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- Subject: Re: Android support
- From: Eric Wing <ewmailing@...>
- Date: Mon, 26 Dec 2016 01:29:03 -0800
On 12/26/16, Marc Balmer <firstname.lastname@example.org> wrote:
> Am 26.12.16 um 01:34 schrieb Eric Wing:
>> On 12/25/16, Marc Balmer <email@example.com> wrote:
>>> Am 25.12.16 um 20:02 schrieb Thomas Fletcher:
>>>> On Dec 25, 2016 7:02 AM, "Marc Balmer" <firstname.lastname@example.org
>>>> <mailto:email@example.com>> wrote:
>>>>> I am late to the game, but I recently started working on an Android
>>>>> that includes Lua. Fortunately I have quite a bit of experience with
>>>>> the JNI and several (non Android) projects where Lua is called from
>>>>> Now I wonder how other Android/Lua hackers handle 'require' for
>>>>> written in C/C++. Do you link your modules with Lua into a single
>>>>> library or do you create several .so files? If the latter, how do you
>>>>> trick Lua into loading the right shared object?
>>>> With Storyboard we give the user the ability to list their binary
>>>> modules and then preload them in the main android application by
>>>> dlopening the files so that later when we retry within a secondary or
>>>> tertiary module it succeeds.
>>> Thanks so far. So I am now able to detect the CPU architecture and ABI
>>> using C preprocessor defines and in theory I can now adjust the
>>> LUA_CPATH_DEFAULT definition in luaconf.h. But is the APK file actually
>>> unpacked on the Android device's file system? I.e. can I just adjust
>>> the CPATH and then use dlopen() to load the module? Or do I have unzip
>>> the APK first?
>>> I was also considering writing a separate loader that calls
>>> System.loadLibrary() via the JNI, but then that assumes as "lib" prefix
>>> on the shared library, which we omit for Lua modules (we often have a C
>>> library called e.g. libfoobar.so _and_ a Lua binding to it called
>> I try to preserve the usual Lua semantics for Android which means
>> building dynamic libraries. So as you identified, I always use the lib
>> prefex on Android. But this isn't just for System.loadLibrary(), but
>> affects what Android does when it encounters your .apk. Android
>> automatically extracts out the lib*.so files into a special directory
>> so it is possible to use them. It ignores everything else. CPATH alone
>> wouldn't help you since the files are not directly on the filesystem,
>> but archived inside the APK.
> So it _only_ extracts lib*.so files, and not *.so, right? In that case
> I will have to prefix my Lua modules with 'lib' which is no big deal.
Yes, you need lib*.so.
But pay extra attention to the LuaSocket part in that part of the
talk. There are no subdirectories allowed for libraries so you have to
do more work for Lua modules that follow the LuaSocket layout
> Do you know the path where it extracts lib*.so files to? If that is
> known and constant, it could be possible to doctor CPATH so that require
> loads those using dlopen(). Certainly something I want to give a try.
It's in the preceding slide (33?). However, I forgot to say that you
should never actually rely on that path. That is a private
implementation detail and Google has refused to give us a public API
for the path. Google is also pretty flippant about breaking
existing/shipping binaries already on the store for those who use the
NDK. For example, I've heard a surprising number of people were broken
by the recent changes in the rules for SONAME.