memitem:ga2668285bfadcf21ef4d371568a30be33"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#ga2668285bfadcf21ef4d371568a30be33">ALooper_addFd</a> (<a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *looper, int fd, int ident, int events, <a class="el" href="group___looper.html#ga410b184b4e48302c439e36c8ce0a7a89">ALooper_callbackFunc</a> callback, void *data)</td></tr>
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<tr class="memitem:gaf7d68ed05698b251489b4f6c8e54daad"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="group___looper.html#gaf7d68ed05698b251489b4f6c8e54daad">ALooper_removeFd</a> (<a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> *looper, int fd)</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<h2 class="groupheader">Typedef Documentation</h2>
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<td class="memname">typedef struct <a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a> <a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a></td>
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<p>ALooper</p>
<p>A looper is the state tracking an event loop for a thread. Loopers do not define event structures or other such things; rather they are a lower-level facility to attach one or more discrete objects listening for an event. An "event" here is simply data available on a file descriptor: each attached object has an associated file descriptor, and waiting for "events" means (internally) polling on all of these file descriptors until one or more of them have data available.</p>
<p>A thread can have only one ALooper associated with it. </p>
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<p>For callback-based event loops, this is the prototype of the function that is called when a file descriptor event occurs. It is given the file descriptor it is associated with, a bitmask of the poll events that were triggered (typically ALOOPER_EVENT_INPUT), and the data pointer that was originally supplied.</p>
<p>Implementations should return 1 to continue receiving callbacks, or 0 to have this file descriptor and callback unregistered from the looper. </p>
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<h2 class="groupheader">Enumeration Type Documentation</h2>
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<p>Option for for <a class="el" href="group___looper.html#ga1a070b904dd957cc65af9eb5ef6dfa25">ALooper_prepare()</a>. </p>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><em><a class="anchor" id="ggaf9bdc3014f3d54c426b6d2df10de4960a1fff26ab5859b0308b58a3f8d58ef1eb"></a>ALOOPER_PREPARE_ALLOW_NON_CALLBACKS</em>&#160;</td><td class="fielddoc">
<p>This looper will accept calls to <a class="el" href="group___looper.html#ga2668285bfadcf21ef4d371568a30be33">ALooper_addFd()</a> that do not have a callback (that is provide NULL for the callback). In this case the caller of <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a> or <a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">ALooper_pollAll()</a> MUST check the return from these functions to discover when data is available on such fds and process it. </p>
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<p>Result from <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a> and <a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">ALooper_pollAll()</a>. </p>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><em><a class="anchor" id="ggadb49720dc49f7d4e4cf9adbf2948e409a55528f1b28df17cc4b6317cc0d0fde47"></a>ALOOPER_POLL_WAKE</em>&#160;</td><td class="fielddoc">
<p>The poll was awoken using wake() before the timeout expired and no callbacks were executed and no other file descriptors were ready. </p>
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<p>Result from <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a> and <a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">ALooper_pollAll()</a>: One or more callbacks were executed. </p>
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<p>Result from <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a> and <a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">ALooper_pollAll()</a>: The timeout expired. </p>
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<p>Result from <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a> and <a class="el" href="group___looper.html#gaa7cd0636edc4ed227aadc585360ebefa">ALooper_pollAll()</a>: An error occurred. </p>
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<p>Flags for file descriptor events that a looper can monitor.</p>
<p>These flag bits can be combined to monitor multiple events at once. </p>
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<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><em><a class="anchor" id="ggaae05225933a42f81e7c4a9fb286596f9ae3d18f8dd1faf6f34468df10667949bc"></a>ALOOPER_EVENT_INPUT</em>&#160;</td><td class="fielddoc">
<p>The file descriptor is available for read operations. </p>
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<p>The file descriptor is available for write operations. </p>
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<p>The file descriptor has encountered an error condition.</p>
<p>The looper always sends notifications about errors; it is not necessary to specify this event flag in the requested event set. </p>
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<p>The file descriptor was hung up. For example, indicates that the remote end of a pipe or socket was closed.</p>
<p>The looper always sends notifications about hangups; it is not necessary to specify this event flag in the requested event set. </p>
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<p>The file descriptor is invalid. For example, the file descriptor was closed prematurely.</p>
<p>The looper always sends notifications about invalid file descriptors; it is not necessary to specify this event flag in the requested event set. </p>
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<h2 class="groupheader">Function Documentation</h2>
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<td class="memname">void ALooper_acquire </td>
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<p>Acquire a reference on the given ALooper object. This prevents the object from being deleted until the reference is removed. This is only needed to safely hand an ALooper from one thread to another. </p>
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<p>Adds a new file descriptor to be polled by the looper. If the same file descriptor was previously added, it is replaced.</p>
<p>"fd" is the file descriptor to be added. "ident" is an identifier for this event, which is returned from <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a>. The identifier must be &gt;= 0, or ALOOPER_POLL_CALLBACK if providing a non-NULL callback. "events" are the poll events to wake up on. Typically this is ALOOPER_EVENT_INPUT. "callback" is the function to call when there is an event on the file descriptor. "data" is a private data pointer to supply to the callback.</p>
<p>There are two main uses of this function:</p>
<p>(1) If "callback" is non-NULL, then this function will be called when there is data on the file descriptor. It should execute any events it has pending, appropriately reading from the file descriptor. The 'ident' is ignored in this case.</p>
<p>(2) If "callback" is NULL, the 'ident' will be returned by ALooper_pollOnce when its file descriptor has data available, requiring the caller to take care of processing it.</p>
<p>Returns 1 if the file descriptor was added or -1 if an error occurred.</p>
<p>This method can be called on any thread. This method may block briefly if it needs to wake the poll. </p>
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<td class="memname"><a class="el" href="group___looper.html#gadb10521a80138b777ba1bc2ca74d4af5">ALooper</a>* ALooper_forThread </td>
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<p>Returns the looper associated with the calling thread, or NULL if there is not one. </p>
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<p>Like <a class="el" href="group___looper.html#ga2a9044602b76fef7f47c7e11a801561c">ALooper_pollOnce()</a>, but performs all pending callbacks until all data has been consumed or a file descriptor is available with no callback. This function will never return ALOOPER_POLL_CALLBACK. </p>
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<p>Waits for events to be available, with optional timeout in milliseconds. Invokes callbacks for all file descriptors on which an event occurred.</p>
<p>If the timeout is zero, returns immediately without blocking. If the timeout is negative, waits indefinitely until an event appears.</p>
<p>Returns ALOOPER_POLL_WAKE if the poll was awoken using wake() before the timeout expired and no callbacks were invoked and no other file descriptors were ready.</p>
<p>Returns ALOOPER_POLL_CALLBACK if one or more callbacks were invoked.</p>
<p>Returns ALOOPER_POLL_TIMEOUT if there was no data before the given timeout expired.</p>
<p>Returns ALOOPER_POLL_ERROR if an error occurred.</p>
<p>Returns a value &gt;= 0 containing an identifier (the same identifier <code>ident</code> passed to <a class="el" href="group___looper.html#ga2668285bfadcf21ef4d371568a30be33">ALooper_addFd()</a>) if its file descriptor has data and it has no callback function (requiring the caller here to handle it). In this (and only this) case outFd, outEvents and outData will contain the poll events and data associated with the fd, otherwise they will be set to NULL.</p>
<p>This method does not return until it has finished invoking the appropriate callbacks for all file descriptors that were signalled. </p>
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<p>Prepares a looper associated with the calling thread, and returns it. If the thread already has a looper, it is returned. Otherwise, a new one is created, associated with the thread, and returned.</p>
<p>The opts may be ALOOPER_PREPARE_ALLOW_NON_CALLBACKS or 0. </p>
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<p>Remove a reference that was previously acquired with <a class="el" href="group___looper.html#gae1ad7ac48ab01a34bfd25840c92ff07b">ALooper_acquire()</a>. </p>
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<p>Removes a previously added file descriptor from the looper.</p>
<p>When this method returns, it is safe to close the file descriptor since the looper will no longer have a reference to it. However, it is possible for the callback to already be running or for it to run one last time if the file descriptor was already signalled. Calling code is responsible for ensuring that this case is safely handled. For example, if the callback takes care of removing itself during its own execution either by returning 0 or by calling this method, then it can be guaranteed to not be invoked again at any later time unless registered anew.</p>
<p>Returns 1 if the file descriptor was removed, 0 if none was previously registered or -1 if an error occurred.</p>
<p>This method can be called on any thread. This method may block briefly if it needs to wake the poll. </p>
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<td class="memname">void ALooper_wake </td>
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<p>Wakes the poll asynchronously.</p>
<p>This method can be called on any thread. This method returns immediately. </p>
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