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Android NDK Game Development Cookbook

You're reading from   Android NDK Game Development Cookbook For C++ developers, this is the book that can swiftly propel you into the potentially profitable world of Android games. The 70+ step-by-step recipes using Android NDK will give you the wide-ranging knowledge you need.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781782167785
Length 320 pages
Edition 1st Edition
Languages
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Authors (2):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (11) Chapters Close

Preface 1. Establishing a Build Environment 2. Porting Common Libraries FREE CHAPTER 3. Networking 4. Organizing a Virtual Filesystem 5. Cross-platform Audio Streaming 6. Unifying OpenGL ES 3 and OpenGL 3 7. Cross-platform UI and Input Systems 8. Writing a Match-3 Game 9. Writing a Picture Puzzle Game Index

Managing memory using reference counting


When working in the native code environment, every memory allocation event is handled by the developer. Tracking all the allocations in a multithreaded environment becomes notoriously difficult. The C++ language provides a way to avoid manual object deallocation using smart pointers. Since we are developing mobile applications, we cannot afford to use the whole Boost library just to include smart pointers.

Note

You can use the Boost library with Android NDK. The main two reasons we avoid it in our small examples are as follows: a drastically increased compilation time and the desire for showing how basic things can be implemented yourself. If your project already includes Boost, you are advised to use smart pointers from that library. The compilation is straightforward and does not require special steps for porting.

Getting ready

We need a simple intrusive counter to be embedded into all of our reference-countered classes. Here, we provide a lightweight...

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