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Copy file name to clipboardExpand all lines: 4_Android/android_examples.md
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@@ -3,23 +3,23 @@ ARToolKit includes a number of fully-working examples on Android that demonstrat
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The examples are divided into 3 sets.
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1. Java-based: examples where all user-developed code is in Java, and is based on the provided ARBaseLib classes.
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2. Mixed Java/C/C++: examples where user-developed code is split between the Java environment and native C/C++ (NDK) environment. Code can use the provided ARBaseLib java classes while also addressing ARToolKit in C/C++ via the libARWrapper C/C++ API.
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3. C/C++-based: examples where most of the user-developed code is native C/C++ (NDK). These examples offer the greatest power to the AR developer and direct access to the full native ARToolKit API.
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1.All Java-based: examples where all user-developed code is in Java, and is based on the provided ARBaseLib classes.
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2. Mixed Java and native C/C++ using Android NDK: examples where user-developed code is split between the Java environment and native C/C++ environment. Code can use the provided ARBaseLib java classes while also addressing ARToolKit in C/C++ via the libARWrapper C/C++ API.
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3.AR and rendering code in native C/C++ using Android NDK: examples where most of the user-developed code is native C/C++. These examples offer the greatest power to the AR developer and direct access to the full native ARToolKit API.
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The examples are as follows:
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##Java-based
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##All Java-based
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-**ARSimple**: An example that extends the ARActivity class in ARBaseLib to create a simple augmented reality application.
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-**ARSimpleInteraction**: An example that adds simple interaction to ARSimple.
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##Mixed Java/C/C++
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##Mixed Java and Native C/C++ Using Android NDK
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-**ARSimpleNative**: An example that uses an additional native library to perform rendering in C rather than Java.
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-**ARSimpleNativeCars**: An example that uses a native OBJ model loader.
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##AR and rendering code in C/C++
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##AR and Rendering Code in Native C/C++ Using Android NDK
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-**ARNative**: An example that uses the ARToolKit libraries directly and renders with OpenGL.
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-**ARNativeOSG**: An example that uses the ARToolKit libraries directly and loads and renders 3D model content using the advanced OpenSceneGraph framework.
Copy file name to clipboardExpand all lines: 4_Android/android_native.md
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The following SDKs and tools should be installed and configured correctly. These are required for standard Android JDK development:
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-[Java Development Kit][1]
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-[Eclipse IDE][2]
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-[Android SDK][3]
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-[ADT Plugin for Eclipse][4]
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-[Android SDK][2] (Installed with Android Studio IDE to "/Users/\<user\>/Library/Android/sdk")
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-[Android Studio IDE][3]
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-[Eclipse IDE][4] - deprecated
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-[ADT Plugin for Eclipse][5] - deprecated
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And these extras are required for building native code with the NDK in Eclipse:
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-CDT Plugin for Eclipse (install from within Eclipse).
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-[Android NDK][5]
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-[Android NDK plugin for Eclipse][6]
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-[Android NDK Preview][6] (download the NDK that works with Android Studio IDE)
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-CDT Plugin for Eclipse (install from within Eclipse) - deprecated
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-[Android NDK plugin for Eclipse][7] - deprecated
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On Windows, NDK development is possible using [Cygwin][7], which provides a Linux-type environment. When installing Cygwin, ensure that the "make" package under "Devel" is selected, as this is required by the NDK and may not be installed by default.
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On Windows, NDK development is possible using [Cygwin][8], which provides a Linux-type environment. When installing Cygwin, ensure that the "make" package under "Devel" is selected, as this is required by the NDK and may not be installed by default.
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Please ensure you have a working SDK and NDK environment before continuing.
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To help with the Eclipse to Android Studio transition, in the GitHub "artookit5" repository, see the [document][9]:<br/>"\<repo root\>/AndroidStudioProjects/Docs/AS_Migration.pdf."
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##Building Native Libraries
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Each native library in the SDK, whether core library or example, includes a Windows batch file called build.bat that automatically configures and initiates the build. The build.bat file first calls the SetNDKBuildVars.bat filein the SDK root directory. This batch file sets some environment variables that are required for the build process, including the paths to the various tools and SDKs listed above. Naturally, these paths will differ from machine to machine, so it is important to edit this file to match the current development environment. Until this file has been configured, an error message will appear, as shown below.
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Each native library in the SDK, whether core library or example, includes a Windows batch file called build.bat that automatically configures and initiates the build. The build.bat file first calls the SetNDKBuildVars.bat file, both located in the "android" folder directly off the root folder of the "artoolkit5" SDK or repository. This batch file sets some environment variables that are required for the build process, including the paths to the various tools and SDKs listed above. Naturally, these paths will differ from machine to machine, so it is important to edit this file to match the current development environment. Until this file has been configured, an error message will appear, as shown below.
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![set_ndk_build_vars][set_ndk_build_vars]
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To use this native library in your own Android application, you will need to copy the libs directory to your Android application project directory. ![right][libs_directory]
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