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Android NDK Beginner's Guide - Limited Packt Publishing
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Handling Java arrays

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2022-02-24 00:30:24
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  • Android NDK
    • Android NDK
    • Credits
    • About the Author
    • About the Reviewers
    • www.PacktPub.com
    • Preface
      • What this book covers
      • What you need for this book
      • Who this book is for
      • Conventions
      • Time for action — heading
      • Reader feedback
      • Customer support
    • 1. Setting Up your Environment
      • 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
    • 2. Creating, Compiling, and Deploying Native Projects
      • 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
    • 3. Interfacing Java and C/C++ with JNI
      • 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
    • 4. Calling Java Back from Native Code
      • Time for action — running a background thread
      • Calling Java back from native code
      • Time for action — invoking Java code from a native thread
      • Processing bitmaps natively
      • Time for action — decoding camera feed from native code
      • Summary
    • 5. Writing a Fully-native Application
      • Time for action — creating a basic native activity
      • Handling activity events
      • Time for action — handling activity events
      • Accessing window and time natively
      • Time for action — displaying raw graphics and implementing a timer
      • Summary
    • 6. Rendering Graphics with 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
    • 7. Playing Sound with OpenSL ES
      • Time for action — creating OpenSL ES engine and output
      • Playing music files
      • Time for action — playing background music
      • Playing sounds
      • Time for action — creating and playing a sound buffer queue
      • Recording sounds
      • Summary
    • 8. Handling Input Devices and Sensors
      • Time for action — handling touch events
      • Detecting keyboard, D-Pad, and Trackball events
      • Time for action — handling keyboard, D-Pad, and trackball, natively
      • Probing device sensors
      • Time for action — turning your device into a joypad
      • Summary
    • 9. Porting Existing Libraries to Android
      • Time for action — embedding GNU STL in DroidBlaster
      • Compiling Boost on Android
      • Time for action — embedding Boost in DroidBlaster
      • Porting third-party libraries to Android
      • Time for action — compiling Box2D and Irrlicht with the NDK
      • Mastering Makefiles
    • 10. Towards Professional Gaming
      • Time for action — simulating physics with Box2D
      • Running a 3D engine on Android
      • Time for action — rendring 3D graphics with Irrlicht
      • Summary
    • 11. Debugging and Troubleshooting
      • Time for action — debugging DroidBlaster
      • Stack trace analysis
      • Time for action — analysing a crash dump
      • Performance analysis
      • Time for action — running GProf
      • Summary
    • A. Afterword
      • Where you can go
      • Where to find help
      • This is just the beginning
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