Time for action – rendring 3D graphics with IrrlichtĪll rights reserved. Time for action – simulating physics with Box2D Time for action – compiling Box2D and Irrlicht with the NDK Time for action – embedding Boost in DroidBlaster Time for action – embedding GNU STL in DroidBlaster Have a go hero – Handling screen rotationĭeveloping with the Standard Template Library Time for action – turning your device into a joypad Have a go hero – displaying software keyboard Time for action – handling keyboard, D-Pad, and trackball, natively Have a go hero – recording and playing a soundĭetecting keyboard, D-Pad, and Trackball events Time for action – creating and playing a sound buffer queue Time for action – playing background music Time for action – creating OpenSL ES engine and output Time for action – drawing a tile-based background Rendering a tile map with vertex buffer objects Time for action – loading a texture in OpenGL ES Reading PNG textures with the asset manager Time for action – displaying raw graphics and implementing a timer Time for action – handling activity events Time for action – creating a basic native activity Time for action – decoding camera feed from native code Time for action – invoking Java code from a native thread Time for action – running a background thread Have a go hero – handling other array types Time for action – raising exceptions from the Store Time for action – saving a reference to an object in the Store Referencing Java objects from native code Have a go hero – passing and returning other primitive types Time for action – building a native key/value store Time for action – creating a hybrid Java/C/C++ project Time for action – calling C code from Java Time for action – initiating a Java project Have a go hero – towards continuous integrationĬreating your first Android project using eclipse Have a go hero – transferring a file to SD card from command line Have a go hero – compiling san angeles OpenGL demo Time for action – compiling and deploying the hellojni sample Creating, Compiling, and Deploying Native ProjectsĬompiling and deploying NDK sample applications Time for action – setting up your Android device on UbuntuĢ. Time for action – setting up your Android device on Windows and Mac OS Xĭeveloping with an Android device on Linux Time for action – creating an Android virtual deviceĭeveloping with an Android device on Windows and Mac OS X Setting up the Eclipse development environment Time for action – installing Android SDK and NDK on Ubuntu Installing Android development kits on Linux Time for action – preparing Ubuntu Linux for Android development Time for action – installing Android SDK and NDK on Mac OS X Installing Android development kits on Mac OS X Time for action – preparing Mac OS X for Android development Time for action – installing Android SDK and NDK on Windows Installing Android development kits on Windows Time for action – preparing Windows for Android development Support files, eBooks, discount offers and more With some general knowledge of C/C++ development, you will be able to dive head first into native Android development. You'll also see how to avoid some common pitfalls.Who this book is forĪre you an Android Java programmer who needs more performance? Are you a C/C++ developer who doesn't want to bother with Java stuff and its out-of-control garbage collector? Do you want to create fast intensive multimedia applications or games? Answer yes to any of the above and this book is for you. This beginner's guide focuses on getting you through all the major learning points in a smooth, logical order. By the end of the book, you should know the key elements to enable you to start exploiting the power and portability of native code.Approach Finally, you will dive into more advanced topics such as debugging and troubleshooting applications. You will also understand how to access keyboard and input peripherals and how to read accelerometer or orientation sensors. You will discover OpenGL ES and OpenSL ES, which are becoming the new standard in mobility. You will create a real native application starting from project creation through to full implementation of native API and the porting of existing third-party libraries. Using this practical step-by-step tutorial, highlighted with comments and tricks, discover how to run C/C++ code embedded in a Java application or in a standalone application. You will learn how to access native API and port libraries used in some of the most successful Android applications. This book will show you how to create C/C++ enabled applications and integrate them with Java. Exploit the maximum power of these mobile devices using high-performance and portable code. Android NDK is all about injecting high performance into your apps.
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