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Android NDK Beginner`s Guide - Second Edition

You're reading from   Android NDK Beginner`s Guide - Second Edition Discover the native side of Android and inject the power of C/C++ in your applications

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Product type Paperback
Published in Apr 2015
Publisher Packt
ISBN-13 9781783989645
Length 494 pages
Edition 1st Edition
Languages
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Author (1):
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Sylvain Ratabouil Sylvain Ratabouil
Author Profile Icon Sylvain Ratabouil
Sylvain Ratabouil
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Table of Contents (13) Chapters Close

Preface 1. Setting Up Your Environment FREE CHAPTER 2. Starting a Native Android Project 3. Interfacing Java and C/C++ with JNI 4. Calling Java Back from Native Code 5. Writing a Fully Native Application 6. Rendering Graphics with OpenGL ES 7. Playing Sound with OpenSL ES 8. Handling Input Devices and Sensors 9. Porting Existing Libraries to Android 10. Intensive Computing with RenderScript 11. Afterword Index

Time for action – using STL containers

Let's now replace raw arrays with standard STL containers by following these steps:

  1. Open the jni/GraphicsManager.hpp header and include the headers:
    • Vector, which defines an STL container encapsulating C arrays (with a few more interesting features such as dynamic resizing)
    • Map, which encapsulates the equivalent of a Java HashMap (that is, an associative array)

    Then, remove the textureResource member in the TextureProperties structure. Use a map container instead of a raw array for mTextures (prefixed with the std namespace). The first parameter is the key type and the second the value type.

    Finally, replace all the other raw arrays with a vector, as shown in the following:

    ...
    #include <android_native_app_glue.h>
    #include <GLES2/gl2.h>
    #include <EGL/egl.h>
    
    #include <map>
    #include <vector>
    ...
    struct TextureProperties {
        GLuint texture;
        int32_t width;
        int32_t height;
    };
    
    class GraphicsManager {
        ....
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