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     14 
     15 page.title=Android NDK
     16 @jd:body
     17 
     18 <h2 id="notes">Revisions</h2>
     19 
     20 <p>The sections below provide information and notes about successive releases of
     21 the NDK, as denoted by revision number. </p>
     22 
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     62 <div class="toggleable open">
     63   <a href="#" onclick="return toggleDiv(this)">
     64         <img src="{@docRoot}assets/images/triangle-opened.png" class="toggle-img" height="9px" width="9px" />
     65 Android NDK, Revision 4</a> <em>(May 2010)</em>
     66   <div class="toggleme">
     67 
     68 <dl>
     69 <dt>General notes:</dt>
     70 
     71 <dd>
     72 <ul>
     73 <li>Provides a simplified build system through the new <code>ndk-build</code> build
     74 command. </li>
     75 <li>Adds support for easy native debugging of generated machine code on production
     76 devices through the new <code>ndk-gdb</code> command.</li>
     77 <li>Adds a new Android-specific ABI for ARM-based CPU architectures,
     78 <code>armeabi-v7a</code>. The new ABI extends the existing <code>armeabi</code>
     79 ABI to include these CPU instruction set extensions:
     80 <ul>
     81 <li>Thumb-2 instructions</li>
     82 <li>VFP hardware FPU instructions (VFPv3-D16)</li>
     83 <li>Optional support for ARM Advanced SIMD (NEON) GCC intrinsics and VFPv3-D32.
     84 Supported by devices such as Verizon Droid by Motorola, Google Nexus One, and 
     85 others.</li>
     86 </ul>
     87 <li>Adds a new <code>cpufeatures</code> static library (with sources) that lets
     88 your app detect the host device's CPU features at runtime. Specifically,
     89 applications can check for ARMv7-A support, as well as VFPv3-D32 and NEON
     90 support, then provide separate code paths as needed.</li>
     91 <li>Adds a sample application, <code>hello-neon</code>, that illustrates how to 
     92 use the <code>cpufeatures</code> library to check CPU features and then provide
     93 an optimized code path using NEON instrinsics, if 
     94 supported by the CPU.</li>
     95 <li>Lets you generate machine code for either or both of the instruction sets
     96 supported by the NDK. For example, you can build for both ARMv5 and ARMv7-A
     97 architectures at the same time and have everything stored to your application's
     98 final <code>.apk</code>.</li>
     99 <li>To ensure that your applications are available to users only if their
    100 devices are capable of running them, Android Market now filters applications
    101 based on the instruction set information included in your application &mdash; no
    102 action is needed on your part to enable the filtering. Additionally, the Android
    103 system itself also checks your application at install time and allows the
    104 installation to continue only if the application provides a library that is
    105 compiled for the device's CPU architecture.</li>
    106 <li>Adds support for Android 2.2, including a new stable API for accessing
    107 the pixel buffers of {@link android.graphics.Bitmap} objects from native
    108 code.</li>
    109 </ul>
    110 </dd>
    111 </dl>
    112 </div>
    113 </div>
    114 
    115 <div class="toggleable closed">
    116   <a href="#" onclick="return toggleDiv(this)">
    117         <img src="{@docRoot}assets/images/triangle-opened.png" class="toggle-img" height="9px" width="9px" />
    118 Android NDK, Revision 3</a> <em>(March 2010)</em>
    119   <div class="toggleme">
    120 
    121 <dl>
    122 <dt>General notes:</dt>
    123 
    124 <dd>
    125 <ul>
    126 <li>Adds OpenGL ES 2.0 native library support.</li>
    127 <li>Adds a sample application,<code>hello-gl2</code>, that illustrates the use of
    128 OpenGL ES 2.0 vertex and fragment shaders.</li>
    129 <li>The toolchain binaries have been refreshed for this release with GCC 4.4.0, which should generate slightly more compact and efficient machine code than the previous one (4.2.1). The NDK also still provides the 4.2.1 binaries, which you can optionally use to build your machine code.</li>
    130 </ul>
    131 </dd>
    132 </dl>
    133 </div>
    134 </div>
    135 
    136 <div class="toggleable closed">
    137   <a href="#" onclick="return toggleDiv(this)">
    138         <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" />
    139 Android NDK, Revision 2</a> <em>(September 2009)</em>
    140   <div class="toggleme">
    141 
    142 <p>Originally released as "Android 1.6 NDK, Release 1".</p>
    143 <dl>
    144 <dt>General notes:</dt>
    145 <dd>
    146 <ul>
    147 <li>Adds OpenGL ES 1.1 native library support.</li>
    148 <li>Adds a sample application, <code>san-angeles</code>, that renders 3D 
    149 graphics through the native OpenGL ES APIs, while managing activity 
    150 lifecycle with a {@link android.opengl.GLSurfaceView} object.
    151 </li>
    152 </ul>
    153 </dd>
    154 </dl>
    155  </div>
    156 </div>
    157 
    158 <div class="toggleable closed">
    159   <a href="#" onclick="return toggleDiv(this)">
    160         <img src="{@docRoot}assets/images/triangle-closed.png" class="toggle-img" height="9px" width="9px" />
    161 Android NDK, Revision 1</a> <em>(June 2009)</em>
    162   <div class="toggleme">
    163 
    164 <p>Originally released as "Android 1.5 NDK, Release 1".</p>
    165 <dl>
    166 <dt>General notes:</dt>
    167 <dd>
    168 <ul>
    169 <li>Includes compiler support (GCC) for ARMv5TE instructions, including Thumb-1
    170 instructions. </li>
    171 <li>Includes system headers for stable native APIs, documentation, and sample
    172 applications.</li>
    173 </ul>
    174 </dd>
    175 
    176 </dl>
    177  </div>
    178 </div>
    179 
    180 
    181 <h2 id="overview">What is the Android NDK?</h2>
    182 
    183 <p>The Android NDK is a toolset that lets you embed components that make use
    184 of native code in your Android applications.
    185 </p>
    186 
    187 <p>Android applications run in the Dalvik virtual machine. The NDK allows 
    188 you to implement parts of your applications using native-code languages 
    189 such as C and C++. This can provide benefits to certain classes of applications, 
    190 in the form of reuse of existing code and in some cases increased speed.</p>
    191 
    192 <p>The NDK provides:</p>
    193 
    194 <ul>
    195 <li>A set of tools and build files used to generate native code libraries from C
    196 and C++ sources</li>
    197 <li>A way to embed the corresponding native libraries into an application package
    198 file (<code>.apk</code>) that can be deployed on Android devices</li>
    199 <li>A set of native system headers and libraries that will be supported in all
    200 future versions of the Android platform, starting from Android 1.5 </li>
    201 <li>Documentation, samples, and tutorials</li>
    202 </ul>
    203 
    204 <p>The latest release of the NDK supports these ARM instruction sets:</p>
    205 <ul>
    206 <li>ARMv5TE (including Thumb-1 instructions)</li>
    207 <li>ARMv7-A (including Thumb-2 and VFPv3-D16 instructions, with 
    208 optional support for NEON/VFPv3-D32 instructions)</li>
    209 </ul>
    210 
    211 <p>Future releases of the NDK will also support:</p>
    212 
    213 <ul>
    214 <li>x86 instructions (see CPU-ARCH-ABIS.TXT for more information)</li>
    215 </ul>
    216 
    217 <p>ARMv5TE machine code will run on all ARM-based Android devices. ARMv7-A will
    218 run only on devices such as the Verizon Droid or Google Nexus One that have a
    219 compatible CPU. The main difference between the two instruction sets is that
    220 ARMv7-A supports hardware FPU, Thumb-2, and NEON instructions. You can target
    221 either or both of the instruction sets &mdash; ARMv5TE is the default, but
    222 switching to ARMv7-A is as easy as adding a single line to the application's
    223 Application.mk file, without needing to change anything else in the file. You
    224 can also build for both architectures at the same time and have everything
    225 stored in the final <code>.apk</code>. For complete information is provided in the
    226 CPU-ARCH-ABIS.TXT in the NDK package. </p>
    227 
    228 <p>The NDK provides stable headers for libc (the C library), libm (the Math
    229 library), OpenGL ES (3D graphics library), the JNI interface, and other
    230 libraries, as listed in the section below.</p>
    231 
    232 <p>The NDK will not benefit most applications. As a developer, you will need 
    233 to balance its benefits against its drawbacks; notably, using native code does 
    234 not result in an automatic performance increase, but does always increase 
    235 application complexity. Typical good candidates for the NDK are self-contained,
    236 CPU-intensive operations that don't allocate much memory, such as signal processing,
    237 physics simulation, and so on. Simply re-coding a method to run in C usually does 
    238 not result in a large performance increase. The NDK can, however, can be 
    239 an effective way to reuse a large corpus of existing C/C++ code.</p>
    240 
    241 <p>Please note that the NDK <em>does not</em> enable you to develop native-only
    242 applications. Android's primary runtime remains the Dalvik virtual machine.</p>
    243 
    244 <h2 id="contents">Contents of the NDK</h2>
    245 
    246 <h4>Development tools</h4>
    247 
    248 <p>The NDK includes a set of cross-toolchains (compilers, linkers, etc..) that
    249 can generate native ARM binaries on Linux, OS X, and Windows (with Cygwin)
    250 platforms.</p>
    251 
    252 <p>It provides a set of system headers for stable native APIs that are
    253 guaranteed to be supported in all later releases of the platform:</p>
    254 
    255 <ul>
    256 <li>libc (C library) headers</li>
    257 <li>libm (math library) headers</li>
    258 <li>JNI interface headers</li>
    259 <li>libz (Zlib compression) headers</li>
    260 <li>liblog (Android logging) header</li>
    261 <li>OpenGL ES 1.1 and OpenGL ES 2.0 (3D graphics libraries) headers</li>
    262 <li>libjnigraphics (Pixel buffer access) header (for Android 2.2 and above).</li> 
    263 <li>A Minimal set of headers for C++ support</li>
    264 </ul>
    265 
    266 <p>The NDK also provides a build system that lets you work efficiently with your
    267 sources, without having to handle the toolchain/platform/CPU/ABI details. You
    268 create very short build files to describe which sources to compile and which
    269 Android application will use them &mdash; the build system compiles the sources
    270 and places the shared libraries directly in your application project. </p>
    271 
    272 <p class="caution"><strong>Important:</strong> With the exception of the
    273 libraries listed above, native system libraries in the Android platform are
    274 <em>not</em> stable and may change in future platform versions.
    275 Your applications should <em>only</em> make use of the stable native system
    276 libraries provided in this NDK. </p>
    277 
    278 <h4>Documentation</h4>
    279 
    280 <p>The NDK package includes a set of documentation that describes the
    281 capabilities of the NDK and how to use it to create shared libraries for your
    282 Android applications. In this release, the documentation is provided only in the
    283 downloadable NDK package. You can find the documentation in the
    284 <code>&lt;ndk&gt;/docs/</code> directory. Included are these files:</p>
    285 
    286 <ul>
    287 <li>INSTALL.TXT &mdash; describes how to install the NDK and configure it for
    288 your host system</li>
    289 <li>OVERVIEW.TXT &mdash; provides an overview of the NDK capabilities and
    290 usage</li>
    291 <li>ANDROID-MK.TXT &mdash; describes the use of the Android.mk file, which
    292 defines the native sources you want to compile</li>
    293 <li>APPLICATION-MK.TXT &mdash; describes the use of the Application.mk file,
    294 which describes the native sources required by your Android application</li>
    295 <li>HOWTO.TXT &mdash; information about common tasks associated with NDK 
    296 development.</li>
    297 <li>SYSTEM-ISSUES.TXT &mdash; known issues in the Android system images 
    298 that you should be aware of, if you are developing using the NDK. </li>
    299 <li>STABLE-APIS.TXT &mdash; a complete list of the stable APIs exposed
    300 by headers in the NDK.</li>
    301 <li>CPU-ARCH-ABIS.TXT &mdash; a description of supported CPU architectures 
    302 and how to target them. </li>
    303 <li>CPU-FEATURES.TXT &mdash; a description of the <code>cpufeatures</code>
    304 static library that lets your application code detect the target device's 
    305 CPU family and the optional features at runtime. 	</li>
    306 <li>CPU-ARM-NEON.TXT &mdash; a description of how to build with optional
    307 ARM NEON / VFPv3-D32 instructions. </li>
    308 <li>CHANGES.TXT &mdash; a complete list of changes to the NDK across all 
    309 releases.</li>
    310 </ul>
    311 
    312 <p>Additionally, the package includes detailed information about the "bionic"
    313 C library provided with the Android platform that you should be aware of, if you
    314 are developing using the NDK. You can find the documentation in the 
    315 <code>&lt;ndk&gt;/docs/system/libc/</code> directory:</p>
    316 
    317 <ul>
    318 <li>OVERVIEW.TXT &mdash; provides an overview of the "bionic" C library and the 
    319 features it offers.</li>
    320 </ul>
    321 
    322 <h4>Sample applications</h4>
    323 
    324 <p>The NDK includes sample Android applications that illustrate how to use
    325 native code in your Android applications. For more information, see 
    326 <a href="#samples">Using the Sample Applications</a>.</p>
    327 
    328 <h2 id="requirements">System and Software Requirements</h2>
    329 
    330 <p>The sections below describe the system and software requirements for using
    331 the Android NDK, as well as platform compatibility considerations that affect
    332 appplications using libraries produced with the NDK. </p>
    333 
    334 <h4>The Android SDK</h4>
    335 <ul>
    336   <li>A complete Android SDK installation (including all dependencies) is
    337 required.</li>
    338   <li>Android 1.5 SDK or later version is required.</li>
    339 </ul>
    340 
    341 <h4>Supported operating systems</h4>
    342 <ul>
    343   <li>Windows XP (32-bit) or Vista (32- or 64-bit)</li>
    344   <li>Mac OS X 10.4.8 or later (x86 only)</li>
    345   <li>Linux (32- or 64-bit, tested on Linux Ubuntu Dapper Drake)</li>
    346 </ul>
    347 
    348 <h4>Required development tools</h4>
    349 <ul>
    350   <li>For all development platforms, GNU Make 3.81 or later is required. Earlier
    351 versions of GNU Make might work but have not been tested.</li>
    352   <li>A recent version of awk (either GNU Awk or Nawk) is also required.</li>
    353   <li>For Windows, <a
    354 href="http://www.cygwin.com">Cygwin</a> 1.7 or higher is required. The NDK 
    355 will <em>not</em> work with Cygwin 1.5 installations.</li>
    356 </ul>
    357 
    358 <h4>Android platform compatibility</h4>
    359 <ul>
    360   <li>The native libraries created by the Android NDK can only be used on
    361 devices running the Android 1.5 platform version or later. This is due to 
    362 toolchain and ABI related changes that make the native libraries incompatible
    363 with 1.0 and 1.1 system images.</li>
    364   <li>For this reason, you should use native libraries produced with the NDK in
    365 applications that are deployable to devices running the Android 1.5 platform
    366 version or later. </li>
    367   <li>To ensure compatibility, an application using a native library
    368 produced with the NDK <em>must</em> declare a <a
    369 href="{@docRoot}guide/topics/manifest/uses-sdk-element.html"><code>&lt;uses-sdk&gt;</code></a>
    370 element in its manifest file, with an <code>android:minSdkVersion</code> attribute 
    371 value of "3" or higher. For example:
    372 
    373 <pre style="margin:1em;">&lt;manifest&gt;
    374   ...
    375   &lt;uses-sdk android:minSdkVersion="3" /&gt;
    376   ...
    377 &lt;/manifest&gt;</pre>
    378 </li>
    379 
    380 <li>If you use this NDK to create a native library that uses the
    381 OpenGL ES APIs, the application containing the library can be deployed only to
    382 devices running the minimum platform versions described in the table below.
    383 To ensure compatibility, make sure that your application declares the proper
    384 <code>android:minSdkVersion</code></a> attribute value, as given in the table.</p>
    385 
    386 <table style="margin:1em;">
    387 <tr>
    388 <th>OpenGL ES Version Used</th>
    389 <th>Compatible Android Platform(s)</th>
    390 <th>Required uses-sdk Attribute</th>
    391 </tr>
    392 <tr><td>OpenGL ES 1.1</td><td>Android 1.6 and higher</td><td><code>android:minSdkVersion="4"</code></td></tr>
    393 <tr><td>OpenGL ES 2.0</td><td>Android 2.0 and higher</td><td><code>android:minSdkVersion="5"</code></td></tr>
    394 </table>
    395 
    396 <p>For more information about API Level and its relationship to Android
    397 platform versions, see <a href="{@docRoot}guide/appendix/api-levels.html">
    398 Android API Levels</a>.</p></li>
    399 
    400 <li>Additionally, an application using the OpenGL ES APIs should declare a
    401 <code>&lt;uses-feature&gt;</code> element in its manifest, with an
    402 <code>android:glEsVersion</code> attribute that specifies the minimum OpenGl ES
    403 version required by the application. This ensures that Android Market will show
    404 your application only to users whose devices are capable of supporting your
    405 application. For example: 
    406 
    407 <pre style="margin:1em;">&lt;manifest&gt;
    408   ...
    409 <!-- Declare that the application uses the OpenGL ES 2.0 API and is designed
    410      to run only on devices that support OpenGL ES 2.0 or higher. -->
    411   &lt;uses-feature android:glEsVersion="0x00020000" /&gt;
    412   ...
    413 &lt;/manifest&gt;</pre>
    414 
    415 <p>For more information, see the <a
    416 href="{@docRoot}guide/topics/manifest/uses-feature-element.html"><code>&lt;uses-feature&gt;</code></a>
    417 documentation.</p></li>
    418 
    419 <li>If you use this NDK to create a native library that uses the API to access
    420 Android {@link android.graphics.Bitmap} pixel buffers, the application
    421 containing the library can be deployed only to devices running Android 2.2 (API
    422 level 8) or higher. To ensure compatibility, make sure that your application
    423 declares <code>&lt;uses-sdk android:minSdkVersion="8" /&gt;</code>attribute
    424 value in its manifest.</li>
    425 </ul>
    426 
    427 <h2 id="installing">Installing the NDK</h2>
    428 
    429 <p>Installing the NDK on your development computer is straightforward and
    430 involves extracting the NDK from its download package. Unlike previous releases,
    431 there is no need to run a host-setup script.</p>
    432 
    433 <p>Before you get started make sure that you have downloaded the latest <a
    434 href="{@docRoot}sdk/index.html">Android SDK</a> and upgraded your applications
    435 and environment as needed. The NDK will not work with older versions of the
    436 Android SDK. Also, take a moment to review the <a href="#requirements">System
    437 and Software Requirements</a> for the NDK, if you haven't already. </p>
    438 
    439 <p>To install the NDK, follow these steps:</p>
    440 
    441 <ol>
    442 <li>From the table at the top of this page, select the NDK package that is
    443 appropriate for your development computer and download the package.</li>
    444 <li>Uncompress the NDK download package using tools available on your computer.
    445 When uncompressed, the NDK files are contained in a directory called
    446 <code>android-ndk-&lt;version&gt;</code>. You can rename the NDK directory if
    447 necessary and you can move it to any location on your computer. This
    448 documentation refers to the NDK directory as <code>&lt;ndk&gt;</code>.  </li>
    449 </ol>
    450 
    451 <p>You are now ready start working with the NDK. </p>
    452 
    453 <h2 id="gettingstarted">Getting Started with the NDK</h2>
    454 
    455 <p>Once you've installed the NDK successfully, take a few minutes to read the
    456 documentation included in the NDK. You can find the documentation in the
    457 <code>&lt;ndk&gt;/docs/</code> directory. In particular, please read the
    458 OVERVIEW.TXT document completely, so that you understand the intent of the NDK
    459 and how to use it.</p>
    460 
    461 <p>If you used a previous version of the NDK, take a moment to review the 
    462 list of NDK changes in the CHANGES.TXT document. </p>
    463 
    464 <p>Here's the general outline of how you work with the NDK tools:</p>
    465 
    466 <ol>
    467 <li>Place your native sources under
    468 <code>&lt;project&gt;/jni/...</code></li>
    469 <li>Create <code>&lt;project&gt;/jni/Android.mk</code> to
    470 describe your native sources to the NDK build system</li>
    471 <li>Optional: Create <code>&lt;project&gt;/jni/Application.mk</code>.</li>
    472 <li>Build your native code by running the 'ndk-build' script from your projet's directory.
    473 It is located in the top-level NDK directory:
    474 
    475 <p><pre>
    476 $ cd &lt;project&gt;
    477 $ &lt;ndk&gt;/ndk-build
    478 </pre></p>
    479 
    480 <p>The build tools copy the stripped, shared libraries needed by your
    481 application to the proper location in the application's project directory.</p>
    482 </li>
    483 
    484 <li>Finally, compile your application using the SDK tools in the usual way. The
    485 SDK build tools will package the shared libraries in the application's
    486 deployable <code>.apk</code> file. </p></li>
    487 
    488 </ol>
    489 
    490 <p>For complete information on all of the steps listed above, please see the
    491 documentation included with the NDK package. </p>
    492 
    493 
    494 <h2 id="samples">Using the Sample Applications</h2>
    495 
    496 <p>The NDK includes sample applications that illustrate how to use native
    497 code in your Android applications:</p>
    498 
    499 <ul>
    500 <li><code>hello-jni</code> &mdash; a simple application that loads a string from
    501 a native method implemented in a shared library and then displays it in the
    502 application UI. </li>
    503 <li><code>two-libs</code> &mdash; a simple application that loads a shared
    504 library dynamically and calls a native method provided by the library. In this
    505 case, the method is implemented in a static library imported by the shared
    506 library. </li>
    507 <li><code>san-angeles</code> &mdash; a simple application that renders 3D 
    508 graphics through the native OpenGL ES APIs, while managing activity lifecycle 
    509 with a {@link android.opengl.GLSurfaceView} object. </li>
    510 <li><code>hello-gl2</code> &mdash; a simple application that renders a triangle
    511 using OpenGL ES 2.0 vertex and fragment shaders.</li>
    512 <li><code>hello-neon</code> &mdash; a simple application that shows how to use
    513 the <code>cpufeatures</code> library to check CPU capabilities at runtime,
    514 then use NEON intrinsics if supported by the CPU. Specifically, the 
    515 application implements two versions of a tiny benchmark for a FIR filter 
    516 loop, a C version and a NEON-optimized version for devices that support it.</li>
    517 <li><code>bitmap-plasma</code> &mdash; a simple application that demonstrates
    518 how to access the pixel buffers of Android {@link android.graphics.Bitmap}
    519 objects from native code, and uses this to generate an old-school "plasma"
    520 effect. </li>
    521 </ul>
    522 
    523 <p>For each sample, the NDK includes the corresponding C source code and the
    524 necessary Android.mk and Application.mk files. There are  located under 
    525 <code>&lt;ndk&gt;/samples/&lt;name&gt;/</code> and their source code can be found under
    526 <code>&lt;ndk&gt;/samples/&lt;name&gt;/jni/</code>. </p>
    527 
    528 <p>You can build the shared libraries for the sample apps by going into <code>&lt;ndk&gt;/samples/&lt;name&gt;/</code>
    529 then calling the <code>ndk-build</code> command. The generated shared libraries will be located under
    530 <code>&lt;ndk&gt;/samples/&lt;name&gt;/libs/armeabi/</code> for (ARMv5TE machine code) and/or
    531 <code>&lt;ndk&gt;/samples/&lt;name&gt;/libs/armeabi-v7a/</code> for (ARMv7 machine code).
    532 </p>
    533 
    534 <p>Next, build the sample Android applications that use the shared
    535 libraries:</p>
    536 
    537 <ul>
    538 <li>If you are developing in Eclipse with ADT, use the New Project Wizard to
    539 create a new Android project for each sample, using the "Import from Existing
    540 Source" option and importing the source from 
    541 <code>&lt;ndk&gt;/apps/&lt;app_name&gt;/project/</code>. Then, set up an AVD, if
    542 necessary, and build/run the application in the emulator. For more information
    543 about creating a new Android project in Eclipse, see <a
    544 href="{@docRoot}guide/developing/eclipse-adt.html">Developing in
    545 Eclipse</a>.</li>
    546 <li>If you are developing with Ant, use the <code>android</code> tool to create
    547 the build file for each of the sample projects at
    548 <code>&lt;ndk&gt;/apps/&lt;app_name&gt;/project/</code>. Then set up an AVD, if
    549 necessary, build your project in the usual way, and run it in the emulator. 
    550 For more information, see <a
    551 href="{@docRoot}guide/developing/other-ide.html">Developing in Other
    552 IDEs</a>.</li>
    553 </ul>
    554 
    555 <h2>Discussion Forum and Mailing List</h2>
    556 
    557 <p>If you have questions about the NDK or would like to read or contribute to
    558 discussions about it, please visit the <a
    559 href="http://groups.google.com/group/android-ndk">android-ndk</a> group and 
    560 mailing list.</p>
    561 
    562 
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