Book Image

Android NDK Game Development Cookbook

Book Image

Android NDK Game Development Cookbook

Overview of this book

Android NDK is used for multimedia applications which require direct access to a system's resources. Android NDK is also the key for portability, which in turn provides a reasonably comfortable development and debugging process using familiar tools such as GCC and Clang toolchains. If your wish to build Android games using this amazing framework, then this book is a must-have.This book provides you with a number of clear step-by-step recipes which will help you to start developing mobile games with Android NDK and boost your productivity debugging them on your computer. This book will also provide you with new ways of working as well as some useful tips and tricks that will demonstrably increase your development speed and efficiency.This book will take you through a number of easy-to-follow recipes that will help you to take advantage of the Android NDK as well as some popular C++ libraries. It presents Android application development in C++ and shows you how to create a complete gaming application. You will learn how to write portable multithreaded C++ code, use HTTP networking, play audio files, use OpenGL ES, to render high-quality text, and how to recognize user gestures on multi-touch devices. If you want to leverage your C++ skills in mobile development and add performance to your Android applications, then this is the book for you.
Table of Contents (16 chapters)
Android NDK Game Development Cookbook
About the Authors
About the Reviewers

Implementing asynchronous task queues

We want to execute a list of tasks asynchronously from the main thread but retain their order relative to each other. Let's implement a queue for such tasks.

Getting ready

We need mutexes and smart pointers from the previous recipes to do this, since the queue needs synchronization primitives to keep its internal data structures consistent, and it needs smart pointers to prevent tasks from leaking.

How to do it...

  1. The interface for tasks we want to put into the worker thread is as follows:

    class iTask: public iObject
      : FIsPendingExit(false)
      , FTaskID(0)
      , FPriority(0) {};
  2. The Run() method contains a payload of our task. It is where all the useful work is done:

      virtual void Run() = 0;
  3. A task cannot be safely terminated from outside, since the foreign code does not know the current state of the task and what kind of work it is doing now. So, the Exit() method just sets an appropriate flag, which means we want to exit:

      virtual void...