Modifying a native shared library - Android Software/Hacking General [Developers Only]

Hi,
I'm trying to modify the internal native Skia libraries and I'm facing some difficulties. Below is related to Donut r2 (branch donut-release2).
I cloned the relevant branch of Skia and the projects it depends on from the git repository. Initially I tried cloning and modifying the build.git project, but I couldn't figure out how to force it into building specific projects instead of the whole platform.
Then I built manually with the NDK, but this didn't make it because the Skia project requires pthread library (strange, thought thread functions are in libcutils in Android...). When commenting out the -ldpthread in the make, the built library is about 5 times normal size, strangely, and doesn't work (NOTE that I haven't applied any modifications yet).
Can you please help me? I need to make a valid stock-identical build of the Skia shared libraries libsgl.so and libskiagl.so in order to apply modifications to the source..
Thank you

Related

How to link dynamically against bionic?

Hi!
I'm trying to build some native apps for G1 with Scratchbox.
So far I'm able to produce a statically linked binary.
As I understand linking dynamically is not trivial as Android has its own libc - bionic.
I found herethat
To make an executable compatible with Android's libc (bionic), one has to force the compiler to include a few Android's special include files at the compile time and do a few other tricks at the link time.
Could someone comment on this? Which tricks do I need to do at the link time? Does anyone have experience doing that? Is dynamic linking against bionic possible at all with Scratchbox?
Thanks!

Android NDK r3 and OpenGL ES 2.0!

Android Games WILL be improved thanks to NDK r3 and OpenGL ES 2.0
Developers on the Android platform have already been pushing the boundaries of Android gaming. Even Quake 3 has been seen running on the Android platform. Things can only get better with today’s announcement.
The Android Developers Blog today announced the availability of the NDK r3 that will let android developers directly access OpenGL ES 2.0 features.
Applications targeting Android 2.0 (API level 5) or higher can now directly access OpenGL ES 2.0 features. This brings the ability to control graphics rendering through vertex and fragment shader programs, using the GLSL shading language.
A new trivial sample, named “hello-gl2″, demonstrates how to render a simple triangle using both shader types.
With access to these enhanced OpenGL ES features game graphics should be greatly improved and we should start to see an awesome future for Android gaming. Obviously, we still need developers to take advantage of the new API and have the hardware powerful enough to use it, but everything is getting real close to serious gaming on Android.
Source: Android Developers Blog
Source: AndroidSPIN
-----
What is the Android NDK?
The Android NDK is a toolset that lets you embed components that make use of native code in your Android applications.
Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts of your applications using native-code languages such as C and C++. This can provide benefits to certain classes of applications, in the form of reuse of existing code and in some cases increased speed.
The NDK provides:
* 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 application package files (.apks) 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
* Documentation, samples, and tutorials
This release of the NDK supports the ARMv5TE machine instruction set and 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 below.
The NDK will not benefit most applications. As a developer, you will need to balance its benefits against its drawbacks; notably, using native code does not result in an automatic performance increase, but does always increase application complexity. 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. Simply re-coding a method to run in C usually does not result in a large performance increase. The NDK can, however, can be an effective way to reuse a large corpus of existing C/C++ code.
Please note that the NDK does not enable you to develop native-only applications. Android's primary runtime remains the Dalvik virtual machine.
Contents of the NDK
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
* A Minimal set of headers for C++ support
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 <ndk>/docs/ directory. Included are these files:
* INSTALL.TXT — describes how to install the NDK and configure it for your host system
* OVERVIEW.TXT — provides an overview of the NDK capabilities and usage
* ANDROID-MK.TXT — describes the use of the Android.mk file, which defines the native sources you want to compile
* APPLICATION-MK.TXT — describes the use of the Application.mk file, which describes the native sources required by your Android application
* HOWTO.TXT — information about common tasks associated with NDK development.
* SYSTEM-ISSUES.TXT — known issues in the Android system images that you should be aware of, if you are developing using the NDK.
* STABLE-APIS.TXT — a complete list of the stable APIs exposed by headers in the NDK.
* CPU-ARCH-ABIS.TXT — a description of supported CPU architectures and how to target them.
* CHANGES.TXT — a complete list of changes to the NDK across all releases.
Additionally, the package includes detailed information about the "bionic" C library provided with the Android platform that you should be aware of, if you are developing using the NDK. You can find the documentation in the <ndk>/docs/system/libc/ directory:
* OVERVIEW.TXT — provides an overview of the "bionic" C library and the features it offers.
Sample applications
The NDK includes sample Android applications that illustrate how to use native code in your Android applications. For more information, see Using the Sample Applications.
Click to expand...
Click to collapse
You can download the Android NDK: here
just waiting for it ! Good job!
Kind of makes sense now why the binary 3D driver broke from 1.6->2.0
and i most care about whether our G1 are supported ?!
huhaifan1 said:
and i most care about whether our G1 are supported ?!
Click to expand...
Click to collapse
well if the rumors about every single android device being upgraded to 2.1 in the US are true then id think so. we already have partial 3D working, so i think with this release the devs will be able to make it work
Except the chip in the G1 is not built for 2.0.
IMHO, if you'll see 2.0 drivers on the G1 (or Hero) it'll be software. But I'd love to be proven wrong, so please do.
Chainfire said:
Except the chip in the G1 is not built for 2.0.
IMHO, if you'll see 2.0 drivers on the G1 (or Hero) it'll be software. But I'd love to be proven wrong, so please do.
Click to expand...
Click to collapse
from what ive read on androidspin and phandroid, some phones will receive a slimmer 2.1 that doesnt support lwp OTA. some devs have found ways to use software libs and kernel edits to use partial 3D acceleration in some 2.1 roms. Firerat and Case_ managed to get 3D and Youtube HD working on Canon's Roms. The next OpenEclair should have fully working 3D, lwps, and video according to wesgarner, so i think that this upcoming release mentioned in the article will provide more tools for our devs to use on the G1.
but when EXACTLY - like DATE - are they coming!?
chim4ira312 said:
but when EXACTLY - like DATE - are they coming!?
Click to expand...
Click to collapse
The NDK is available now, maybe the devs should look into it:
http://developer.android.com/intl/de/sdk/ndk/index.html
What is the Android NDK?
The Android NDK is a toolset that lets you embed components that make use of native code in your Android applications.
Android applications run in the Dalvik virtual machine. The NDK allows you to implement parts of your applications using native-code languages such as C and C++. This can provide benefits to certain classes of applications, in the form of reuse of existing code and in some cases increased speed.
The NDK provides:
* 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 application package files (.apks) 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
* Documentation, samples, and tutorials
This release of the NDK supports the ARMv5TE machine instruction set and 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 below.
The NDK will not benefit most applications. As a developer, you will need to balance its benefits against its drawbacks; notably, using native code does not result in an automatic performance increase, but does always increase application complexity. 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. Simply re-coding a method to run in C usually does not result in a large performance increase. The NDK can, however, can be an effective way to reuse a large corpus of existing C/C++ code.
Please note that the NDK does not enable you to develop native-only applications. Android's primary runtime remains the Dalvik virtual machine.
Contents of the NDK
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
* A Minimal set of headers for C++ support
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 <ndk>/docs/ directory. Included are these files:
* INSTALL.TXT — describes how to install the NDK and configure it for your host system
* OVERVIEW.TXT — provides an overview of the NDK capabilities and usage
* ANDROID-MK.TXT — describes the use of the Android.mk file, which defines the native sources you want to compile
* APPLICATION-MK.TXT — describes the use of the Application.mk file, which describes the native sources required by your Android application
* HOWTO.TXT — information about common tasks associated with NDK development.
* SYSTEM-ISSUES.TXT — known issues in the Android system images that you should be aware of, if you are developing using the NDK.
* STABLE-APIS.TXT — a complete list of the stable APIs exposed by headers in the NDK.
* CPU-ARCH-ABIS.TXT — a description of supported CPU architectures and how to target them.
* CHANGES.TXT — a complete list of changes to the NDK across all releases.
Additionally, the package includes detailed information about the "bionic" C library provided with the Android platform that you should be aware of, if you are developing using the NDK. You can find the documentation in the <ndk>/docs/system/libc/ directory:
* OVERVIEW.TXT — provides an overview of the "bionic" C library and the features it offers.
Sample applications
The NDK includes sample Android applications that illustrate how to use native code in your Android applications. For more information, see Using the Sample Applications.
Click to expand...
Click to collapse
This doesn't at all in any way say that we're getting 2.0 drivers for the G1. All it's saying is that phones with 2.0 will be able to directly access ES2.0 functions.
Which, really, has absolutely nothing to do with the driver issue we face. Unless you can point out something I missed.
Gary13579 said:
This doesn't at all in any way say that we're getting 2.0 drivers for the G1. All it's saying is that phones with 2.0 will be able to directly access ES2.0 functions.
Which, really, has absolutely nothing to do with the driver issue we face. Unless you can point out something I missed.
Click to expand...
Click to collapse
sorry i probably misunderstood the article =/
im still not very experienced with android development, i thought this would help the devs a little bit with getting 3d working (since theyre already doing that without official drivers)
I did indeed get a humongous boner on reading this earlier. It was enhanced by 3D.
My favorite part about this is the new ability to use openGL in apps! That means the entire face of our OS is going to change.
...and speaking of OS... Qualcom/htc just released a new radio for the G1. The G1 To this day holds over 50% of the android installed user base. There is no doubt the G1 will live beyond 1.X
bleah writing games in opengl es 1.0 was hard enough...
Gary13579 said:
This doesn't at all in any way say that we're getting 2.0 drivers for the G1. All it's saying is that phones with 2.0 will be able to directly access ES2.0 functions.
Which, really, has absolutely nothing to do with the driver issue we face. Unless you can point out something I missed.
Click to expand...
Click to collapse
agreed
the binary still needs to be available
as far as I can see with have two
the open source one
/system/lib/egl/libGLES_android.so
and the proprietary
/system/lib/egl/libGLES_qcom.so
the quoted text in the OP is basically stating that an Android developer will now be able to mix in a little c/c++ to get direct native access to opengl es
functions
Firerat said:
agreed
the binary still needs to be available
as far as I can see with have two
the open source one
/system/lib/egl/libGLES_android.so
and the proprietary
/system/lib/egl/libGLES_qcom.so
the quoted text in the OP is basically stating that an Android developer will now be able to mix in a little c/c++ to get direct native access to opengl es
functions
Click to expand...
Click to collapse
sorry guys like i said i misunderstood =/ i was hoping the NDK would provide some help but i now see its pretty much for apps, facepalm >_<;
edited the title to avoid further confusion lol
speedysilwady said:
edited the title to avoid further confusion lol
Click to expand...
Click to collapse
Was just about to do that, thanks .
I'm sure we'll get drivers eventually, either hacked or official. Just a matter of time.
Gary13579 said:
Was just about to do that, thanks .
I'm sure we'll get drivers eventually, either hacked or official. Just a matter of time.
Click to expand...
Click to collapse
haha no problem, glad to see i have a moderator type mentality. lol
yeah im sure we will, theyre already partially working, so its only a matter of time hopefully
What Chainfire said is that there is no hardware support for OpenGl ES 2.0 in msm720x chips. (refs here, sorry couldn't find official spec datasheet).
So even if 2.0 is supported, it will only be through software drivers implementation, which means really slow rendering.
spocky12 said:
What Chainfire said is that there is no hardware support for OpenGl ES 2.0 in msm720x chips. (refs here, sorry couldn't find official spec datasheet).
So even if 2.0 is supported, it will only be through software drivers implementation, which means really slow rendering.
Click to expand...
Click to collapse
Thats right.
But most Games will probably/hopefully still be written for OpenGL1.1. (Because of the userbase whatsoever)
For a start, but to focus at the future, too bad, the G1 will get old sooner

[SOURCECODE] Galaxy Fit S5670 GB SOUCECODE

HEllo people,
For people who have been looking for the source code of this phone recently,but are unable to download it due to the registration process at opensource.samsung.com, I am mirroring the source code! Download and Enjoy!
Source Code (127.18 MB)
PLEASE NOTE->
I will not be responsible for any bricking of the device while modification and/or addition of values to the Source Code or the Kernel.
What is Source Code?
In computer science, source code is text written using the format and syntax of the programming language that it is being written in. Such a language is specially designed to facilitate the work of computer programmers, who specify the actions to be performed by a computer mostly by writing source code, which can then be automatically translated to binary machine code that the computer can directly read and execute. An interpreter translates to machine code and executes it on the fly, while a compiler only translates to machine code that it stores as executable files; these can then be executed as a separate step.
Most computer applications are distributed in a form that includes executable files, but not their source code, which is useful to a user, programmer, or system administrator who wishes to modify the program or understand how it works.
The source code which constitutes a program is usually held in one or more text files stored on a computer's hard disk; usually these files are carefully arranged into a directory tree, known as a source tree. Source code can also be stored in a database (as is common for stored procedures) or elsewhere.
Source code also appears in books and other media; often in the form of small code snippets, but occasionally complete code bases; a well-known case is the source code of PGP.
The notion of source code may also be taken more broadly, to include machine code and notations in graphical languages, neither of which are textual in nature. An example from an article presented on the annual IEEE conference on Source Code Analysis and Manipulation:[1]
For the purpose of clarity ‘source code’ is taken to mean any fully executable description of a software system. It is therefore so construed as to include machine code, very high level languages and executable graphical representations of systems.[2]
The code base of a programming project is the larger collection of all the source code of all the computer programs which make up the project.
It has become common practice to maintain code bases in version control systems.
-> The Kernel and Source code is as seen on Samsung's website
-> Uploaded here in order to avoid regestration process on the website
-> Do NOT download this if you are not sure of what it is or how to edit these
-> Also, Do download if:
-You are planning to develop a kernel
-For Stable CM7 or Future releases
-You are studying the Code
- Bug fixing
- You are learning Kernel dev.
- You belong to the Kernel DEV. TEam of Fit!
------------------------------
CLICK ON TEH THANKS BUTTON, IT DOES NOT EXPLODE!!!
Can I change kernel is Windows or what?
No kernel developing is not supported in windows you need linux you need linux or mac os
omarhasan76 said:
No kernel developing is not supported in windows you need linux you need linux or mac os
Click to expand...
Click to collapse
VMWare or Virtual PC does the job.
Yes, Yes it does! You dont need to install Linux!
ya but its the same thing installing linux or using virtual machine
omarhasan76 said:
ya but its the same thing installing linux or using virtual machine
Click to expand...
Click to collapse
I meant the same.....
Which version/baseband ?
hey this source code is for galaxy ace gt s5830
i guess and not for fit ??

[C++] Compiling OpenCL application to native ARM ELF using Debian

Hello,
I am posting to begin a thread regarding the native compilation and execution of OpenCL code on an ARM Android device, namely the HTC One M8.
I have used the app Linux Deploy to install a Debian desktop environment alongside Android, sharing the same Linux kernel but supplying different runtime libraries. Additionally, I have installed gcc/g++, Code::Blocks, and the OpenCL ICD and header files necessary to compile a native binary.
My intent is to continue developing a graphics render algorithm, but if I can get a working Android binary from g++ on a GNU toolchain, I would be happy to share generalized source code so that others can do the same with some simplicity.
Currently, I have success compiling a binary with shared libraries for GNU/Linux, but it does not detect the OpenCL devices on my system. I tried statically linking my application, but it refuses to link OpenCL statically.
The way I see it, there are two ways to solve my problem:
1) I assume Debian cannot see devices due to a driver issue, but I could be wrong, and I don't believe appropriate GNU drivers exist at this time. (Please correct me in a response if you know this to be false.) I have talked briefly with some of the folks from the Freedreno project, and it seems the OpenCL compiler is the biggest missing piece between the driver and the hardware. Unfortunately, I do not know if a working driver would even solve the issue in my case.
2) Compile binary with Android shared libraries. This may be most easily done with Eclipse, but I prefer Code::Blocks, so if the libraries could be linked in, then it may be trivial to change IDEs. I suppose it depends entirely on how the NDK handles compilation.
Option 2 is most likely the best course of action. I intend to publish my progress in milestones. Discuss.
XDA:DevDB Information
PLoW, Device Specific App for the Verizon HTC One (M8)
Contributors
Agenthex, agenthex
Version Information
Status: Testing
Created 2015-01-03
Last Updated 2015-01-03
Answer to your question = Mint 17.1 Works for me and this should be in general as this has nothing that you created.

Libs and frameworks security

Hi all,
I'm currently investigating into a freshly developed application, from a security side. The app builds upon several libs and frameworks (i.e. Android Maps Utils 0.4 or Butterknife 7.0.1), so the first task I want to go through is to identify any weakness in those code pieces.
Is there any forum that would list security issues detected in common libs and frameworks used by developers? Tip: I'm not an Android developer...
Thanks in advance for any clue!
jlgarnier said:
Hi all,
I'm currently investigating into a freshly developed application, from a security side. The app builds upon several libs and frameworks (i.e. Android Maps Utils 0.4 or Butterknife 7.0.1), so the first task I want to go through is to identify any weakness in those code pieces.
Is there any forum that would list security issues detected in common libs and frameworks used by developers? Tip: I'm not an Android developer...
Thanks in advance for any clue!
Click to expand...
Click to collapse
Not that I am aware off. You could try to search in the metasploit framework or google with "<libname> vulnerabilities exploits" etc. But that is only likely to have interesting results for native libraries (written in C, part of the Android system like Stagefright)
Your best shot is by starting RE the library code or if open source, search the repo for any information leaks to the filesystem (bad crypto, sensitive information in preference files, bad handling of Bundle objects for IPC etc.)
Many thanks H4oxer! I'll follow this track and try to gather information on the various libs...

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