| page.title=What is the NDK? |
| @jd:body |
| |
| <div id="qv-wrapper"> |
| <div id="qv"> |
| <h2>In this document</h2> |
| |
| <ol> |
| <li><a href="#choosing">When to Develop in Native Code</a></li> |
| <li> |
| <a href="#contents">Contents of the NDK</a> |
| <ol> |
| <li><a href="#tools">Development tools</a></li> |
| |
| <li><a href="#docs">Documentation</a></li> |
| |
| <li><a href="#samples">Sample applications</a></li> |
| </ol> |
| </li> |
| <li><a href="#reqs">System and Software Requirements</a></li> |
| </ol> |
| </div> |
| </div> |
| |
| <p>The Android NDK is a toolset that lets you embed components that make use of native code in |
| your Android applications.</p> |
| |
| <p>Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts |
| of your applications using native-code languages such as C and C++. This can provide benefits to |
| certain classes of applications, in the form of reuse of existing code and in some cases |
| increased speed.</p> |
| |
| <p>The NDK provides:</p> |
| |
| <ul> |
| <li>A set of tools and build files used to generate native code libraries from C and C++ |
| sources</li> |
| |
| <li>A way to embed the corresponding native libraries into an application package file |
| (<code>.apk</code>) that can be deployed on Android devices</li> |
| |
| <li>A set of native system headers and libraries that will be supported in all future versions |
| of the Android platform, starting from Android 1.5. Applications that use native activities |
| must be run on Android 2.3 or later.</li> |
| |
| <li>Documentation, samples, and tutorials</li> |
| </ul> |
| |
| <p>The latest release of the NDK supports the following instruction sets:</p> |
| |
| <ul> |
| <li>ARMv5TE (including Thumb-1 instructions)</li> |
| |
| <li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with optional support for |
| NEON/VFPv3-D32 instructions)</li> |
| |
| <li>x86 instructions (see CPU-ARCH-ABIS.HTML for more information)</li> |
| </ul> |
| |
| <p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will run only on |
| devices such as the Verizon Droid or Google Nexus One that have a compatible CPU. The main |
| difference between the two instruction sets is that ARMv7-A supports hardware FPU, Thumb-2, and |
| NEON instructions. You can target either or both of the instruction sets — ARMv5TE is the |
| default, but switching to ARMv7-A is as easy as adding a single line to the application's |
| <code>Application.mk</code> file, without needing to change anything else in the file. You can also build for |
| both architectures at the same time and have everything stored in the final <code>.apk</code>. |
| Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package.</p> |
| |
| <p>The NDK provides stable headers for libc (the C library), libm (the Math library), OpenGL ES |
| (3D graphics library), the JNI interface, and other libraries, as listed in the <a href= |
| "#tools">Development Tools</a> section.</p> |
| |
| <h2 id="choosing">When to Develop in Native Code</h2> |
| |
| <p>The NDK will not benefit most applications. As a developer, you need to balance its benefits |
| against its drawbacks; notably, using native code does not result in an automatic performance |
| increase, but always increases application complexity. In general, you should only use native |
| code if it is essential to your application, not just because you prefer to program in C/C++.</p> |
| |
| <p>Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't |
| allocate much memory, such as signal processing, physics simulation, and so on. Simply re-coding |
| a method to run in C usually does not result in a large performance increase. When examining |
| whether or not you should develop in native code, think about your requirements and see if the |
| Android framework APIs provide the functionality that you need. The NDK can, however, can be an |
| effective way to reuse a large corpus of existing C/C++ code.</p> |
| |
| <p>The Android framework provides two ways to use native code:</p> |
| |
| <ul> |
| <li>Write your application using the Android framework and use JNI to access the APIs provided |
| by the Android NDK. This technique allows you to take advantage of the convenience of the |
| Android framework, but still allows you to write native code when necessary. You can install |
| applications that use native code through the JNI on devices that run Android 1.5 or |
| later.</li> |
| |
| <li> |
| <p>Write a native activity, which allows you to implement the lifecycle callbacks in native |
| code. The Android SDK provides the {@link android.app.NativeActivity} class, which is a convenience class that notifies your |
| native code of any activity lifecycle callbacks (<code>onCreate()</code>, <code>onPause()</code>, |
| <code>onResume()</code>, etc). You can implement the callbacks in your native code to handle |
| these events when they occur. Applications that use native activities must be run on Android |
| 2.3 (API Level 9) or later.</p> |
| |
| <p>You cannot access features such as Services and Content Providers natively, so if you want |
| to use them or any other framework API, you can still write JNI code to do so.</p> |
| </li> |
| </ul> |
| |
| <h2 id="contents">Contents of the NDK</h2>The NDK contains the APIs, documentation, and sample |
| applications that help you write your native code. |
| |
| <h3 id="tools">Development tools</h3> |
| |
| <p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that can generate |
| native ARM binaries on Linux, OS X, and Windows (with Cygwin) platforms.</p> |
| |
| <p>It provides a set of system headers for stable native APIs that are guaranteed to be supported |
| in all later releases of the platform:</p> |
| |
| <ul> |
| <li>libc (C library) headers</li> |
| |
| <li>libm (math library) headers</li> |
| |
| <li>JNI interface headers</li> |
| |
| <li>libz (Zlib compression) headers</li> |
| |
| <li>liblog (Android logging) header</li> |
| |
| <li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li> |
| |
| <li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li> |
| |
| <li>A Minimal set of headers for C++ support</li> |
| |
| <li>OpenSL ES native audio libraries</li> |
| |
| <li>Android native application APIS</li> |
| </ul> |
| |
| <p>The NDK also provides a build system that lets you work efficiently with your sources, without |
| having to handle the toolchain/platform/CPU/ABI details. You create very short build files to |
| describe which sources to compile and which Android application will use them — the build |
| system compiles the sources and places the shared libraries directly in your application |
| project.</p> |
| |
| <p class="caution"><strong>Important:</strong> With the exception of the libraries listed above, |
| native system libraries in the Android platform are <em>not</em> stable and may change in future |
| platform versions. Your applications should <em>only</em> make use of the stable native system |
| libraries provided in this NDK.</p> |
| |
| <h3 id="docs">Documentation</h3> |
| |
| <p>The NDK package includes a set of documentation that describes the capabilities of the NDK and |
| how to use it to create shared libraries for your Android applications. In this release, the |
| documentation is provided only in the downloadable NDK package. You can find the documentation in |
| the <code><ndk>/docs/</code> directory. Included are these files:</p> |
| |
| <ul> |
| <li> |
| INSTALL.HTML — describes how to install the NDK and configure it for your host |
| system</li> |
| |
| <li>OVERVIEW.HTML — provides an overview of the NDK capabilities and usage</li> |
| |
| <li>ANDROID-MK.HTML — describes the use of the Android.mk file, which defines the native |
| sources you want to compile</li> |
| |
| <li>APPLICATION-MK.HTML — describes the use of the Application.mk file, which describes |
| the native sources required by your Android application</li> |
| <li>CPLUSPLUS-SUPPORT.HTML — describes the C++ support provided in the Android NDK</li> |
| <li>CPU-ARCH-ABIS.HTML — a description of supported CPU architectures and how to target |
| them.</li> |
| |
| <li>CPU-FEATURES.HTML — a description of the <code>cpufeatures</code> static library that |
| lets your application code detect the target device's CPU family and the optional features at |
| runtime.</li> |
| |
| <li>CPU-ARM-NEON.HTML — a description of how to build with optional ARM NEON / VFPv3-D32 |
| instructions.</li> |
| |
| <li>CHANGES.HTML — a complete list of changes to the NDK across all releases.</li> |
| |
| <li>DEVELOPMENT.HTML — describes how to modify the NDK and generate release packages for it</li> |
| |
| <li>HOWTO.HTML — information about common tasks associated with NDK development</li> |
| |
| <li>IMPORT-MODULE.HTML — describes how to share and reuse modules</li> |
| |
| <li>LICENSES.HTML — information about the various open source licenses that govern the Android NDK</li> |
| |
| <li>NATIVE-ACTIVITY.HTML — describes how to implement native activities</li> |
| |
| <li>NDK-BUILD.HTML — describes the usage of the ndk-build script</li> |
| |
| <li>NDK-GDB.HTML — describes how to use the native code debugger</li> |
| |
| <li>PREBUILTS.HTML — information about how shared and static prebuilt libraries work </li> |
| |
| <li>STANDALONE-TOOLCHAIN.HTML — describes how to use Android NDK toolchain as a standalone |
| compiler (still in beta).</li> |
| |
| <li>SYSTEM-ISSUES.HTML — known issues in the Android system images that you should be |
| aware of, if you are developing using the NDK.</li> |
| |
| <li>STABLE-APIS.HTML — a complete list of the stable APIs exposed by headers in the |
| NDK.</li> |
| |
| </ul> |
| |
| <p>Additionally, the package includes detailed information about the "bionic" C library provided |
| with the Android platform that you should be aware of, if you are developing using the NDK. You |
| can find the documentation in the <code><ndk>/docs/system/libc/</code> directory:</p> |
| |
| <ul> |
| <li>OVERVIEW.HTML — provides an overview of the "bionic" C library and the features it |
| offers.</li> |
| </ul> |
| |
| <h3 id="samples">Sample applications</h3> |
| |
| <p>The NDK includes sample applications that illustrate how to use native code in your Android |
| applications:</p> |
| |
| <ul> |
| <li><code>hello-jni</code> — a simple application that loads a string from a native |
| method implemented in a shared library and then displays it in the application UI.</li> |
| |
| <li><code>two-libs</code> — a simple application that loads a shared library dynamically |
| and calls a native method provided by the library. In this case, the method is implemented in a |
| static library imported by the shared library.</li> |
| |
| <li><code>san-angeles</code> — a simple application that renders 3D graphics through the |
| native OpenGL ES APIs, while managing activity lifecycle with a {@link |
| android.opengl.GLSurfaceView} object.</li> |
| |
| <li><code>hello-gl2</code> — a simple application that renders a triangle using OpenGL ES |
| 2.0 vertex and fragment shaders.</li> |
| |
| <li><code>hello-neon</code> — a simple application that shows how to use the |
| <code>cpufeatures</code> library to check CPU capabilities at runtime, then use NEON intrinsics |
| if supported by the CPU. Specifically, the application implements two versions of a tiny |
| benchmark for a FIR filter loop, a C version and a NEON-optimized version for devices that |
| support it.</li> |
| |
| <li><code>bitmap-plasma</code> — a simple application that demonstrates how to access the |
| pixel buffers of Android {@link android.graphics.Bitmap} objects from native code, and uses |
| this to generate an old-school "plasma" effect.</li> |
| |
| <li><code>native-activity</code> — a simple application that demonstrates how to use the |
| native-app-glue static library to create a native activity</li> |
| |
| <li><code>native-plasma</code> — a version of bitmap-plasma implemented with a native |
| activity.</li> |
| </ul> |
| |
| <p>For each sample, the NDK includes the corresponding C source code and the necessary Android.mk |
| and Application.mk files. There are located under <code><ndk>/samples/<name>/</code> |
| and their source code can be found under <code><ndk>/samples/<name>/jni/</code>.</p> |
| |
| <p>You can build the shared libraries for the sample apps by going into |
| <code><ndk>/samples/<name>/</code> then calling the <code>ndk-build</code> command. |
| The generated shared libraries will be located under |
| <code><ndk>/samples/<name>/libs/armeabi/</code> for (ARMv5TE machine code) and/or |
| <code><ndk>/samples/<name>/libs/armeabi-v7a/</code> for (ARMv7 machine code).</p> |
| |
| <p>Next, build the sample Android applications that use the shared libraries:</p> |
| |
| <ul> |
| <li>If you are developing in Eclipse with ADT, use the New Project Wizard to create a new |
| Android project for each sample, using the "Import from Existing Source" option and importing |
| the source from <code><ndk>/apps/<app_name>/project/</code>. Then, set up an AVD, |
| if necessary, and build/run the application in the emulator.</li> |
| |
| <li>If you are developing with Ant, use the <code>android</code> tool to create the build file |
| for each of the sample projects at <code><ndk>/apps/<app_name>/project/</code>. |
| Then set up an AVD, if necessary, build your project in the usual way, and run it in the |
| emulator.</li> |
| |
| </ul> |
| |
| <p>For more information about developing with the Android SDK tools and what |
| you need to do to create, build, and run your applications, see |
| the <a href="{@docRoot}guide/developing/index.html">Overview</a> |
| section for developing on Android.</p> |
| |
| <h4 id="hello-jni">Exploring the hello-jni Sample</h4> |
| |
| <p>The hello-jni sample is a simple demonstration on how to use JNI from an Android application. |
| The HelloJni activity receives a string from a simple C function and displays it in a |
| TextView.</p> |
| |
| <p>The main components of the sample include:</p> |
| |
| <ul> |
| <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code> |
| file, a <code>src/</code> and <code>res</code> directories, and a main activity)</li> |
| |
| <li>A <code>jni/</code> directory that includes the implemented source file for the native code |
| as well as the Android.mk file</li> |
| |
| <li>A <code>tests/</code> directory that contains unit test code.</li> |
| </ul> |
| |
| <ol> |
| <li>Create a new project in Eclipse from the existing sample source or use the |
| <code>android</code> tool to update the project so it generates a build.xml file that you can |
| use to build the sample. |
| |
| <ul> |
| <li>In Eclipse: |
| |
| <ol type="a"> |
| <li>Click <strong>File > New Android Project...</strong></li> |
| |
| <li>Select the <strong>Create project from existing source</strong> radio button.</li> |
| |
| <li>Select any API level above Android 1.5.</li> |
| |
| <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select |
| the <code><ndk-root>/samples/hello-jni</code> directory.</li> |
| |
| <li>Click <strong>Finish</strong>.</li> |
| </ol> |
| </li> |
| |
| <li>On the command line: |
| |
| <ol type="a"> |
| <li>Change to the <code><ndk-root>/samples/hello-jni</code> directory.</li> |
| |
| <li>Run the following command to generate a build.xml file: |
| <pre class="no-pretty-print">android update project -p . -s</pre> |
| </li> |
| </ol> |
| </li> |
| </ul> |
| </li> |
| |
| <li>Compile the native code using the <code>ndk-build</code> command. |
| <pre class="no-pretty-print"> |
| cd <ndk-root>/samples/hello-jni |
| <ndk_root>/ndk-build |
| </pre> |
| </li> |
| |
| <li>Build and install the application as you would a normal Android application. If you are |
| using Eclipse, run the application to build and install it on a device. If you are using Ant, |
| run the following commands from the project directory: |
| <pre class="no-pretty-print"> |
| ant debug |
| adb install bin/HelloJni-debug.apk |
| </pre> |
| </li> |
| </ol> |
| |
| <p>When you run the application on the device, the string <code>Hello JNI</code> should appear on |
| your device. You can explore the rest of the samples that are located in the |
| <code><ndk-root>/samples</code> directory for more examples on how to use the JNI.</p> |
| |
| <h4 id="native-activity">Exploring the native-activity Sample Application</h4> |
| |
| <p>The native-activity sample provided with the Android NDK demonstrates how to use the |
| android_native_app_glue static library. This static library makes creating a native activity |
| easier by providing you with an implementation that handles your callbacks in another thread, so |
| you do not have to worry about them blocking your main UI thread. The main parts of the sample |
| are described below:</p> |
| |
| <ul> |
| <li>The familiar basic structure of an Android application (an <code>AndroidManifest.xml</code> |
| file, a <code>src/</code> and <code>res</code> directories). The AndroidManifest.xml declares |
| that the application is native and specifies the .so file of the native activity. See {@link |
| android.app.NativeActivity} for the source or see the |
| <code><ndk_root>/platforms/samples/native-activity/AndroidManifest.xml</code> file.</li> |
| |
| <li>A <code>jni/</code> directory contains the native activity, main.c, which uses the |
| <code>android_native_app_glue.h</code> interface to implement the activity. The Android.mk that |
| describes the native module to the build system also exists here.</li> |
| </ul> |
| |
| <p>To build this sample application:</p> |
| |
| <ol> |
| <li>Create a new project in Eclipse from the existing sample source or use the |
| <code>android</code> tool to update the project so it generates a build.xml file that you can |
| use to build the sample. |
| |
| <ul> |
| <li>In Eclipse: |
| |
| <ol type="a"> |
| <li>Click <strong>File > New Android Project...</strong></li> |
| |
| <li>Select the <strong>Create project from existing source</strong> radio button.</li> |
| |
| <li>Select any API level above Android 2.3.</li> |
| |
| <li>In the <strong>Location</strong> field, click <strong>Browse...</strong> and select |
| the <code><ndk-root>/samples/native-activity</code> directory.</li> |
| |
| <li>Click <strong>Finish</strong>.</li> |
| </ol> |
| </li> |
| |
| <li>On the command line: |
| |
| <ol type="a"> |
| <li>Change to the <code><ndk-root>/samples/native-activity</code> directory.</li> |
| |
| <li>Run the following command to generate a build.xml file: |
| <pre class="no-pretty-print"> |
| android update project -p . -s |
| </pre> |
| </li> |
| </ol> |
| </li> |
| </ul> |
| </li> |
| |
| <li>Compile the native code using the <code>ndk-build</code> command. |
| <pre class="no-pretty-print"> |
| cd <ndk-root>/platforms/samples/android-9/samples/native-activity |
| <ndk_root>/ndk-build |
| </pre> |
| </li> |
| |
| <li>Build and install the application as you would a normal Android application. If you are |
| using Eclipse, run the application to build and install it on a device. If you are using Ant, |
| run the following commands in the project directory, then run the application on the device: |
| <pre class="no-pretty-print"> |
| ant debug |
| adb install bin/NativeActivity-debug.apk |
| </pre> |
| </li> |
| </ol> |
| |
| |
| <h2 id="reqs">System and Software Requirements</h2> |
| |
| <p>The sections below describe the system and software requirements for using the Android NDK, as |
| well as platform compatibility considerations that affect appplications using libraries produced |
| with the NDK.</p> |
| |
| <h4>The Android SDK</h4> |
| |
| <ul> |
| <li>A complete Android SDK installation (including all dependencies) is required.</li> |
| |
| <li>Android 1.5 SDK or later version is required.</li> |
| </ul> |
| |
| <h4>Supported operating systems</h4> |
| |
| <ul> |
| <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li> |
| |
| <li>Mac OS X 10.4.8 or later (x86 only)</li> |
| |
| <li>Linux (32 or 64-bit; Ubuntu 8.04, or other Linux distributions using GLibc 2.7 or |
| later)</li> |
| </ul> |
| |
| <h4>Required development tools</h4> |
| |
| <ul> |
| <li>For all development platforms, GNU Make 3.81 or later is required. Earlier versions of GNU |
| Make might work but have not been tested.</li> |
| |
| <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li> |
| |
| <li>For Windows, <a href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK |
| will <em>not</em> work with Cygwin 1.5 installations.</li> |
| </ul> |
| |
| <h4>Android platform compatibility</h4> |
| |
| <ul> |
| <li>The native libraries created by the Android NDK can only be used on devices running the |
| Android 1.5 platform version or later. This is due to toolchain and ABI related changes that |
| make the native libraries incompatible with 1.0 and 1.1 system images.</li> |
| |
| <li>For this reason, you should use native libraries produced with the NDK in applications that |
| are deployable to devices running the Android 1.5 platform version or later.</li> |
| |
| <li>To ensure compatibility, an application using a native library produced with the NDK |
| <em>must</em> declare a <a href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code> |
| <uses-sdk></code></a> element in its manifest file, with an |
| <code>android:minSdkVersion</code> attribute value of "3" or higher. For example: |
| <pre style="margin:1em;"> |
| <manifest> |
| <uses-sdk android:minSdkVersion="3" /> |
| ... |
| </manifest> |
| </pre> |
| </li> |
| |
| <li>If you use this NDK to create a native library that uses the OpenGL ES APIs, the |
| application containing the library can be deployed only to devices running the minimum platform |
| versions described in the table below. To ensure compatibility, make sure that your application |
| declares the proper <code>android:minSdkVersion</code> attribute value, as given in the |
| table.</li> |
| |
| <li style="list-style: none; display: inline"> |
| <table style="margin:1em;"> |
| <tr> |
| <th>OpenGL ES Version Used</th> |
| |
| <th>Compatible Android Platform(s)</th> |
| |
| <th>Required uses-sdk Attribute</th> |
| </tr> |
| |
| <tr> |
| <td>OpenGL ES 1.1</td> |
| |
| <td>Android 1.6 and higher</td> |
| |
| <td><code>android:minSdkVersion="4"</code></td> |
| </tr> |
| |
| <tr> |
| <td>OpenGL ES 2.0</td> |
| |
| <td>Android 2.0 and higher</td> |
| |
| <td><code>android:minSdkVersion="5"</code></td> |
| </tr> |
| </table> |
| |
| <p>For more information about API Level and its relationship to Android platform versions, |
| see <a href="{@docRoot}guide/appendix/api-levels.html">Android API Levels</a>.</p> |
| </li> |
| |
| <li>Additionally, an application using the OpenGL ES APIs should declare a |
| <code><uses-feature></code> element in its manifest, with an |
| <code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES version |
| required by the application. This ensures that Google Play will show your application only |
| to users whose devices are capable of supporting your application. For example: |
| <pre style="margin:1em;"> |
| <manifest> |
| <!-- Declare that the application uses the OpenGL ES 2.0 API and is designed |
| to run only on devices that support OpenGL ES 2.0 or higher. --> |
| <uses-feature android:glEsVersion="0x00020000" /> |
| ... |
| </manifest> |
| </pre> |
| |
| <p>For more information, see the <a href= |
| "{@docRoot}guide/topics/manifest/uses-feature-element.html"><code><uses-feature></code></a> |
| documentation.</p> |
| </li> |
| |
| <li>If you use this NDK to create a native library that uses the API to access Android {@link |
| android.graphics.Bitmap} pixel buffers or utilizes native activities, the application |
| containing the library can be deployed only to devices running Android 2.2 (API level 8) or |
| higher. To ensure compatibility, make sure that your application declares <code><uses-sdk |
| android:minSdkVersion="8" /></code> attribute value in its manifest.</li> |
| </ul> |