Android-specific notes Note that this document has not necessarily been updated to match reality... For instructions on how to build for Android, see README.cross. * Getting something running on an emulated device Create an AVD in the android UI, don't even try to get the data partition size right in the GUI, that is doomed to producing an AVD that doesn't work. Instead start it from the console: LD_LIBRARY_PATH=$(pwd)/lib emulator-arm -avd -partition-size 500 In order to have proper acceleration, you need the 32-bit libGL.so: sudo zypper in Mesa-libGL-devel-32bit Where is the literal name of the AVD that you entered. Then: make cmd cmd=bash cd android/qa/sc make clean all install make run ; adb shell logcat And if all goes well - you should have some nice unit test output to enjoy. After a while of this loop you might find that you have lost a lot of space on your emulator's or device's /data volume. If using the emulator, you can do: adb shell stop; adb shell start but on a (non-rooted) device you probably just need to reboot it. On the other hand, this phenomenon might not happen on actual devices. and continue onwards & upwards. * What about using a real device? That works fine, too. You won't be able to use the "adb shell stop" and "adb shell start" commands to do anything, as far as I know. But don't seem to be necessary on a real device anyway? * Debugging Install the .apk to the device, and: cd android/experimental/LOAndroid3 /ndk-gdb --adb=/platform-tools/adb --start It seems that the "have to start the app before gdb can connect to it" and the "pending breakpoints do not work" problems are now resolved with the current NDK. * Getting the symbols In order to be able to debug, you also need the symbols. Currently they are stripped using a $(STRIP) call in android/Bootstrap/Makefile.shared ; make sure you change it only to 'cp'. But then you need to limit the size of the resulting binary by other means, that is strip most of the symbols (but the interesting ones) already during the build. For that, use something like --enable-dbgutil --enable-selective-debuginfo="sal/" in your autogen.input (but of course limit the --enable-selective-debuginfo only to directories / libraries that are interesting to you). * Common Errors / Gotchas lo_dlneeds: Could not read ELF header of /data/data/org.libreoffice...libfoo.so This (most likely) means that the install quietly failed, and that the file is truncated; check it out with adb shell ls -l /data/data/.... * Detailed explanation Note: the below talk about unit tests is obsolete; we no longer have any makefilery etc to build unit tests for Android. Unit tests are the first thing we want to run on Android, to get some idea how well, if at all, the basic LO libraries work. We want to build even unit tests as normal Android apps, i.e. packaged as .apk files, so that they run in a sandboxed environment like that of whatever eventual end-user Android apps there will be that use LO code. Sure, we could quite easily build unit tests as plain Linux executables (built against the Android libraries, of course, not GNU/Linux ones), push them to the device or emulator with adb and run them from adb shell, but that would not be a good test as the environment such processs run in is completely different from that in which real end-user apps with GUI etc run. We have no intent to require LibreOffice code to be used only on "rooted" devices etc. All Android apps are basically Java programs. They run "in" a Dalvik virtual machine. Yes, you can also have apps where all *your* code is native code, written in a compiled language like C or C++. But also also such apps are actually started by system-provided Java bootstrapping code (NativeActivity) running in a Dalvik VM. Such a native app (or actually, "activity") is not built as a executable program, but as a shared object. The Java NativeActivity bootstrapper loads that shared object with dlopen. Anyway, our current "experimental" apps (DocumentLoader, LibreOffice4Android and LibreOfficeDesktop) are not based on NativeActivity any more. They have normal Java code for the activity, and just call out to a single, app-specific native library (called liblo-native-code.so) to do all the heavy lifting.