By Sergey Kosarevsky, Viktor Latypov
Android NDK is used for multimedia purposes which require direct entry to a structures assets. Android NDK is usually the foremost for portability, which in flip presents a fairly cozy improvement and debugging method utilizing customary instruments corresponding to GCC and Clang toolchains. in case your desire to construct Android video games utilizing this striking framework, then this publication is a must-have.
This booklet provide you with a few transparent step by step recipes to be able to assist you to begin constructing cellular video games with Android NDK and improve your productiveness debugging them in your machine. This e-book also will give you new methods of operating in addition to a few worthwhile assistance and methods that may demonstrably bring up your improvement velocity and efficiency.
This ebook will take you thru a few easy-to-follow recipes that can assist you to exploit the Android NDK in addition to a few renowned C++ libraries. It provides Android program improvement in C++ and exhibits you the way to create a whole gaming application.
You will the way to write moveable multithreaded C++ code, use HTTP networking, play audio documents, use OpenGL ES, to render top of the range textual content, and the way to acknowledge person gestures on multi-touch units. in order to leverage your C++ abilities in cellular improvement and upload functionality for your Android functions, then this can be the ebook for you.
Read or Download Android NDK Game Development Cookbook PDF
Similar c & c++ books
Computing device approach functionality overview is a key self-discipline for the knowledge of the habit and boundaries of huge scale computers and networks. This quantity presents an outline of the milestones and significant advancements of the sector. The contributions to the booklet comprise some of the primary leaders from and academia with a very overseas assurance, together with a number of IEEE and ACM Fellows, Fellows of the united states nationwide Academy of Engineering and a Fellow of the ecu Academy, and a former President of the organization of Computing equipment.
Has every little thing to begin Symbian improvement. essentially written, comprises not just programming subject matters yet chapters like tips on how to get a certificates, that's vital. particularly fresh variation, first-class total ebook - content material, supply and printing. hugely advised.
A fast moving advisor to utilizing Apache ZooKeeper to coordinate providers in allotted platforms approximately This BookLearn the fundamentals of Apache ZooKeeper with a finished exam of its internals and administrationExplore the ZooKeeper API version and how you can advance purposes utilizing ZooKeeper in C, Java, and Python for universal allotted coordination tasksSee how ZooKeeper is utilized in real-world functions and providers to hold out advanced dispensed coordination tasksWho This booklet Is ForWhether you're a amateur to ZooKeeper or have already got a few adventure, it is possible for you to to grasp the techniques of ZooKeeper and its utilization very easily.
Programming interviews in C++ approximately bushes
- Die C++-Standardbibliothek: Einführung und Nachschlagewerk GERMAN
- TI ARM Peripherals Programming and Interfacing. Using C language for ARM cortex
- Exploring C++ 11: Problems and Solutions Handbook
- LabVIEW graphical programming
- C in a Nutshell: The Definitive Reference
- Fundamentals of embedded software: where C and assembly meet
Extra resources for Android NDK Game Development Cookbook
C -lgdi32 How it works… To render a framebuffer on the screen, we need to create a so-called device context with an associated bitmap, and add the WM_PAINT event handler to the window function. To handle the keyboard and mouse events, we add the WM_KEYUP and WM_MOUSEMOVE cases to the switch statement in the previous program. Actual event handling is performed in the externally provided routines OnKeyUp() and OnMouseMove(), which contain our game logic. The following is the complete source code of the program (some omitted parts, similar to the previous example, are omitted).
The FIBITMAP structure is almost the 2D array we are looking for, with some extra information on the pixels' layout and image size. To convert it to the 2D array, FreeImage provides the function FreeImage_GetRowPtr() that returns a pointer to the raw RGB data of the ith pixels row. And vice versa, our frame buffer or any other 2D RGB image can be encoded into a memory block with FreeImage_SaveMemory() and saved to a file using a single fwrite() or ofstream::write() call. Here is the code that loads any picture format supported by FreeImage, for example, JPEG, TIFF, or PNG, and converts it into a 24-bit RGB image.
By default, the NDK will generate the code for ARMv5TE-based CPUs. mk to select a different architecture, for example (use only one line from the following list): APP_ABI := armeabi-v7a APP_ABI := x86 APP_ABI := mips 23 Establishing a Build Environment 2. We can specify multiple architectures to create a fat binary that will run on any of them through the following command: APP_ABI := armeabi armeabi-v7a x86 mips There's more... apk size, as separate native code versions are compiled for each of the specified architectures.