How to build Android without the phone application? - android

i'm trying to get android running on a gumstix overo system.
since i'm not planning to use the final "product" as a phone, i asked my self if it is possible to exclude applications like the phone/dialer-app from the kernel build-process (any config parameter probably?)

Just remove (or comment) these lines:
<project path="packages/apps/Phone" name="platform/packages/apps/Phone" />
<project path="packages/apps/VoiceDialer" name="platform/packages/apps/VoiceDialer" />
(and others if needed) from the platform manifest (default.xml) :
https://android.googlesource.com/platform/manifest/+/master/default.xml

Removing the app declarations in the repo manifest did not work for me, as there are other libraries that reference them that then fail to compile. The build system approach to this problem is to create/modify your product definition makefile to not include the specific apps.
So, for the overo you probably already have a products/overo.mk product file. You can manually set the PRODUCT_PACKAGES variable to which applications you want to ship. You will also want to take a look at the PRODUCT_POLICY variable, as it defines sets of applications for your product type.
It can take some fiddling to get everything to build correctly, due to interdependencies between applications, but the Android build output does a pretty good job of explaining the problems when they arise.

Related

cannot find -lpjsua2-armv7-unknown-linux-android [duplicate]

Looking around on the net I have seen a lot of code like this:
include(FindPkgConfig)
pkg_search_module(SDL2 REQUIRED sdl2)
target_include_directories(app SYSTEM PUBLIC ${SDL2_INCLUDE_DIRS})
target_link_libraries(app ${SDL2_LIBRARIES})
However that seems to be the wrong way about doing it, as it only uses the include directories and libraries, but ignored defines, library paths and other flags that might be returned by pkg-config.
What would be the correct way to do this and ensure that all compile and link flags returned by pkg-config are used by the compiled app? And is there a single command to accomplish this, i.e. something like target_use(app SDL2)?
ref:
include()
FindPkgConfig
First of, the call:
include(FindPkgConfig)
should be replaced with:
find_package(PkgConfig)
The find_package() call is more flexible and allows options such as REQUIRED, that do things automatically that one would have to do manually with include().
Secondly, manually calling pkg-config should be avoid when possible. CMake comes with a rich set of package definitions, found in Linux under /usr/share/cmake-3.0/Modules/Find*cmake. These provide more options and choice for the user than a raw call to pkg_search_module().
As for the mentioned hypothetical target_use() command, CMake already has that built-in in a way with PUBLIC|PRIVATE|INTERFACE. A call like target_include_directories(mytarget PUBLIC ...) will cause the include directories to be automatically used in every target that uses mytarget, e.g. target_link_libraries(myapp mytarget). However this mechanism seems to be only for libraries created within the CMakeLists.txt file and does not work for libraries acquired with pkg_search_module(). The call add_library(bar SHARED IMPORTED) might be used for that, but I haven't yet looked into that.
As for the main question, this here works in most cases:
find_package(PkgConfig REQUIRED)
pkg_check_modules(SDL2 REQUIRED sdl2)
...
target_link_libraries(testapp ${SDL2_LIBRARIES})
target_include_directories(testapp PUBLIC ${SDL2_INCLUDE_DIRS})
target_compile_options(testapp PUBLIC ${SDL2_CFLAGS_OTHER})
The SDL2_CFLAGS_OTHER contains defines and other flags necessary for a successful compile. The flags SDL2_LIBRARY_DIRS and SDL2_LDFLAGS_OTHER are however still ignored, no idea how often that would become a problem.
More documentation here http://www.cmake.org/cmake/help/latest/module/FindPkgConfig.html
If you're using cmake and pkg-config in a pretty normal way, this solution works.
If, however, you have a library that exists in some development directory (such as /home/me/hack/lib), then using other methods seen here fail to configure the linker paths. Libraries that are not found under the typical install locations would result in linker errors, like /usr/bin/ld: cannot find -lmy-hacking-library-1.0. This solution fixes the linker error for that case.
Another issue could be that the pkg-config files are not installed in the normal place, and the pkg-config paths for the project need to be added using the PKG_CONFIG_PATH environment variable while cmake is running (see other Stack Overflow questions regarding this). This solution also works well when you use the correct pkg-config path.
Using IMPORTED_TARGET is key to solving the issues above. This solution is an improvement on this earlier answer and boils down to this final version of a working CMakeLists.txt:
cmake_minimum_required(VERSION 3.14)
project(ya-project C)
# the `pkg_check_modules` function is created with this call
find_package(PkgConfig REQUIRED)
# these calls create special `PkgConfig::<MODULE>` variables
pkg_check_modules(MY_PKG REQUIRED IMPORTED_TARGET any-package)
pkg_check_modules(YOUR_PKG REQUIRED IMPORTED_TARGET ya-package)
add_executable(program-name file.c ya.c)
target_link_libraries(program-name PUBLIC
PkgConfig::MY_PKG
PkgConfig::YOUR_PKG)
Note that target_link_libraries does more than change the linker commands. It also propagates other PUBLIC properties of specified targets like compiler flags, compiler defines, include paths, etc., so, use the PUBLIC keyword with caution.
It's rare that one would only need to link with SDL2. The currently popular answer uses pkg_search_module() which checks for given modules and uses the first working one.
It is more likely that you want to link with SDL2 and SDL2_Mixer and SDL2_TTF, etc... pkg_check_modules() checks for all the given modules.
# sdl2 linking variables
find_package(PkgConfig REQUIRED)
pkg_check_modules(SDL2 REQUIRED sdl2 SDL2_ttf SDL2_mixer SDL2_image)
# your app
file(GLOB SRC "my_app/*.c")
add_executable(my_app ${SRC})
target_link_libraries(my_app ${SDL2_LIBRARIES})
target_include_directories(my_app PUBLIC ${SDL2_INCLUDE_DIRS})
target_compile_options(my_app PUBLIC ${SDL2_CFLAGS_OTHER})
Disclaimer: I would have simply commented on Grumbel's self answer if I had enough street creds with stackoverflow.
Most of the available answers fail to configure the headers for the pkg-config library. After meditating on the Documentation for FindPkgConfig I came up with a solution that provides those also:
include(FindPkgConfig)
if(NOT PKG_CONFIG_FOUND)
message(FATAL_ERROR "pkg-config not found!" )
endif()
pkg_check_modules(<some-lib> REQUIRED IMPORTED_TARGET <some-lib>)
target_link_libraries(<my-target> PkgConfig::<some-lib>)
(Substitute your target in place of <my-target> and whatever library in place of <some-lib>, accordingly.)
The IMPORTED_TARGET option seems to be key and makes everything then available under the PkgConfig:: namespace. This was all that was required and also all that should be required.
There is no such command as target_use. But I know several projects that have written such a command for their internal use. But every project want to pass additional flags or defines, thus it does not make sense to have it in general CMake. Another reason not to have it are C++ templated libraries like Eigen, there is no library but you only have a bunch of include files.
The described way is often correct. It might differ for some libraries, then you'll have to add _LDFLAGS or _CFLAGS. One more reason for not having target_use. If it does not work for you, ask a new question specific about SDL2 or whatever library you want use.
If you are looking to add definitions from the library as well, the add_definitions instruction is there for that. Documentation can be found here, along with more ways to add compiler flags.
The following code snippet uses this instruction to add GTKGL to the project:
pkg_check_modules(GTKGL REQUIRED gtkglext-1.0)
include_directories(${GTKGL_INCLUDE_DIRS})
link_directories(${GTKGL_LIBRARY_DIRS})
add_definitions(${GTKGL_CFLAGS_OTHER})
set(LIBS ${LIBS} ${GTKGL_LIBRARIES})
target_link_libraries([insert name of program] ${LIBS})

Custom included extras Android (AOSP) Compilation

For reasons, I want to compile the AOSP 4.3.3 tree with the 'user' (aosp_deb-user) build (and not the user-debug / eng builds).
However I would like to specify that I:
would like the su package included (system/extras)
possibly (but less importantly) remove some things I do not need in my testing (therefore speed compilation up) - such as chromium app / camera app / whatever.
Could anyone let me know how to do this?
I already attempted changing the build tag in the su 'Android.mk' to user (which was the old way of doing it) - but it now gives me an error stating I must request in my product packages, however i am unsure where this is.
thank you,
It's (mainly) the PRODUCT_PACKAGES variable that controls which modules are installed. That variable is set in the product makefiles, which form hierarchies of makefiles. The leaf file for a concrete product is usually device/vendorname/productname/productname.mk or similar, in your case device/asus/deb/aosp_deb.mk. In that file you'll find a couple of inclusions:
$(call inherit-product, device/asus/deb/device.mk)
$(call inherit-product, $(SRC_TARGET_DIR)/product/aosp_base.mk)
If you following the trail of inherit-product breadcrumbs you'll eventually encounter all PRODUCT_PACKAGES assignments, at least one of which will list the modules that you want to exclude. (The SRC_TARGET_DIR variable in the example above points to the build/target directory.)

How to pass a parameter to the Java code in run/debug configuration from Android Studio

My android app does some http requests to my server. However sometimes I am debugging the new api code that runs on my development machine. I would like to be able to pass something (like an environment variable) so in my code, if it's present I would be able to use that as the hostname for the api requests from the android emulator.
So I'm looking for a way to pass something like:
API_SERVER=http://10.0.2.2/myapp/
and in my code I would use it somehow, for example:
final static String API_SERVER_REAL = "http://example.com/";
final String apiServerOverride = System.getenv("API_SERVER");
final String API_SERVER = (null != apiServerOverride && !apiServerOverride.isEmpty() ? apiServerOverride : API_SERVER_REAL);
I know this thread is quite old, but in my opinion none of provided answers actually solves the problem. Flavors are ill-suited for parametrizing your build with things like API URLs, and even worse for things like API keys etc.
Firstly, build.gradle which defines flavors is part of project source, therefore it must not contain such information in order to be safely committed into source control systems.
Secondly, a need may arise to test different flavors against different API endpoints/keys. What if you just want to hit some debug http server you just created to solve a bug? Would you create a flavor for that? Probably not... Flavors are good for things like "free flavor" and "premium flavor".
This problem is easily solved using gradles -P flag. You can access gradle properties that are passed this way as regular variables inside your gradle.build, and you can vary it's behavior accordingly.
If you want to push this flags further into your application you can use Scott's solution that was posted here, combined with the provided flag.
The build command would then probably look like:
$ gradle build -Papiroot=http://www.example.com
And in your build.gradle you would define the writeValue task like this:
task writeValue(type:Exec) {
commandLine '/usr/local/bin/adb', 'shell', "echo 'API_SERVER=${apiroot}' > /data/data/values.properties"
}
FYI the -P flag can be easily configured in Android Studio by navigating from the menu:
Run -> Run/Debug Configurations -> Defaults -> Gradle -> Script Parameters
Probably the simplest thing is to write the data you want to pass to a file on the device in /data/data; your Android app can read the device trivially (perhaps make it a .properties file and use java.util.Properties to read it in). To write it out, use this kind of task in your build.gradle file (and use the correct path to the adb command for your setup):
task writeValue(type:Exec) {
commandLine '/usr/local/bin/adb', 'shell', 'echo \'API_SERVER=http://10.0.2.2/myapp/\' > /data/data/values.properties'
}
There's documentation on Gradle exec tasks at http://www.gradle.org/docs/current/dsl/org.gradle.api.tasks.Exec.html
You can execute this task manually from Android Studio by using the Gradle tasks view:
Due to a bug in Android Studio, you cannot pass vm or script parameters from a gradle configuration. The issue is here.
As a workaround in Linux envs (probably Mac too), you can create a bash configuration where you will be able to add all desired parameters.
I suggest using productFlavors. Each flavor can contain environment specific settings. I simply have a class called 'Environment' which contains all the public static final Strings that I need and each product flavor includes an different version of this class with the values set for the environment.

How do you create a signed loadable kernel module for Android?

I read what David Howells wrote on:
https://kernel.googlesource.com/pub/scm/linux/kernel/git/dhowells/linux-modsign/+/modsign-rusty/Documentation/module-signing.txt
I heard that the CONFIG_MODULE_SIG has to be turned on, but it was not stated particularly how. I am also not sure how to use a kernel make command.
I am not able to piece together enough information to generate a mini signed LKM.
Would anyone here have done it before, and able to guide me on a minimallist example on signing a helloworld LKM?
For enabling CONFIG_MODULE_SIG, simply in configure file (.config), have this line:
CONFIG_MODULE_SIG=y
I've not tried, but I think even you can have CONFIG_MODULE_SIG=y in make command like:
make CONFIG_MODULE_SIG=y
For how to build a LKM for android, there is several tutorials in internet, for example take a look at this:
How do you create a loadable kernel module for Android?
CONFIG_MODULE_SIG=y only enables feature, to enforce it you also have to put CONFIG_MODULE_SIG_FORCE=y in the config file.
basically I found that there are three flags associated with this feature:
CONFIG_MODULE_SIG=y #to enable the feature
CONFIG_MODULE_SIG_ALL=y #to sign all the loadable modules during build process
CONFIG_MODULE_SIG_FORCE=y #to enforce the feature so that no unsigned module can be loaded.

Xamarin.Android android:versionCode android:versionName - From Jenkins Build Server

We have a unique situation where we are deploying a Xamarin.Android app to China to 33 app stores. Hence, our solution has 33 application projects, and we setup Jenkins (running on Windows) to package and sign all our apks (otherwise it would be crazy to make builds).
We also need to modify android:versionCode and android:versionName in the manifest file, by using the ${SVN_REVISION} value from Jenkins. Is there a way to pass these values command line to MSBuild?
Normally we would hand edit this value, but it's not possible because of so many application projects.
Our build parameters right now look like this in Jenkins:
/p:Configuration=Release;AndroidKeyStore=True;AndroidSigningKeyStore=ourkeystore.keystore;AndroidSigningStorePass=ourpassword;AndroidSigningKeyAlias=ouralias;AndroidSigningKeyPass=ourpassword /t:SignAndroidPackage
Add this to the end of your *.csproj file, before the ending </Project> tag:
<Target Name="BeforeBuild" Condition=" '$(JENKINS)' == '1' ">
<XmlPoke XmlInputPath="Properties\AndroidManifest.xml" Namespaces="<Namespace Prefix='android' Uri='http://schemas.android.com/apk/res/android' />" Query="manifest/#android:versionCode" Value="$(SVN_REVISION)" />
<XmlPoke XmlInputPath="Properties\AndroidManifest.xml" Namespaces="<Namespace Prefix='android' Uri='http://schemas.android.com/apk/res/android' />" Query="manifest/#android:versionName" Value="2.0.$(SVN_REVISION)" />
</Target>
I have Jenkins configured to pass JENKINS=1 and SVN_REVISION. When it goes to build, it modifies AndroidManifest.xml before the build.
I don't know if this will work on xbuild on a Mac or not, depends on if XmlPoke is implemented. I should do a blog post on this.
No. You'll have to manipulate the android:versionCode and android:versionName yourself. Personally, I use a rake task to handle this particular detail.

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