Android.NDK.Beginner.Guide
User Manual:
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Page Count: 436 [warning: Documents this large are best viewed by clicking the View PDF Link!]
- Cover
- Copyright
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 1: Setting Up your Environment
- Getting started with Android development
- Setting up Windows
- Time for action – preparing Windows for Android development
- Installing Android development kits on Windows
- Time for action – installing Android SDK and NDK on Windows
- Setting up Mac OS X
- Time for action – preparing Mac OS X for Android development
- Installing Android development kits on Mac OS X
- Time for action – installing Android SDK and NDK on Mac OS X
- Setting up Linux
- Time for action – preparing Ubuntu Linux for Android development
- Installing Android development kits on Linux
- Time for action – installing Android SDK and NDK on Ubuntu
- Setting up the Eclipse development environment
- Time for action – installing Eclipse
- Emulating Android
- Time for action – creating an Android virtual device
- Developing with an Android device on Windows and Mac OS X
- Time for action – setting up your Android device on Windows and Mac OS X
- Developing with an Android device on Linux
- Time for action – setting up your Android device on Ubuntu
- Troubleshooting a development device
- Summary
- Chapter 2: Creating, Compiling, and
Deploying Native Projects
- Compiling and deploying NDK sample applications
- Time for action – compiling and deploying the hellojni sample
- Exploring Android SDK tools
- Creating your first Android project using eclipse
- Time for action – initiating a Java project
- Interfacing Java with C/C++
- Time for action – calling C code from Java
- Compiling native code from Eclipse
- Time for action – creating a hybrid Java/C/C++ project
- Summary
- Chapter 3: Interfacing Java and C/C++ with JNI
- Working with Java primitives
- Time for action – building a native key/value store
- Referencing Java objects from native code
- Time for action – saving a reference to an object in the Store
- Throwing exceptions from native code
- Time for action – raising exceptions from the Store
- Handling Java arrays
- Time for action – saving a reference to an object in the Store
- Summary
- Chapter 4: Calling Java Back from Native Code
- Chapter 5: Writing a Fully-native Application
- Chapter 6: Rendering Graphics with OpenGL ES
- Initializing OpenGL ES
- Time for action – initializing OpenGL ES
- Reading PNG textures with the asset manager
- Time for action – loading a texture in OpenGL ES
- Drawing a sprite
- Time for action – drawing a Ship sprite
- Rendering a tile map with vertex buffer objects
- Time for action – drawing a tile-based background
- Summary
- Chapter 7: Playing Sound with OpenSL ES
- Chapter 8: Handling Input Devices and Sensors
- Chapter 9: Porting Existing Libraries to Android
- Chapter 10: Towards Professional Gaming
- Chapter 11: Debugging and Troubleshooting
- Index