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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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chris_01

How to integrate native runtime library with dlopen on NDK?

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For my native c++ project I've to set up a runtime loading of a precompiled shared library, which could be changed by client side on start up using configurations. What is the proper way of calling dlopen on android?  No matter what I do, dlopen can never open any shared library, if I not define this library as precompiled library in my Android.mk file like this:
 
LOCAL_PATH := $(call my-dir)

LOCAL_CFLAGS += -DDEBUG 
LOCAL_CFLAGS += -DANDROID 

include $(CLEAR_VARS)
LOCAL_MODULE := bar
LOCAL_SRC_FILES := bar/bar.cpp
LOCAL_EXPORT_C_INCLUDES := $(LOCAL_PATH)/bar
include $(BUILD_SHARED_LIBRARY)

include $(CLEAR_VARS)
LOCAL_MODULE := native_activity
LOCAL_SRC_FILES := main.cpp

LOCAL_LDLIBS := -llog 
LOCAL_LDLIBS += -landroid 

LOCAL_SHARED_LIBRARIES := bar
                  
LOCAL_STATIC_LIBRARIES += android_native_app_glue

include $(BUILD_SHARED_LIBRARY)
$(call import-module, android/native_app_glue)

 

 
In my native activity main class I try to load the library with:
 
  void* lib = dlopen("/system/lib/armeabi-v7a/libbar.so", RTLD_NOW);
    if (lib == NULL) {
        fprintf(stderr, "Could not dlopen(\"libbar.so\"): %s\n",
        dlerror());
        exit(1);
    }else{
        LOGI("Library successfully loaded!");
    
        if (dlsym(lib, "bar") == NULL) {
            fprintf(stderr, "Symbol 'bar' is missing from shared library!!\n");        
        }else{
            LOGI("Library symbol found!"); 
        }
        
        int x = bar(25);
        LOGI("Bar return value: %i", x);
    }

 

 
The disadventage of this implementation is that is not really a runtime loading, because I've to load this library also on JNI startup using JAVA mechanisms.
 
If I remove the bar library precompile defintions from Android.mk, disable JNI loading on startup and add a copy of the precompiled library to the systems/lib folder where it should be (same place where it is stored using precompile definitions), the loading of the library fails.  I've checked the apk package it contains my manually copied library at lib folder as expected.
 
Why this will not work?  Is it possible to perform a strict native runtime library loading of an external precompiled library? And what is the best way to ensure thatmy library is added to the apk package? 
Edited by chris_01
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