Installing Flibraries On Xamarin For Mac

2020. 2. 21. 18:23카테고리 없음

Installing Xamarin tools for Visual Studio 2017. With Visual Studio 2017, it’s very easy just open up the setup wizard, select the Xamarin tools (as shown below) and just wait for it to install. It’s probably going to take a long time to install VS2017 with Xamarin – adding Xamarin to the base Visual Studio install makes it about 25GB bigger.

I am not from Xamarin, so below is only my own understanding,. Xamarin.Mac is based on Mono:OSX. It is not something that comes from middle of nowhere. Xamarin.Mac provides streamlined experience of developing Mac applications, by integrating MonoDevelop, Mono core runtime, MonoMac, and probably some non-open-source addins/utilities. It is easier to use Xamarin.Mac than assembling the whole tool chain on your own. Xamarin.Mac comes with support contracts.

This can attract professional Mac developers, and enterprises, as they need support contracts to ensure their own products' supportability. Anyway we can sign up the seminar and learn what it is, BTW, the statement 'Xamarin bought Mono' is not that accurate. The proper terms can be found in this blog post by Miguel de Icaza.

But that doesn't answer the question - Is Xamarin absolutely required to post to the Mac App Store? It wasn't necessary in the past (see above links). I realize Xamarin allows me to create iOS and Android apps; that's specific to Xamarin, not Mono, and it's how I'm using it now. I obviously realize Mono is more limited than Xamarin's full product. But is Mono now, post-Xamarin, more limited than Mono was before? Is that why Xamarin has a Mac (Open Source) project template? It's np if you're not sure; I can post something new.

Installing libraries on xamarin for mac windows 10

– Dec 7 '13 at 23:02. That's why I asked you to post a new question, and that's also something only Xamarin can answer. Mono is open source, so anything once published won't be closed source. But remember the fact that iOS is evolving, and so is the tool chain.

Test MonoMacPackager out and you will see if there is any issue. If the open source tool chain could not work for latest iOS releases, and Xamarin were not going to release the new one as open source, you would have to stick to the paid products. – Dec 8 '13 at 0:54. The following is an excerpt from an article at xamarin.com ( Jan 1, 2013) which answers your question.

What are the differences between MonoMac and Xamarin.Mac? Xamarin.Mac is built on the open source MonoMac project. Xamarin.Mac is being developed by the maintainers of MonoMac, though contributions are continuing to flow to MonoMac as well.

Xamarin.Mac has these additional features:. A commercial license to the Mono Runtime. Bindings to new frameworks. Creates self-contained application bundles, without external dependencies on Mono. These are described in detail in the following sections. Bindings to New Frameworks The following are new frameworks and APIs that are included in Xamarin.Mac:.

CoreBluetooth. GameKit.

New MountainLion AppKit APIs. SceneKit. StoreKit. Commercial License to the Mono Runtime Xamarin.Mac also comes with commercial support from the Xamarin team, and the Xamarin.Mac product has a published roadmap of forthcoming features. The Mono runtime license is a commercial license that allows developers to redistribute their Mono-based applications without being bound by the terms of the GNU LGPL v2.

This allows you to publish both to the Apple App Store as well as distributing applications that embed the Mono runtime without having to provide source code or object files for end users to relink. Creating Self-contained Application Bundles Xamarin.Mac extends MonoMac by allowing developers to ship an application bundle that includes both their software as well as the required pieces of the Mono runtime, without requiring your users to fetch the Mono runtime on their own and install it separately on their systems. This feature is used for AppStore deployments as well.

Terms and Conditions This is the Android Software Development Kit License Agreement 1. Introduction 1.1 The Android Software Development Kit (referred to in this License Agreement as the 'SDK' and specifically including the Android system files, packaged APIs, and Google APIs add-ons) is licensed to you subject to the terms of this License Agreement. This License Agreement forms a legally binding contract between you and Google in relation to your use of the SDK. 1.2 “Android” means the Android software stack for devices, as made available under the Android Open Source Project, which is located at the following URL: as updated from time to time. 1.3 'Google' means Google Inc., a Delaware corporation with principal place of business at 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States.

Accepting this License Agreement 2.1 In order to use the SDK, you must first agree to this License Agreement. You may not use the SDK if you do not accept this License Agreement. 2.2 By clicking to accept, you hereby agree to the terms of this License Agreement. 2.3 You may not use the SDK and may not accept the License Agreement if you are a person barred from receiving the SDK under the laws of the United States or other countries including the country in which you are resident or from which you use the SDK. 2.4 If you are agreeing to be bound by this License Agreement on behalf of your employer or other entity, you represent and warrant that you have full legal authority to bind your employer or such entity to this License Agreement.

If you do not have the requisite authority, you may not accept the License Agreement or use the SDK on behalf of your employer or other entity. SDK License from Google 3.1 Subject to the terms of this License Agreement, Google grants you a limited, worldwide, royalty-free, non-assignable and non-exclusive license to use the SDK solely to develop applications to run on the Android platform.

3.2 You agree that Google or third parties own all legal right, title and interest in and to the SDK, including any Intellectual Property Rights that subsist in the SDK. 'Intellectual Property Rights' means any and all rights under patent law, copyright law, trade secret law, trademark law, and any and all other proprietary rights. Google reserves all rights not expressly granted to you.

3.3 You may not use the SDK for any purpose not expressly permitted by this License Agreement. Except to the extent required by applicable third party licenses, you may not: (a) copy (except for backup purposes), modify, adapt, redistribute, decompile, reverse engineer, disassemble, or create derivative works of the SDK or any part of the SDK; or (b) load any part of the SDK onto a mobile handset or any other hardware device except a personal computer, combine any part of the SDK with other software, or distribute any software or device incorporating a part of the SDK. 3.4 You agree that you will not take any actions that may cause or result in the fragmentation of Android, including but not limited to distributing, participating in the creation of, or promoting in any way a software development kit derived from the SDK. 3.5 Use, reproduction and distribution of components of the SDK licensed under an open source software license are governed solely by the terms of that open source software license and not this License Agreement. 3.6 You agree that the form and nature of the SDK that Google provides may change without prior notice to you and that future versions of the SDK may be incompatible with applications developed on previous versions of the SDK. You agree that Google may stop (permanently or temporarily) providing the SDK (or any features within the SDK) to you or to users generally at Google's sole discretion, without prior notice to you. 3.7 Nothing in this License Agreement gives you a right to use any of Google's trade names, trademarks, service marks, logos, domain names, or other distinctive brand features.

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3.8 You agree that you will not remove, obscure, or alter any proprietary rights notices (including copyright and trademark notices) that may be affixed to or contained within the SDK. Use of the SDK by You 4.1 Google agrees that it obtains no right, title or interest from you (or your licensors) under this License Agreement in or to any software applications that you develop using the SDK, including any intellectual property rights that subsist in those applications. 4.2 You agree to use the SDK and write applications only for purposes that are permitted by (a) this License Agreement and (b) any applicable law, regulation or generally accepted practices or guidelines in the relevant jurisdictions (including any laws regarding the export of data or software to and from the United States or other relevant countries).

4.3 You agree that if you use the SDK to develop applications for general public users, you will protect the privacy and legal rights of those users. If the users provide you with user names, passwords, or other login information or personal information, you must make the users aware that the information will be available to your application, and you must provide legally adequate privacy notice and protection for those users.

If your application stores personal or sensitive information provided by users, it must do so securely. If the user provides your application with Google Account information, your application may only use that information to access the user's Google Account when, and for the limited purposes for which, the user has given you permission to do so.

4.4 You agree that you will not engage in any activity with the SDK, including the development or distribution of an application, that interferes with, disrupts, damages, or accesses in an unauthorized manner the servers, networks, or other properties or services of any third party including, but not limited to, Google or any mobile communications carrier. 4.5 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any data, content, or resources that you create, transmit or display through Android and/or applications for Android, and for the consequences of your actions (including any loss or damage which Google may suffer) by doing so. 4.6 You agree that you are solely responsible for (and that Google has no responsibility to you or to any third party for) any breach of your obligations under this License Agreement, any applicable third party contract or Terms of Service, or any applicable law or regulation, and for the consequences (including any loss or damage which Google or any third party may suffer) of any such breach. Your Developer Credentials 5.1 You agree that you are responsible for maintaining the confidentiality of any developer credentials that may be issued to you by Google or which you may choose yourself and that you will be solely responsible for all applications that are developed under your developer credentials. Privacy and Information 6.1 In order to continually innovate and improve the SDK, Google may collect certain usage statistics from the software including but not limited to a unique identifier, associated IP address, version number of the software, and information on which tools and/or services in the SDK are being used and how they are being used. Before any of this information is collected, the SDK will notify you and seek your consent. If you withhold consent, the information will not be collected.

6.2 The data collected is examined in the aggregate to improve the SDK and is maintained in accordance with Google's Privacy Policy. Third Party Applications 7.1 If you use the SDK to run applications developed by a third party or that access data, content or resources provided by a third party, you agree that Google is not responsible for those applications, data, content, or resources. You understand that all data, content or resources which you may access through such third party applications are the sole responsibility of the person from which they originated and that Google is not liable for any loss or damage that you may experience as a result of the use or access of any of those third party applications, data, content, or resources. 7.2 You should be aware the data, content, and resources presented to you through such a third party application may be protected by intellectual property rights which are owned by the providers (or by other persons or companies on their behalf). You may not modify, rent, lease, loan, sell, distribute or create derivative works based on these data, content, or resources (either in whole or in part) unless you have been specifically given permission to do so by the relevant owners. 7.3 You acknowledge that your use of such third party applications, data, content, or resources may be subject to separate terms between you and the relevant third party. In that case, this License Agreement does not affect your legal relationship with these third parties.

Using Android APIs 8.1 Google Data APIs 8.1.1 If you use any API to retrieve data from Google, you acknowledge that the data may be protected by intellectual property rights which are owned by Google or those parties that provide the data (or by other persons or companies on their behalf). Your use of any such API may be subject to additional Terms of Service. You may not modify, rent, lease, loan, sell, distribute or create derivative works based on this data (either in whole or in part) unless allowed by the relevant Terms of Service. 8.1.2 If you use any API to retrieve a user's data from Google, you acknowledge and agree that you shall retrieve data only with the user's explicit consent and only when, and for the limited purposes for which, the user has given you permission to do so.

Terminating this License Agreement 9.1 This License Agreement will continue to apply until terminated by either you or Google as set out below. 9.2 If you want to terminate this License Agreement, you may do so by ceasing your use of the SDK and any relevant developer credentials. In this document. The NDK is a toolset that allows you to implement parts of your app using native-code languages such as C and C. For certain types of apps, this can be helpful so you can reuse existing code libraries written in these languages, but most apps do not need the Android NDK.

Before downloading the NDK, you should understand that the NDK will not benefit most apps. As a developer, you need to balance its benefits against its drawbacks. Notably, using native code on Android generally does not result in a noticable performance improvement, but it always increases your app complexity. In general, you should only use the NDK if it is essential to your app—never because you simply prefer to program in C/C. Typical good candidates for the NDK are self-contained, CPU-intensive operations that don't allocate much memory, such as signal processing, physics simulation, and so on. When examining whether or not you should develop in native code, think about your requirements and see if the Android framework APIs provide the functionality that you need.

Downloads Revisions The sections below provide information and notes about successive releases of the NDK, as denoted by revision number. This release of the NDK includes support for MIPS ABI and a few additional fixes. New features:. Added support for the MIPS ABI, which allows you to generate machine code that runs on compatible MIPS-based Android devices.

Major features for MIPS include MIPS-specific toolchains, system headers, libraries and debugging support. For more details regarding MIPS support, see docs/CPU-MIPS.html in the NDK package. By default, code is generated for ARM-based devices. You can add mips to your APPABI definition in your Application.mk file to build for MIPS platforms.

For example, the following line instructs ndk-build to build your code for three distinct ABIs: APPABI:= armeabi armeabi-v7a mips Unless you rely on architecture-specific assembly sources, such as ARM assembly code, you should not need to touch your Android.mk files to build MIPS machine code. You can build a standalone MIPS toolchain using the -arch=mips option when calling make-standalone-toolchain.sh. See docs/STANDALONE-TOOLCHAIN.html for more details. Note: To ensure that your applications are available to users only if their devices are capable of running them, Google Play filters applications based on the instruction set information included in your application? No action is needed on your part to enable the filtering. Additionally, the Android system itself also checks your application at install time and allows the installation to continue only if the application provides a library that is compiled for the device's CPU architecture. Important bug fixes:.

Fixed a typo in GAbi implementation where the result of dynamiccast(b) of base class object b to derived class D is incorrectly adjusted in the opposite direction from the base class. Fixed an issue in which make-standalone-toolchain.sh fails to copy libsupc. Other bug fixes:. Fixed ndk-build.cmd to ensure that ndk-build.cmd works correctly even if the user has redefined the SHELL environment variable, which may be changed when installing a variety of development tools in Windows environments. This release of the NDK includes an important fix for Tegra2-based devices, and a few additional fixes and improvements: Important bug fixes:. Fixed GNU STL armeabi-v7a binaries to not crash on non-NEON devices.

The files provided with NDK r7b were not configured properly, resulting in crashes on Tegra2-based devices and others when trying to use certain floating-point functions (e.g., cosf, sinf, expf). Important changes:.

Added support for custom output directories through the NDKOUT environment variable. When defined, this variable is used to store all intermediate generated files, instead of $PROJECTPATH/obj.

The variable is also recognized by ndk-gdb. Added support for building modules with hundreds or even thousands of source files by defining LOCALSHORTCOMMANDS to true in your Android.mk. This change forces the NDK build system to put most linker or archiver options into list files, as a work-around for command-line length limitations. See docs/ANDROID-MK.html for details. Other bug fixes:.

Fixed androidgetCpuCount implementation in the cpufeatures helper library. On certain devices, where cores are enabled dynamically by the system, the previous implementation would report the total number of active cores the first time the function was called, rather than the total number of physically available cores. This release of the NDK includes fixes for native Windows builds, Cygwin and many other improvements: Important bug fixes:. Updated sys/atomics.h to avoid correctness issues on some multi-core ARM-based devices. Rebuild your unmodified sources with this version of the NDK and this problem should be completely eliminated.

For more details, read docs/ANDROID-ATOMICS.html. Reverted to binutils 2.19 to fix debugging issues that appeared in NDK r7 (which switched to binutils 2.20.1).

Fixed ndk-build on 32-bit Linux. A packaging error put a 64-bit version of the awk executable under prebuilt/linux-x86/bin in NDK r7.

Fixed native Windows build ( ndk-build.cmd). Other build modes were not affected. The fixes include:.

Removed an infinite loop / stack overflow bug that happened when trying to call ndk-build.cmd from a directory that was not the top of your project path (e.g., in any sub-directory of it). Fixed a problem where the auto-generated dependency files were ignored. This meant that updating a header didn't trigger recompilation of sources that included it. Fixed a problem where special characters in files or paths, other than spaces and quotes, were not correctly handled. Fixed the standalone toolchain to generate proper binaries when using -lstdc (i.e., linking against the GNU libstdc C runtime). You should use -lgnustlshared if you want to link against the shared library version or -lstdc for the static version. See docs/STANDALONE-TOOLCHAIN.html for more details about this fix.

Fixed gnustlshared on Cygwin. The linker complained that it couldn't find libsupc.a even though the file was at the right location.

Fixed Cygwin C link when not using any specific C runtime through APPSTL. Other changes:. When your application uses the GNU libstdc runtime, the compiler will no longer forcibly enable exceptions and RTTI. This change results in smaller code.

If you need these features, you must do one of the following:. Enable exceptions and/or RTTI explicitly in your modules or Application.mk.

(recommended). Define APPGNUSTLFORCECPPFEATURES to 'exceptions', 'rtti' or both in your Application.mk. See docs/APPLICATION-MK.html for more details. ndk-gdb now works properly when your application has private services running in independent processes. It debugs the main application process, instead of the first process listed by ps, which is usually a service process. Fixed a rare bug where NDK r7 would fail to honor the LOCALARMMODE value and always compile certain source files (but not all) to 32-bit instructions. STLport: Refresh the sources to match the Android platform version.

This update fixes a few minor bugs:. Fixed instantiation of an incomplete type. Fixed minor ' versus '=' typo. Used memmove instead of memcpy in string::assign. Added better handling of IsNANorINF, IsINF, IsNegNAN, etc. For complete details, see the commit log.

STLport: Removed 5 unnecessary static initializers from the library. The GNU libstdc libraries for armeabi-v7a were mistakenly compiled for armeabi instead.

This change had no impact on correctness, but using the right ABI should provide slightly better performance. The cpu-features helper library was updated to report three optional x86 CPU features ( SSSE3, MOVBE and POPCNT). See docs/CPU-FEATURES.html for more details. docs/NDK-BUILD.html was updated to mention NDKAPPLICATIONMK instead of NDKAPPAPPLICATIONMK to select a custom Application.mk file. Cygwin: ndk-build no longer creates an empty 'NUL' file in the current directory when invoked.

Cygwin: Added better automatic dependency detection. In the previous version, it didn't work properly in the following cases:. When the Cygwin drive prefix was not /cygdrive. When using drive-less mounts, for example, when Cygwin would translate /home to server subdir instead of C: Some Dir. Cygwin: ndk-build does not try to use the native Windows tools under $NDK/prebuilt/windows/bin with certain versions of Cygwin and/or GNU Make. This release of the NDK includes new features to support the Android 4.0 platform as well as many other additions and improvements: New features.

Added official NDK APIs for Android 4.0 (API level 14), which adds the following native features to the platform:. Added native multimedia API based on the Khronos Group OpenMAX AL? 1.0.1 standard. The new and headers allow applications targeting API level 14 to perform multimedia output directly from native code by using a new Android-specific buffer queue interface. For more details, see docs/openmaxal/index.html.

Updated the native audio API based on the Khronos Group OpenSL ES 1.0.1? With API Level 14, you can now decode compressed audio (e.g. MP3, AAC, Vorbis) to PCM. For more details, see docs/opensles/index.html. Added CCache support. To speed up large rebuilds, define the NDKCCACHE environment variable to ccache (or the path to your ccache binary). When declared, the NDK build system automatically uses CCache when compiling any source file.

For example: export NDKCCACHE=ccache Note: CCache is not included in the NDK release so you must have it installed prior to using it. For more information about CCache, see. Added support for setting APPABI to all to indicate that you want to build your NDK modules for all the ABIs supported by your given NDK release. This means that either one of the following two lines in your Application.mk are equivalent with this release: APPABI:= all APPABI:= armeabi armeabi-v7a x86 This also works if you define APPABI when calling ndk-build from the command-line, which is a quick way to check that your project builds for all supported ABIs without changing the project's Application.mk file. For example: ndk-build APPABI=all. Added a LOCALCPPFEATURES variable in Android.mk that allows you to declare which C features (RTTI or Exceptions) your module uses. This ensures that the final linking works correctly if you have prebuilt modules that depend on these features.

See docs/ANDROID-MK.html and docs/CPLUSPLUS-SUPPORT.html for more details. Shortened paths to source and object files that are used in build commands. When invoking $NDK/ndk-build from your project path, the paths to the source, object, and binary files that are passed to the build commands are significantly shorter now, because they are passed relative to the current directory. This is useful when building projects with a lot of source files, to avoid limits on the maximum command line length supported by your host operating system. The behavior is unchanged if you invoke ndk-build from a sub-directory of your project tree, or if you define NDKPROJECTPATH to point to a specific directory.

Experimental features You can now build your NDK source files on Windows without Cygwin by calling the ndk-build.cmd script from the command line from your project path. The script takes exactly the same arguments as the original ndk-build script. The Windows NDK package comes with its own prebuilt binaries for GNU Make, Awk and other tools required by the build. You should not need to install anything else to get a working build system.

Important: ndk-gdb does not work on Windows, so you still need Cygwin to debug. This feature is still experimental, so feel free to try it and report issues on the. All samples and unit tests shipped with the NDK succesfully compile with this feature. Important bug fixes. Imported shared libraries are now installed by default to the target installation location ( libs/) if APPMODULES is not defined in your Application.mk. For example, if a top-level module foo imports a module bar, then both libfoo.so and libbar.so are copied to the install location. Previously, only libfoo.so was copied, unless you listed bar in your APPMODULES too.

If you define APPMODULES explicitly, the behavior is unchanged. ndk-gdb now works correctly for activities with multiple categories in their MAIN intent filters. Static library imports are now properly transitive.

For example, if a top-level module foo imports static library bar that imports static library zoo, the libfoo.so will now be linked against both libbar.a and libzoo.a. Other changes. docs/NATIVE-ACTIVITY.HTML: Fixed typo. The minimum API level should be 9, not 8 for native activities. docs/STABLE-APIS.html: Added missing documentation listing EGL as a supported stable API, starting from API level 9. download-toolchain-sources.sh: Updated to download the toolchain sources from, which is the new location for the AOSP servers. Added a new C support runtime named gabi.

More details about it are available in the updated docs/CPLUSPLUS-SUPPORT.html. Added a new C support runtime named gnustlshared that corresponds to the shared library version of GNU libstdc v3 (GPLv3 license).

See more info at docs/CPLUSPLUS-SUPPORT.html. Added support for RTTI in the STLport C runtimes (no support for exceptions). Added support for multiple file extensions in LOCALCPPEXTENSION. For example, to compile both foo.cpp and bar.cxx as C sources, declare the following: LOCALCPPEXTENSION:=.cpp.cxx. Removed many unwanted exported symbols from the link-time shared system libraries provided by the NDK.

This ensures that code generated with the standalone toolchain doesn't risk to accidentally depend on a non-stable ABI symbol (e.g. Any libgcc.a symbol that changes each time the toolchain used to build the platform is changed). Refreshed the EGL and OpenGLES Khronos headers to support more extensions. Note that this does not change the NDK ABIs for the corresponding libraries, because each extension must be probed at runtime by the client application. The extensions that are available depend on your actual device and GPU drivers, not the platform version the device runs on.

The header changes simply add new constants and types to make it easier to use the extensions when they have been probed with eglGetProcAddress or glGetProcAddress. This release of the NDK does not include any new features compared to r6. The r6b release addresses the following issues in the r6 release: Important bug fixes. Fixed the build when APPABI='armeabi x86' is used for multi-architecture builds.

Fixed the location of prebuilt STLport binaries in the NDK release package. A bug in the packaging script placed them in the wrong location. Fixed atexit usage in shared libraries with the x86standalone toolchain. Fixed make-standalone-toolchain.sh -arch=x86. It used to fail to copy the proper GNU libstdc binaries to the right location. Fixed the standalone toolchain linker warnings about missing the definition and size for the dsohandle symbol (ARM only).

Fixed the inclusion order of $(SYSROOT)/usr/include for x86 builds. See the for more information. Fixed the definitions of ptrdifft and sizet in x86-specific systems when they are used with the x86 standalone toolchain.

This release of the NDK includes support for the x86 ABI and other minor changes. For detailed information describing the changes in this release, read the CHANGES.HTML document included in the NDK package.

General notes:. Adds support for the x86 ABI, which allows you to generate machine code that runs on compatible x86-based Android devices. Major features for x86 include x86-specific toolchains, system headers, libraries and debugging support. For all of the details regarding x86 support, see docs/CPU-X86.html in the NDK package. By default, code is generated for ARM-based devices, but you can add x86 to your APPABI definition in your Application.mk file to build for x86 platforms. For example, the following line instructs ndk-build to build your code for three distinct ABIs: APPABI:= armeabi armeabi-v7a x86 Unless you rely on ARM-based assembly sources, you shouldn't need to touch your Android.mk files to build x86 machine code. You can build a standalone x86 toolchain using the -toolchain=x86-4.4.3 option when calling make-standalone-toolchain.sh.

See docs/STANDALONE-TOOLCHAIN.html for more details. The new ndk-stack tool lets you translate stack traces in logcat that are generated by native code. The tool translates instruction addresses into a readable format that contains things such as the function, source file, and line number corresponding to each stack frame. For more information and a usage example, see docs/NDK-STACK.html.

Other changes: arm-eabi-4.4.0, which had been deprecated since NDK r5, has been removed from the NDK distribution. This release of the NDK does not include any new features compared to r5b. The r5c release addresses the following problems in the r5b release: Important bug fixes:. ndk-build: Fixed a rare bug that appeared when trying to perform parallel builds of debuggable projects. Fixed a typo that prevented LOCALWHOLESTATICLIBRARIES to work correctly with the new toolchain and added documentation for this in docs/ANDROID-MK.html. Fixed a bug where code linked against gnustlstatic crashed when run on platform releases older than API level 8 (Android 2.2). ndk-gdb: Fixed a bug that caused a segmentation fault when debugging Android 3.0 or newer devices.: Two functions that were introduced in API level 9 (Android 2.3) were incorrect and are fixed.

While this breaks the source API, the binary interface to the system is unchanged. The incorrect functions were missing a historyindex parameter, and the correct definitions are shown below: float AMotionEventgetHistoricalRawX(const AInputEvent. motionevent, sizet pointerindex, sizet historyindex); float AMotionEventgetHistoricalRawY(const AInputEvent. motionevent, sizet pointerindex, sizet historyindex);. Updated the C library ARM binary for API level 9 (Android 2.3) to correctly expose at link time new functions that were added in that API level (for example, pthreadrwlockinit). Minor improvements and fixes:. Object files are now always linked in the order they appear in LOCALSRCFILES.

This was not the case previously because the files were grouped by source extensions instead. When import-module fails, it now prints the list of directories that were searched. This is useful to check that the NDKMODULEPATH definition used by the build system is correct. When import-module succeeds, it now prints the directory where the module was found to the log (visible with NDKLOG=1). Increased the build speed of debuggable applications when there is a very large number of include directories in the project.

ndk-gdb: Better detection of adb shell failures and improved error messages.: Fixed the definition of PTHREADRWLOCKINITIALIZER for API level 9 (Android 2.3) and higher. Fixed an issue where a module could import itself, resulting in an infinite loop in GNU Make. Fixed a bug that caused the build to fail if LOCALARMNEON was set to true (typo in build/core/build-binary.mk). Fixed a bug that prevented the compilation of.s assembly files (.S files were okay). This release of the NDK does not include any new features compared to r5. The r5b release addresses the following problems in the r5 release:. The r5 binaries required glibc 2.11, but the r5b binaries are generated with a special toolchain that targets glibc 2.7 or higher instead.

The Linux toolchain binaries now run on Ubuntu 8.04 or higher. Fixes a compiler bug in the arm-linux-androideabi-4.4.3 toolchain. The previous binary generated invalid thumb instruction sequences when dealing with signed chars. Adds missing documentation for the 'gnustlstatic' value for APPSTL, that allows you to link against a static library version of GNU libstdc.

The following ndk-build issues are fixed:. A bug that created inconsistent dependency files when a compilation error occured on Windows. This prevented a proper build after the error was fixed in the source code. A Cygwin-specific bug where using very short paths for the Android NDK installation or the project path led to the generation of invalid dependency files. This made incremental builds impossible.

A typo that prevented the cpufeatures library from working correctly with the new NDK toolchain. Builds in Cygwin are faster by avoiding calls to cygpath -m from GNU Make for every source or object file, which caused problems with very large source trees. In case this doesn't work properly, define NDKUSECYGPATH=1 in your environment to use cygpath -m again. The Cygwin installation now notifies the user of invalid installation paths that contain spaces. Previously, an invalid path would output an error that complained about an incorrect version of GNU Make, even if the right one was installed.

Fixed a typo that prevented the NDKMODULEPATH environment variable from working properly when it contained multiple directories separated with a colon. The prebuilt-common.sh script contains fixes to check the compiler for 64-bit generated machine code, instead of relying on the host tag, which allows the 32-bit toolchain to rebuild properly on Snow Leopard. The toolchain rebuild scripts now also support using a 32-bit host toolchain. A missing declaration for INETADDRSTRLEN was added to. Missing declarations for IN6ISADDRMCNODELOCAL and IN6ISADDRMCGLOBAL were added to. 'asm' was replaced with 'asm' in to allow compilation with -std=c99.

This release of the NDK includes many new APIs, most of which are introduced to support the development of games and similar applications that make extensive use of native code. Using the APIs, developers have direct native access to events, audio, graphics and window management, assets, and storage. Developers can also implement the Android application lifecycle in native code with help from the new class.

For detailed information describing the changes in this release, read the CHANGES.HTML document included in the downloaded NDK package. General notes:. Adds support for native activities, which allows you to implement the Android application lifecycle in native code. Adds native support for the following:. Input subsystem (such as the keyboard and touch screen). Access to sensor data (accelerometer, compass, gyroscope, etc). Event loop APIs to wait for things such as input and sensor events.

Window and surface subsystem. Audio APIs based on the OpenSL ES standard that support playback and recording as well as control over platform audio effects. Access to assets packaged in an.apk file. Includes a new toolchain (based on GCC 4.4.3), which generates better code, and can also now be used as a standalone cross-compiler, for people who want to build their stuff with./configure && make. See docs/STANDALONE-TOOLCHAIN.html for the details. The binaries for GCC 4.4.0 are still provided, but the 4.2.1 binaries were removed. Adds support for prebuilt static and shared libraries (docs/PREBUILTS.html) and module exports and imports to make sharing and reuse of third-party modules much easier (docs/IMPORT-MODULE.html explains why).

Provides a default C STL implementation (based on STLport) as a helper module. It can be used either as a static or shared library (details and usage examples are in sources/android/stlport/README). Prebuilt binaries for STLport (static or shared) and GNU libstdc (static only) are also provided if you choose to compile against those libraries instead of the default C STL implementation. C Exceptions and RTTI are not supported in the default STL implementation. For more information, see docs/CPLUSPLUS-SUPPORT.HTML. Includes improvements to the cpufeatures helper library that improves reporting of the CPU type (some devices previously reported ARMv7 CPU when the device really was an ARMv6). We recommend developers that use this library to rebuild their applications then upload to Google Play to benefit from the improvements.

Adds an EGL library that lets you create and manage OpenGL ES textures and services. Adds new sample applications, native-plasma and native-activity, to demonstrate how to write a native activity.

Includes many bugfixes and other small improvements; see docs/CHANGES.html for a more detailed list of changes. NDK r4b notes: Includes fixes for several issues in the NDK build and debugging scripts — if you are using NDK r4, we recommend downloading the NDK r4b build. For detailed information describing the changes in this release, read the CHANGES.TXT document included in the downloaded NDK package.

General notes:. Provides a simplified build system through the new ndk-build build command. Adds support for easy native debugging of generated machine code on production devices through the new ndk-gdb command. Adds a new Android-specific ABI for ARM-based CPU architectures, armeabi-v7a. The new ABI extends the existing armeabi ABI to include these CPU instruction set extensions:. Thumb-2 instructions. VFP hardware FPU instructions (VFPv3-D16).

Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32. Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and others. Adds a new cpufeatures static library (with sources) that lets your app detect the host device's CPU features at runtime. Specifically, applications can check for ARMv7-A support, as well as VFPv3-D32 and NEON support, then provide separate code paths as needed. Adds a sample application, hello-neon, that illustrates how to use the cpufeatures library to check CPU features and then provide an optimized code path using NEON instrinsics, if supported by the CPU. Lets you generate machine code for either or both of the instruction sets supported by the NDK.

For example, you can build for both ARMv5 and ARMv7-A architectures at the same time and have everything stored to your application's final.apk. To ensure that your applications are available to users only if their devices are capable of running them, Google Play now filters applications based on the instruction set information included in your application — no action is needed on your part to enable the filtering. Additionally, the Android system itself also checks your application at install time and allows the installation to continue only if the application provides a library that is compiled for the device's CPU architecture. Adds support for Android 2.2, including a new stable API for accessing the pixel buffers of objects from native code. Originally released as 'Android 1.5 NDK, Release 1'. General notes:. Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1 instructions.

Includes system headers for stable native APIs, documentation, and sample applications. System and Software Requirements The sections below describe the system and software requirements for using the Android NDK, as well as platform compatibility considerations that affect appplications using libraries produced with the NDK.

The Android SDK. A complete Android SDK installation (including all dependencies) is required. Android 1.5 SDK or later version is required. Supported operating systems.

Windows XP (32-bit) or Vista (32- or 64-bit). Mac OS X 10.4.8 or later (x86 only). Linux (32 or 64-bit; Ubuntu 8.04, or other Linux distributions using GLibc 2.7 or later) Required development tools. For all development platforms, GNU Make 3.81 or later is required.

Earlier versions of GNU Make might work but have not been tested. A recent version of awk (either GNU Awk or Nawk) is also required. For Windows, 1.7 or higher is required.

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The NDK will not work with Cygwin 1.5 installations. Android platform compatibility. The native libraries created by the Android NDK can only be used on devices running specific minimum Android platform versions. The minimum required platform version depends on the CPU architecture of the devices you are targeting.

The following table details which Android platform versions are compatible with native code developed for specific CPU architectures. Native Code CPU Architecture Used Compatible Android Platform(s) ARM, ARM-NEON Android 1.5 (API Level 3) and higher x86 Android 2.3 (API Level 9) and higher MIPS Android 2.3 (API Level 9) and higher These requirements mean you can use native libraries produced with the NDK in applications that are deployable to ARM-based devices running Android 1.5 or later. If you are deploying native libraries to x86 and MIPS-based devices, your application must target Android 2.3 or later.

To ensure compatibility, an application using a native library produced with the NDK must declare a element in its manifest file, with an android:minSdkVersion attribute value of '3' or higher. For example:. If you use this NDK to create a native library that uses the OpenGL ES APIs, the application containing the library can be deployed only to devices running the minimum platform versions described in the table below. To ensure compatibility, make sure that your application declares the proper android:minSdkVersion attribute value, as shown in the following table. OpenGL ES Version Used Compatible Android Platform(s) Required uses-sdk Attribute OpenGL ES 1.1 Android 1.6 (API Level 4) and higher android:minSdkVersion='4' OpenGL ES 2.0 Android 2.0 (API Level 5) and higher android:minSdkVersion='5' For more information about API Level and its relationship to Android platform versions, see. Additionally, an application using the OpenGL ES APIs should declare a element in its manifest, with an android:glEsVersion attribute that specifies the minimum OpenGl ES version required by the application.

Install

This ensures that Google Play will show your application only to users whose devices are capable of supporting your application. For example:. For more information, see the documentation. If you use this NDK to create a native library that uses the API to access Android pixel buffers or utilizes native activities, the application containing the library can be deployed only to devices running Android 2.2 (API level 8) or higher. To ensure compatibility, make sure that your application declares attribute value in its manifest. Installing the NDK Installing the NDK on your development computer is straightforward and involves extracting the NDK from its download package.

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Before you get started make sure that you have downloaded the latest and upgraded your applications and environment as needed. The NDK is compatible with older platform versions but not older versions of the SDK tools. Also, take a moment to review the for the NDK, if you haven't already. To install the NDK, follow these steps:. From the table at the top of this page, select the NDK package that is appropriate for your development computer and download the package.

Uncompress the NDK download package using tools available on your computer. When uncompressed, the NDK files are contained in a directory called android-ndk. You can rename the NDK directory if necessary and you can move it to any location on your computer. This documentation refers to the NDK directory as.

You are now ready to start working with the NDK. Getting Started with the NDK Once you've installed the NDK successfully, take a few minutes to read the documentation included in the NDK. You can find the documentation in the /docs/ directory. In particular, please read the OVERVIEW.HTML document completely, so that you understand the intent of the NDK and how to use it.

If you used a previous version of the NDK, take a moment to review the list of NDK changes in the CHANGES.HTML document. Here's the general outline of how you work with the NDK tools:. Place your native sources under /jni/. Create /jni/Android.mk to describe your native sources to the NDK build system. Optional: Create /jni/Application.mk. Build your native code by running the 'ndk-build' script from your project's directory. It is located in the top-level NDK directory: cd /ndk-build The build tools copy the stripped, shared libraries needed by your application to the proper location in the application's project directory.

Finally, compile your application using the SDK tools in the usual way. The SDK build tools will package the shared libraries in the application's deployable.apk file. For complete information on all of the steps listed above, please see the documentation included with the NDK package.

Using the NDK The Android framework provides two ways to use native code:. Write your application using the Android framework and use JNI to access the APIs provided by the Android NDK. This technique allows you to take advantage of the convenience of the Android framework, but still allows you to write native code when necessary. If you use this approach, your application must target specific, minimum Android platform levels, see for more information. Write a native activity, which allows you to implement the lifecycle callbacks in native code. The Android SDK provides the class, which is a convenience class that notifies your native code of any activity lifecycle callbacks ( onCreate, onPause, onResume, etc). You can implement the callbacks in your native code to handle these events when they occur.

Applications that use native activities must be run on Android 2.3 (API Level 9) or later. You cannot access features such as Services and Content Providers natively, so if you want to use them or any other framework API, you can still write JNI code to do so. Contents of the NDK The NDK contains the APIs, documentation, and sample applications that help you write your native code.

Specifically:. A set of tools and build files used to generate native code libraries from C and C sources.

A way to embed the corresponding native libraries into an application package file (.apk) that can be deployed on Android devices. A set of native system headers and libraries that will be supported in all future versions of the Android platform, starting from Android 1.5. Applications that use native activities must be run on Android 2.3 or later. Documentation, samples, and tutorials The latest release of the NDK supports the following instruction sets:. ARMv5TE, including Thumb-1 instructions (see docs/CPU-ARCH-ABIS.html for more information).

ARMv7-A, including Thumb-2 and VFPv3-D16 instructions, with optional support for NEON/VFPv3-D32 instructions (see docs/CPU-ARM-NEON.html for more information). x86 instructions (see docs/CPU-X86.html for more information). MIPS instructions (see docs/CPU-MIPS.html for more information) ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will run only on devices such as the Verizon Droid or Google Nexus One that have a compatible CPU. The main difference between the two instruction sets is that ARMv7-A supports hardware FPU, Thumb-2, and NEON instructions. You can target either or both of the instruction sets — ARMv5TE is the default, but switching to ARMv7-A is as easy as adding a single line to the application's Application.mk file, without needing to change anything else in the file.

You can also build for both architectures at the same time and have everything stored in the final.apk. Complete information is provided in the CPU-ARCH-ABIS.HTML in the NDK package. The NDK provides stable headers for libc (the C library), libm (the Math library), OpenGL ES (3D graphics library), the JNI interface, and other libraries, as listed in the section.

Development tools The NDK includes a set of cross-toolchains (compilers, linkers, etc.) that can generate native ARM binaries on Linux, OS X, and Windows (with Cygwin) platforms. It provides a set of system headers for stable native APIs that are guaranteed to be supported in all later releases of the platform:.

libc (C library) headers. libm (math library) headers. JNI interface headers. libz (Zlib compression) headers. liblog (Android logging) header. OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers.

libjnigraphics (Pixel buffer access) header (for Android 2.2 and above). A Minimal set of headers for C support. OpenSL ES native audio libraries.

Android native application APIS The NDK also provides a build system that lets you work efficiently with your sources, without having to handle the toolchain/platform/CPU/ABI details. You create very short build files to describe which sources to compile and which Android application will use them — the build system compiles the sources and places the shared libraries directly in your application project. Important: With the exception of the libraries listed above, native system libraries in the Android platform are not stable and may change in future platform versions. Your applications should only make use of the stable native system libraries provided in this NDK.

Documentation The NDK package includes a set of documentation that describes the capabilities of the NDK and how to use it to create shared libraries for your Android applications. In this release, the documentation is provided only in the downloadable NDK package. You can find the documentation in the /docs/ directory.