# Android tutorial 1: Link against GStreamer # Goal![](attachments/thumbnails/2687057/2654326) This first Android tutorial is extremely simple: it just retrieves the GStreamer version and displays it on the screen. It exemplifies how to access GStreamer C code from Java and verifies that there have been no linkage problems.  # Hello GStreamer \[Java code\] In the `share/gst-sdk/tutorials` folder of your GStreamer SDK installation path you should find an `android-tutorial-1` directory, with the usual Android NDK structure: a `src` folder for the Java code, a `jni` folder for the C code and a `res` folder for UI resources. We recommend that you open this project in Eclipse (as explained in [Installing for Android development](Installing%2Bfor%2BAndroid%2Bdevelopment.html)) so you can easily see how all the pieces fit together. Let’s first introduce the Java code, then the C code and finally the makefile that allows GStreamer integration. **src/com/gst\_sdk\_tutorials/tutorial\_1/Tutorial1.java** ``` lang=java package com.gst_sdk_tutorials.tutorial_1; import android.app.Activity; import android.os.Bundle; import android.widget.TextView; import android.widget.Toast; import com.gstreamer.GStreamer; public class Tutorial1 extends Activity { private native String nativeGetGStreamerInfo(); // Called when the activity is first created. @Override public void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); try { GStreamer.init(this); } catch (Exception e) { Toast.makeText(this, e.getMessage(), Toast.LENGTH_LONG).show(); finish(); return; } setContentView(R.layout.main); TextView tv = (TextView)findViewById(R.id.textview_info); tv.setText("Welcome to " + nativeGetGStreamerInfo() + " !"); } static { System.loadLibrary("gstreamer_android"); System.loadLibrary("tutorial-1"); } } ``` Calls from Java to C happen through native methods, like the one declared here: ``` lang=java private native String nativeGetGStreamerInfo(); ``` This tells Java that there exists a method with this signature somewhere so it compiles happily. It is your responsibility to ensure that, **at runtime**, this method is accessible. This is accomplished by the C code shown later. The first bit of code that gets actually executed is the static initializer of the class: ``` lang=java static { System.loadLibrary("gstreamer_android"); System.loadLibrary("tutorial-1"); } ``` It loads `libgstreamer_android.so`, which contains all GStreamer methods, and `libtutorial-1.so`, which contains the C part of this tutorial, explained below. Upon loading, each of these libraries’ `JNI_OnLoad()` method is executed. It basically registers the native methods that these libraries expose. The GStreamer library only exposes a `init()` method, which initializes GStreamer and registers all plugins (The tutorial library is explained later below). ``` lang=java try { GStreamer.init(this); } catch (Exception e) { Toast.makeText(this, e.getMessage(), Toast.LENGTH_LONG).show(); finish(); return; } ``` Next, in the `OnCreate()` method of the [Activity](http://developer.android.com/reference/android/app/Activity.html) we actually initialize GStreamer by calling `GStreamer.init()`. This method requires a [Context](http://developer.android.com/reference/android/content/Context.html) so it cannot be called from the static initializer, but there is no danger in calling it multiple times, as all but the first time the calls will be ignored. Should initialization fail, the `init()` method would throw an [Exception](http://developer.android.com/reference/java/lang/Exception.html) with the details provided by the GStreamer library. ``` lang=java TextView tv = (TextView)findViewById(R.id.textview_info); tv.setText("Welcome to " + nativeGetGStreamerInfo() + " !"); ``` Then, the native method `nativeGetGStreamerInfo()` is called and a string is retrieved, which is used to format the content of the [TextView](http://developer.android.com/reference/android/widget/TextView.html) in the UI. This finishes the UI part of this tutorial. Let’s take a look at the C code: # Hello GStreamer \[C code\] **jni/tutorial-1.c** ``` lang=c #include #include #include #include /* * Java Bindings */ jstring gst_native_get_gstreamer_info (JNIEnv* env, jobject thiz) { char *version_utf8 = gst_version_string(); jstring *version_jstring = (*env)->NewStringUTF(env, version_utf8); g_free (version_utf8); return version_jstring; } static JNINativeMethod native_methods[] = { { "nativeGetGStreamerInfo", "()Ljava/lang/String;", (void *) gst_native_get_gstreamer_info} }; jint JNI_OnLoad(JavaVM *vm, void *reserved) { JNIEnv *env = NULL; if ((*vm)->GetEnv(vm, (void**) &env, JNI_VERSION_1_4) != JNI_OK) { __android_log_print (ANDROID_LOG_ERROR, "tutorial-1", "Could not retrieve JNIEnv"); return 0; } jclass klass = (*env)->FindClass (env, "com/gst_sdk_tutorials/tutorial_1/Tutorial1"); (*env)->RegisterNatives (env, klass, native_methods, G_N_ELEMENTS(native_methods)); return JNI_VERSION_1_4; } ``` The `JNI_OnLoad()` method is executed every time the Java Virtual Machine (VM) loads a library. Here, we retrieve the JNI environment needed to make calls that interact with Java: ``` lang=c JNIEnv *env = NULL; if ((*vm)->GetEnv(vm, (void**) &env, JNI_VERSION_1_4) != JNI_OK) { __android_log_print (ANDROID_LOG_ERROR, "tutorial-1", "Could not retrieve JNIEnv"); return 0; }  ``` And then locate the class containing the UI part of this tutorial using ` FindClass()`: ``` lang=c jclass klass = (*env)->FindClass (env, "com/gst_sdk_tutorials/tutorial_1/Tutorial1"); ``` Finally, we register our native methods with `RegisterNatives()`, this is, we provide the code for the methods we advertised in Java using the **`native`**  keyword: ``` lang=c (*env)->RegisterNatives (env, klass, native_methods, G_N_ELEMENTS(native_methods)); ``` The `native_methods` array describes each one of the methods to register (only one in this tutorial).  For each method, it provides its Java name, its [type signature](http://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/types.html#wp276) and a pointer to the C function implementing it: ``` lang=c static JNINativeMethod native_methods[] = { { "nativeGetGStreamerInfo", "()Ljava/lang/String;", (void *) gst_native_get_gstreamer_info} }; ``` The only native method used in this tutorial is `nativeGetGStreamerInfo()`: ``` lang=c jstring gst_native_get_gstreamer_info (JNIEnv* env, jobject thiz) { char *version_utf8 = gst_version_string(); jstring *version_jstring = (*env)->NewStringUTF(env, version_utf8); g_free (version_utf8); return version_jstring; } ``` It simply calls `gst_version_string()` to obtain a string describing this version of GStreamer. This [Modified UTF8](http://en.wikipedia.org/wiki/UTF-8#Modified_UTF-8) string is then converted to [UTF16](http://en.wikipedia.org/wiki/UTF-16) by ` NewStringUTF()` as required by Java and returned. Java will be responsible for freeing the memory used by the new UTF16 String, but we must free the `char *` returned by `gst_version_string()`. # Hello GStreamer \[Android.mk\] **jni/Android.mk** ``` lang=ruby LOCAL_PATH := $(call my-dir) include $(CLEAR_VARS) LOCAL_MODULE := tutorial-1 LOCAL_SRC_FILES := tutorial-1.c LOCAL_SHARED_LIBRARIES := gstreamer_android LOCAL_LDLIBS := -llog include $(BUILD_SHARED_LIBRARY) ifndef GSTREAMER_SDK_ROOT ifndef GSTREAMER_SDK_ROOT_ANDROID $(error GSTREAMER_SDK_ROOT_ANDROID is not defined!) endif GSTREAMER_SDK_ROOT := $(GSTREAMER_SDK_ROOT_ANDROID) endif GSTREAMER_NDK_BUILD_PATH := $(GSTREAMER_SDK_ROOT)/share/gst-android/ndk-build/ GSTREAMER_PLUGINS := coreelements include $(GSTREAMER_NDK_BUILD_PATH)/gstreamer.mk ``` This is a barebones makefile for a project with GStreamer support. It simply states that it depends on the `libgstreamer_android.so` library (line 7), and requires the `coreelements` plugin (line 18). More complex applications will probably add more libraries and plugins to `Android.mk` # Conclusion This ends the first Android tutorial. It has shown that, besides the interconnection between Java and C (which abides to the standard JNI procedure), adding GStreamer support to an Android application is not any more complicated than adding it to a desktop application. The following tutorials detail the few places in which care has to be taken when developing specifically for the Android platform. As usual, it has been a pleasure having you here, and see you soon\! ## Attachments: ![](images/icons/bullet_blue.gif) [tutorial1-screenshot.png](attachments/2687057/2654411.png) (image/png) ![](images/icons/bullet_blue.gif) [tutorial1-screenshot.png](attachments/2687057/2654416.png) (image/png) ![](images/icons/bullet_blue.gif) [tutorial1-screenshot.png](attachments/2687057/2654326.png) (image/png)