Index
A
- ABIs / Defining NDK application-wide settings
- accelerometer events
- activity events
- handling /
- loop, stepping /
- lifecycle, URL /
- Activity Manager (AM)
- ADB
- about / More about ADB
- URL / More about ADB
- ADB Shell
- ADT
- on OS, Eclipse installing with / Time for action – installing Eclipse with ADT on your OS, What just happened?
- AMotionEvent API / What just happened?
- AMotionEvent_getAction() function / What just happened?
- AMotionEvent_getX() function / What just happened?
- AMotionEvent_getY() function / What just happened?
- AKeyEvent_getDownTime() function / What just happened?
- Android
- low latency / Low latency on Android
- Box2D, porting / Porting Box2D to Android
- Box2D, compiling / Time for action – compiling Box2D on Android, What just happened?
- Boost, prebuilding / Prebuilding Boost on Android
- Android++
- URL / What just happened?
- Android Asset Packaging Tool
- Android Developer
- URL / Summary
- Android development
- about / Getting started with Android development
- applications, developing / Getting started with Android development
- software / Getting started with Android development
- Windows, setting up / Setting up Windows
- Windows, preparing / Time for action – preparing Windows for Android development, What just happened?
- installing, on Windows / Installing Android development kits on Windows
- OS X, preparing for / Time for action – preparing OS X for Android development, What just happened?
- Ubuntu, preparing for / Time for action – preparing Ubuntu for Android development, What just happened?
- Android development kits
- installing, on OS X / Installing Android development kits on OS X
- installing, on Linux / Installing Android development kits on Linux
- Android device
- developing / Developing with an Android device
- setting up / Time for action – setting up an Android device
- URL / Time for action – setting up an Android device
- turning, into Jopypad / Time for action – turning an Android device into a Joypad, What just happened?
- Android documentation
- Android emulator
- setting up / Setting up the Android emulator
- URL / What just happened?
- Android NDK
- installing, on Windows / Time for action – installing Android SDK and NDK on Windows, What just happened?
- URL / Time for action – installing Android SDK and NDK on Windows
- installing, on OS X / Time for action – installing Android SDK and NDK on OS X, What just happened?
- installing, on Ubuntu / Time for action – installing Android SDK and NDK on Ubuntu, What just happened?
- Android Open Source Project (AOSP)
- about / Introducing Dalvik and ART
- Android SDK
- installing, on Windows / Time for action – installing Android SDK and NDK on Windows, What just happened?
- URL / Time for action – installing Android SDK and NDK on Windows
- installing, on OS X / Time for action – installing Android SDK and NDK on OS X, What just happened?
- installing, on Ubuntu / Time for action – installing Android SDK and NDK on Ubuntu, What just happened?
- Android source code
- Android Studio
- Android Studio bundle
- Android Studio project
- creating, with Gradle / Setting up a Gradle project to compile native code
- Android virtual device
- Ant
- Application Binary Interface (ABI)
- applicative context
- about /
- ARM
- ARM processors / Deciphering crash dumps
- ART
- about / Introducing Dalvik and ART
- Asset manager
- used, for loading textures / Loading textures using the Asset manager
- used, for reading assets / Time for action – reading assets with the Asset manager, What just happened?
- Asset Manager API
- about / More about the Asset Manager API
- libpng module, compiling / Time for action – compiling and embedding libpng module, What just happened?
- libpng module, embedding / Time for action – compiling and embedding libpng module, What just happened?
- PNG image, loading / Time for action – loading a PNG image, What just happened?
- OpenGL Texture, generating / Time for action – generating an OpenGL texture, What just happened?
- assets
- reading, Asset manager used / Time for action – reading assets with the Asset manager
B
- Background Music (BGM) / Playing music files
- Backtrace / Deciphering crash dumps
- Bitmaps
- processing natively / Processing bitmaps natively
- cameras feed, decoding /
- pictures, processing with Bitmap API /
- Bitsquid Foundation library
- URL / What just happened?
- BJam / Time for action – prebuilding Boost static library
- Blur Intrinsic / Time for action – running RenderScript Blur intrinsic
- Boost
- prebuilding, on Android / Prebuilding Boost on Android
- prebuilding, on Android as static library / Time for action – prebuilding Boost static library, What just happened?
- URL / Time for action – prebuilding Boost static library, What just happened?
- executable linked, compiling / Time for action – compiling an executable linked to Boost, What just happened?
- Box2D
- porting, to Android / Porting Box2D to Android
- compiling, on Android / Time for action – compiling Box2D on Android, What just happened?
- physics engine, running / Time for action – running Box2D physics engine, What just happened?
- body / Diving into the Box2D world
- body, properties / Diving into the Box2D world
- collision, detecting / More on collision detection
- about / Going further with Box2D
- URL / Going further with Box2D
- form, URL / Going further with Box2D
- Box2D, body
- b2BodyDef / Diving into the Box2D world
- b2Shape / Diving into the Box2D world
- b2FixtureDef / Diving into the Box2D world
- b2Body / Diving into the Box2D world
- Box2D, body properties
- shape / Diving into the Box2D world
- density / Diving into the Box2D world
- friction / Diving into the Box2D world
- restitution / Diving into the Box2D world
- Build Fingerprint / Deciphering crash dumps
C
- C
- JNI /
- C++
- JNI /
- C++ 11 support
- C++ runtimes
- System / What just happened?
- Gabi / What just happened?
- C/C++
- synchronizing, with JNI Monitors / Synchronizing Java and C/C++ with JNI Monitors
- Java, synchronizing with / Synchronizing Java and C/C++ with JNI Monitors
- callbacks
- used, for detecting sound queue events / Using callbacks to detect sound queue events
- character encoding
- character encoding, native
- Modified UTF-8 / Native character encoding
- UTF-16 / Native character encoding
- Clang compiler
- CMake
- URL / Makefile Instructions
- collision, Box2D
- detecting / More on collision detection
- modes / Collision modes and filtering
- condition variables / What just happened?
- Continuous Collision Detection (CCD) / Collision modes and filtering
- crash dump
- deciphering / Deciphering crash dumps
- Crystax
- URL / Summary
- Cyanogen
- Cygwin
D
- 2D sprites
- drawing / Drawing 2D sprites
- D-Pad
- Dalvik
- about / Introducing Dalvik and ART
- DataKind / What just happened?
- DataType / What just happened?
- Debugger / Debugging native Android applications
- descriptors / What just happened?
- URL / What just happened?
- device sensors
- probing / Probing device sensors
- accelerometer events, handling / Time for action – handling accelerometer events, What just happened?
- Android device, turning into Joypad / Time for action – turning an Android device into a Joypad, What just happened?
- Discrete Collision Detection / Collision modes and filtering
E
- EASTL
- URL / What just happened?
- Eclipse
- installing, with ADT on OS / Time for action – installing Eclipse with ADT on your OS, What just happened?
- URL / Time for action – installing Eclipse with ADT on your OS
- Eclipse IDE
- installing / Installing the Eclipse IDE
- Embedded-System Graphics Library (EGL) / Initializing OpenGL ES
F
- files
- reading, with STL stream / Time for action – read files with STL stream, What just happened?
- function inlining / What just happened?
G
- GCC
- optimizations / What just happened?
- URL / What just happened?
- Global references
- about / Global references
- GL Shading Language (GLSL)
- about / An insight into the OpenGL pipeline
- shaders, programming with / Programming shaders with GLSL
- GNU Debugger (GDB) / Debugging native Android applications
- GNU Image Manipulation Program (GIMP)
- URL / Drawing 2D sprites
- GNU STL
- activating, in DroidBlaster / Time for action – activating GNU STL in DroidBlaster
- about / What just happened?
- Google Guava
- Google SparseHash
- URL / What just happened?
- Gradle project
- Graphical Processing Unit (GPU)
- generating / What just happened?
- graphics
- raw graphics, displaying / Time for action – displaying raw graphics, What just happened?
- GraphicsManager class / Time for action – displaying raw graphics
- member variables / Time for action – displaying raw graphics
- adapting, to various resolutions / Adapting graphics to various resolutions
H
- High Performance Audio talk
- URL / Low latency on Android
I
- IDE (Integrated Development Environment) / Getting started with Android development
- instruction sets
- Intel developer manuals
- Intrinsics
- URL / What just happened?
- and scripts, combining / Time for action – combining Intrinsics and scripts together, What just happened?
J
- Java
- calling back, from native code / Calling Java back from native code, Time for action – calling back Java from native code, What just happened?
- JNI method signatures, determining / Time for action – determining JNI method signatures, What just happened?
- and native threads, synchronizing / Synchronizing Java and native threads
- synchronizing, with JNI Monitors / Synchronizing Java and C/C++ with JNI Monitors
- Java, interfacing with C/C++ code
- about / Interfacing Java with C/C++
- C code, calling from Java / Time for action – calling C code from Java
- Java arrays
- managing / Managing Java arrays
- in native store, handling / Time for action – handling Java arrays in native Store
- Java exceptions
- about / Raising and checking Java exceptions
- raising, in native store / Time for action – raising
- catching, in native store / Time for action – raising
- code, executing in Exception state / Executing code in Exception state
- handling API / Exception handling API
- Java Native Interfaces (JNI) / What just happened?
- Java objects
- referencing, from native code / Referencing Java objects from native code
- Java primitives
- passing, to native code / Passing Java primitives to native code
- in native store, handling / Time for action – handling primitives in the native store, What just happened?
- types, URL / What just happened?
- passing / Have a go hero – passing and returning other primitive types
- returning / Have a go hero – passing and returning other primitive types
- Java strings
- converting, in native code / Converting Java strings in native code, Time for action – handling strings in the native store
- Java UI
- creating / Time for action – creating a Java UI
- JNI
- types / What just happened?
- debugging / Debugging JNI
- Object, allocating with / Time for action – allocating an object with JNI, What just happened?
- methods / What just happened?
- in C /
- in C++ /
- JNI library
- native JNI library, initializing / Initializing a native JNI library
- simple GUI, defining / Time for action – defining a simple GUI
- native store, initializing / Time for action – initializing the native store, What just happened?
- JNI method signatures
- JNI Monitors
- Java, synchronizing with / Synchronizing Java and C/C++ with JNI Monitors
- JNI Reflection API
- about / More on the JNI Reflection API
- JNI specification
- URL / Weak references
- JNI String API
- about / JNI String API
- Joypad
- Android device, turning into / Time for action – turning an Android device into a Joypad, What just happened?
- JRE (Java Runtime Environment) / What just happened?
K
- Kernel
- custom Kernel, writing / Writing a custom Kernel
- luminance threshold filter, writing / Time for action – writing a luminance threshold filter, What just happened?
- Ketai
- URL /
- keyboard
- key event methods
- AKeyEvent_getAction() / What just happened?
- AKeyEvent_getKeyCode() / What just happened?
- AKeyEvent_getFlags() / What just happened?
- AKeyEvent_getScanCode() / What just happened?
- AKeyEvent_getMetaState() / What just happened?
- AKeyEvent_getRepeatCount() / What just happened?
- AKeyEvent_getDownTime() / What just happened?
- Khronos
L
- legacy / Deciphering crash dumps
- Libc++ / What just happened?
- Linux
- setting up / Setting up Linux
- LiquidFun
- URL / Going further with Box2D
- Local references
- about / Local references
- low level virtual machine (LLVM) / What is RenderScript ?
M
- Make / Time for action – prebuilding Boost static library
- makefiles
- using, with Gradle / Time for action – using your own Makefiles with Gradle
- Makefiles
- about / Mastering module Makefiles
- variables / Makefile variables
- instructions / Makefile Instructions
- mastering / Have a go hero – mastering Makefiles
- Makefiles, variables
- LOCAL_ variables / Makefile variables
- APP_ variables / Makefile variables
- NDK_ variables / Makefile variables
- PRIVATE_ prefixed variables / Makefile variables
- Man-pages
- URL / What just happened?
- Memory Words / Deciphering crash dumps
- MIPmapping (Multum In Parvo (MIP) / More about textures
- Modified UTF-8 / Native character encoding
- MSA / Advanced instruction sets (NEON, VFP, SSE, MSA)
- music files
- playing / Playing music files
- background music, playing / Time for action – playing background music, What just happened?
- Mutexes (Mutual Exclusion) / What just happened?
N
- native Activity
- creating /
- basic native Activity, creating /
- Native App Glue /
- native Android project
- creating / Creating your first native Android project, Time for action – creating a native Android project, What just happened?
- Dalvik / Introducing Dalvik and ART
- ART / Introducing Dalvik and ART
- debugging / Debugging native Android applications, Time for action – debugging a native Android application, What just happened?
- NDK application-wide settings, defining / Defining NDK application-wide settings
- NDK-GDB / NDK-GDB day-to-day
- creating, with Gradle / Time for action – creating a native Android project, What just happened?
- Native App Glue
- about /
- android_native_app_glue.h /
- native code
- compiling, Gradle used / Setting up a Gradle project to compile native code
- Java strings, converting / Converting Java strings in native code
- Java primitives, passing / Passing Java primitives to native code
- Java objects, referencing / Referencing Java objects from native code
- Java, calling back from / Calling Java back from native code, Time for action – calling back Java from native code, What just happened?
- native crash dumps
- native methods
- manual registration /
- native store
- initializing / Time for action – initializing the native store
- Java strings, handling / Time for action – handling strings in the native store, What just happened?
- primitives, handling / Time for action – handling primitives in the native store, What just happened?
- references, saving to Objects / Time for action – saving references to Objects in native Store
- Java arrays, handling / Time for action – handling Java arrays in native Store
- exceptions, raising / Time for action – raising
- exceptions, catching / Time for action – raising
- native threads
- and Java, synchronizing / Synchronizing Java and native threads
- Object, allocating with JNI / Time for action – allocating an object with JNI, What just happened?
- running / Time for action – running and synchronizing a thread, What just happened?
- synchronizing / Time for action – running and synchronizing a thread, What just happened?
- attaching / Attaching and detaching native threads
- detaching / Attaching and detaching native threads
- AttachCurrentThread() / Attaching and detaching native threads
- AttachCurrentThreadAsDaemon() / Attaching and detaching native threads
- DetachCurrentThread() / Attaching and detaching native threads
- NDK-Build
- NDK-Stack
- NDK properties / What just happened?
- NDK sample applications
- building / Building NDK sample applications
- San Angeles sample, compiling / Time for action – compiling and deploying San Angeles sample
- San Angeles sample, deploying / Time for action – compiling and deploying San Angeles sample
- files, generating with Android manager / Generating project files with Android manager
- native code, compiling with NDK-Build / Compiling native code with NDK-Build
- Android application, building with Ant / Building and packaging an application with Ant
- application package, deploying with Ant / Deploying an application package with Ant
- application, launching with ADB Shell / Launching an application with ADB Shell
- Android tooling / More about Android tooling
- NEON / Advanced instruction sets (NEON, VFP, SSE, MSA)
- NVidia Nsight
- URL / What just happened?
O
- Object arrays
- about / Object arrays
- Objects
- references, saving in native store / Time for action – saving references to Objects in native Store
- off-screen rendering
- used, for adapting resolution / Time for action – adapting resolution with off-screen rendering
- OpenGL ES
- initializing / Initializing OpenGL ES, Time for action – initializing OpenGL ES, What just happened?, Time for action – initializing OpenGL ES, What just happened?
- buffers, clearing / Time for action – clearing and swapping buffers
- buffers, swapping / Time for action – clearing and swapping buffers
- documentation, URL / What just happened?
- and GLSL specification, URL / Summary
- OpenGL pipeline
- about / An insight into the OpenGL pipeline
- Vertex Processing / An insight into the OpenGL pipeline
- Primitive Assembly / An insight into the OpenGL pipeline
- Rasterization / An insight into the OpenGL pipeline
- Fragment Processing / An insight into the OpenGL pipeline
- Pixel Processing / An insight into the OpenGL pipeline
- OpenGL Texture
- generating / Time for action – generating an OpenGL texture
- OpenSL ES
- initializing / Initializing OpenSL ES
- output, creating / Time for action – creating OpenSL ES engine and output, What just happened?
- OpenSL ES engine
- creating / Time for action – creating OpenSL ES engine and output, What just happened?
- philosophy / More on OpenSL ES philosophy
- Oracle JDK 7
- orthographic projection
- OS X
- setting up / Setting up OS X
- preparing, for Android development / Time for action – preparing OS X for Android development, What just happened?
- Android SDK, installing / Time for action – installing Android SDK and NDK on OS X, What just happened?
- Android NDK, installing / Time for action – installing Android SDK and NDK on OS X, What just happened?
P
- particle effects
- rendering / Rendering particle effects
- star field, rendering / Time for action – rendering a star field, What just happened?
- PID / Deciphering crash dumps
- PNG format
- URL / What just happened?
- PNG image
- point sprite / Rendering particle effects
- Portable Network Graphics (PNG) / Loading textures using the Asset manager
- predefined Intrinsic
- executing / Executing a predefined Intrinsic
- Primitive arrays
- about / Primitive arrays
- other array types, handling / Have a go hero – handling other array types
- processor registers / Deciphering crash dumps
- processor register values / Deciphering crash dumps
- Proguard / Generating project files with Android manager
- project files, NDK sample applications
- build.xml / Generating project files with Android manager
- local.properties / Generating project files with Android manager
- proguard-project.txt / Generating project files with Android manager
- project.properties / Generating project files with Android manager
- project management capabilities, NDK sample applications
- android create project / Generating project files with Android manager
- android update project / Generating project files with Android manager
- android update lib-project / Generating project files with Android manager
- android create lib-project / Generating project files with Android manager
- android create test-project / Generating project files with Android manager
- android update test-project / Generating project files with Android manager
- android create uitest-project / Generating project files with Android manager
R
- raw stack / Deciphering crash dumps
- raycasting / Going further with Box2D
- RDESTL
- URL / What just happened?
- references
- saving, to Objects in native store / Time for action – saving references to Objects in native Store
- reflected layer / What just happened?
- rendering pipeline
- OpenGL.org wiki, URL / An insight into the OpenGL pipeline
- RenderScript /
- about / What is RenderScript ?
- elements / What is RenderScript ?
- tasks / What is RenderScript ?
- URL / What just happened?
- language capabilities, URL / What just happened?, What just happened?
- RenderScript Blur intrinsic
- Render to Texture / What just happened?
- resolution
- adapting, off-screen rendering used / Time for action – adapting resolution with off-screen rendering
- Resource Acquisition Is Initialization (RAII)
- URL / What just happened?
- root functions / What just happened?
- rooting
S
- (SIGSEGV) / Deciphering crash dumps
- Samplers / What just happened?
- scripts
- and Intrinsics, combining / Time for action – combining Intrinsics and scripts together, What just happened?
- sensors
- about / More on sensors
- shaders
- programming, with GLSL / Programming shaders with GLSL
- URL / Programming shaders with GLSL
- Signal / Deciphering crash dumps
- signatures
- URL / What just happened?
- Smart Pointers / Prebuilding Boost on Android
- sound buffer queue
- sound queue events
- detecting, callbacks used / Using callbacks to detect sound queue events
- sounds
- playing / Playing sounds, Have a go hero – recording and playing a sound
- recording / Recording sounds, Have a go hero – recording and playing a sound, Recording a sound
- recorder, creating / Creating and releasing the recorder
- recorder, releasing / Creating and releasing the recorder
- callbacks, recording / Recording a callback
- Sprite Batch / Drawing 2D sprites
- SSE / Advanced instruction sets (NEON, VFP, SSE, MSA)
- stack-trace
- about / What just happened?
- Standard Template Library (STL)
- activating / Activating the Standard Template Library
- GNU STL, activating in DroidBlaster / Time for action – activating GNU STL in DroidBlaster, What just happened?
- star field
- rendering / Time for action – rendering a star field
- Stencil buffer / Time for action – initializing OpenGL ES
- STL containers
- STLport / What just happened?
- STL stream
- used, for reading files / Time for action – read files with STL stream, What just happened?, Time for action – using STL containers
- strings
- in native store, handling / Time for action – handling strings in the native store, What just happened?
- stripping / What just happened?
T
- Texture Atlas / More about textures
- textures
- loading, Asset manager used / Loading textures using the Asset manager
- about / More about textures
- filtering / More about textures
- wrapping / More about textures
- texturing
- URL / More about textures
- Threshold Kernel / Time for action – writing a luminance threshold filter
- TID / Deciphering crash dumps
- time
- measuring, natively / Measuring time natively
- graphics, animating with timer / Time for action – animating graphics with a timer, What just happened?
- touch events
- interacting with / Interacting with touch events
- handling / Time for action – handling touch events, What just happened?
- trackball events
- Trilinear filtering / More about textures
- Triple Buffering / What just happened?
U
- Ubuntu
- preparing, for Android development / Time for action – preparing Ubuntu for Android development, What just happened?
- Android SDK, installing / Time for action – installing Android SDK and NDK on Ubuntu, What just happened?
- Android NDK, installing / Time for action – installing Android SDK and NDK on Ubuntu, What just happened?
- UTF-16 / Native character encoding
V
- Vertex Arrays (VA)
- versus Vertex Buffer Object (VBO) / Vertex Arrays versus Vertex Buffer Object
- vertex management
- VFP / Advanced instruction sets (NEON, VFP, SSE, MSA)
- Virtual Machine
- about / Introducing Dalvik and ART
- VS-Android
- URL / What just happened?
W
- Weak references
- about / Weak references
- Windows
- preparing, for Android development / Time for action – preparing Windows for Android development, What just happened?
- Android development kit, installing / Installing Android development kits on Windows
- Android SDK, installing / Time for action – installing Android SDK and NDK on Windows, What just happened?
- Android NDK, installing / Time for action – installing Android SDK and NDK on Windows, What just happened?
- window surface
- accessing, natively /
- raw graphics, displaying / Time for action – displaying raw graphics, What just happened?
- Pixel format / What just happened?
- dimensions / What just happened?
X
- X86 / Advanced instruction sets (NEON, VFP, SSE, MSA)
- X86 processors / Deciphering crash dumps
Y
Z
- Z-buffer / Time for action – initializing OpenGL ES