page.title=What is the NDK? @jd:body
The Android NDK is a toolset that lets you embed components that make use of native code in your Android applications.
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.
The NDK provides:
.apk
) that can be deployed on Android devicesThe latest release of the NDK supports these ARM instruction sets:
Future releases of the NDK will also support:
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
Application.mk
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 .apk
.
Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package.
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 Development Tools section.
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++.
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.
The Android framework provides two ways to use native code:
Write a native activity, which allows you to potentially create an application completely in native
code, because you can implement the lifecycle callbacks natively. 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 (onCreate()
, onPause()
,
onResume()
, 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.
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.
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.
It provides a set of system headers for stable native APIs that are guaranteed to be supported in all later releases of the platform:
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.
Important: With the exception of the libraries listed above, native system libraries in the Android platform are not stable and may change in future platform versions. Your applications should only make use of the stable native system libraries provided in this NDK.
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 <ndk>/docs/
directory. Included are these files:
cpufeatures
static library that
lets your application code detect the target device's CPU family and the optional features at
runtime.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 <ndk>/docs/system/libc/
directory:
The NDK includes sample Android applications that illustrate how to use native code in your Android applications. For more information, see Sample Applications.
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.
<uses-sdk>
element in its manifest file, with an
android:minSdkVersion
attribute value of "3" or higher. For example:
<manifest> ... <uses-sdk android:minSdkVersion="3" /> ... </manifest>
android:minSdkVersion
attribute value, as given in the
table.OpenGL ES Version Used | Compatible Android Platform(s) | Required uses-sdk Attribute |
---|---|---|
OpenGL ES 1.1 | Android 1.6 and higher | android:minSdkVersion="4" |
OpenGL ES 2.0 | Android 2.0 and higher | android:minSdkVersion="5" |
For more information about API Level and its relationship to Android platform versions, see Android API Levels.
<uses-feature>
element in its manifest, with an
android:glEsVersion
attribute that specifies the minimum OpenGl ES version
required by the application. This ensures that Android Market will show your application only
to users whose devices are capable of supporting your application. For example:
<manifest> ... <uses-feature android:glEsVersion="0x00020000" /> ... </manifest>
For more information, see the <uses-feature>
documentation.
<uses-sdk
android:minSdkVersion="8" />
attribute value in its manifest.