From a47d6ed761a3212e5a562fa7b1bc6151873640cd Mon Sep 17 00:00:00 2001 From: Vince Harron Date: Sun, 13 Apr 2014 14:39:35 -0700 Subject: [PATCH] Clarified recommended use cases for NDK. Added - "game engines" officially supported use case for NDK Removed - "self-contained" ambiguous in general and confusing to someone who is trying to do game development in C++ Removed - "that don't allocate a lot of memory" game engines do allocate a lot of memory. Change-Id: I098de65bf0c4b4ab4a85611426b68613692e52c5 (cherry picked from commit 8da272f4fe4f1d50543afe488406d56b669364a1) --- docs/html/tools/sdk/ndk/index.jd | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/html/tools/sdk/ndk/index.jd b/docs/html/tools/sdk/ndk/index.jd index a22dc9039b2a4..0ac1881453ee2 100644 --- a/docs/html/tools/sdk/ndk/index.jd +++ b/docs/html/tools/sdk/ndk/index.jd @@ -245,8 +245,8 @@ This is the Android Software Development Kit License Agreement but it always increases your app complexity. In general, you should only use the NDK if it is essential to your app—never because you simply prefer to program in C/C++.

-

Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't - allocate much memory, such as signal processing, physics simulation, and so on. When examining +

Typical good candidates for the NDK are CPU-intensive workloads such as game engines, + signal processing, physics simulation, and so on. When examining whether or not you should develop in native code, think about your requirements and see if the Android framework APIs provide the functionality that you need.