In its early days, the Android OS was pretty much supporting only one CPU architecture: ARMv5.
Do you know how many it does support now? … 7!

Seven distinct CPU-architectures are currently supported by the Android OS: ARMv5ARMv7 (since 2010), x86 (2011), MIPS (2012), ARMv8MIPS64 and x86_64 (2014). Each of them is associated with a respective ABI.

An Application Binary Interface is the definition of how binaries (esp. .so files) should be made in order to work on the platform, from the instruction set used and memory alignment, to the system libraries that are available. On Android there is one per CPU architecture:  armeabiarmeabi-v7ax86, mips, arm64-v8amips64x86_64.

Why should you care about .so files in the first place?

If you’re using the NDK, you’re generating .so files, so you obviously already care. If you’re dealing only with Java code, you could think you don’t need to, as it’s cross-platform… but in fact, even in this case, quite often, you may rely without knowing it on libraries and engines that make your app embed .so files and become ABI-dependent/

Using the RenderScript support Library? OpenCV? Unity? android-gif-drawable? SQLCipher? You’ve got .so files inside your APK, and you need to care about these.

The ABIs supported by your Android application are determined by the presence of .so files inside your APK, under the “lib/<ABI>” folders where ABI can be one or more of armeabiarmeabi-v7aarm64-v8amips, mips64x86x86_64 (the current seven ABIs).

Native Libs Monitor can help you understanding what .so files are embedded inside your APK and installed on your device, and which libraries and frameworks they’re coming from.

Most devices are compatible with more than one ABI. For example, ARM64 devices and x86 devices can run armeabi-v7a and armeabi binaries too! But it’s always better to provide libraries compiled for the preferred ABI of the device. This way, libraries can run without an emulation layer (in case of arm libs on x86 devices), and get more performance thanks to the recent architecture improvements (hardware fpu, more registers, better vectorization, etc).

You can get the list of supported ABIs, sorted by preference, from Build.SUPPORTED_ABIS. But you shouldn’t need to read it from your app, as Android’s package manager will automatically install the .so files compiled for your device preferred ABI that are present inside your APK, if they’re properly present under lib/<ABI>.

That’s where things may go wrong for your app!

There is a dead simple but not well-known important rule to follow when dealing with .so files.

You should provide libraries optimized for each ABIs if possible, but it’s all in or nothing: you shall not mix. You have to provide the full set of the libraries you’re using in each ABI folder.

When an application is installed on a device, only the .so files from one of its supported architectures are getting installed. On x86 devices, that can be the libs from the x86 folder if there is one, else from the armeabi-v7a, else armeabi folder (yes, x86 devices support these too).

But they may go wrong in many other ways too…

When you include a .so file, not only the architecture matters. Here is a list of really common mistakes I see from other developers, that are leading to “UnsatisfiedLinkError”, “dlopen: failed”, and other crashes or bad performance:

using a .so file that has been compiled against android-21+ platform version, to run it on android-15 device. Ouch.

When using the NDK, you may be tempted to “compile against the latest platform”, but it’s in fact quite wrong as ndk platforms aren’t backward compatible, they’re forward compatible! Use the same platform level than your app’s minSdkVersion.

That means that when you’re including a .so file that has already been compiled, you have to check the version it has been made to run on.

mixing .so files that are using different C++ runtimes

.so files can rely on various C++ runtimes, statically compiled or dynamically loaded. Mixing versions of C++ runtimes can lead to many weird crashes and should be avoided. As a rule of thumb, when having only one .so file, it’s ok to statically compile a C++ runtime, else you should have them all dynamically linking the same C++ runtime.

That means that when you’re including a .so file that has already been compiled and you already have some of them, you have to check the C++ runtime it’s using.

not providing all the libs for each of the supported platforms

This was already previously described, but you should really pay attention to this, as it may happen behind your back.

Example: You have an Android app with .so files for armeabi-v7a and x86 architectures. Then you add a dependency on another library that embeds .so files and supports more architectures, as android-gif-drawable: compile ‘pl.droidsonroids.gif:android-gif-drawable:1.1.+’.

Release your app, and then you’ll see it crashing on some devices, like the Galaxy S6, because only the .so files from the 64-bit directory got installed.

Solution: recompile your libs to support the missing ABIs, or set ndk.abiFilters to the one you support.

One more thing: If you’re a library provider, and you’re not supporting all the ABIs, you’re screwing up your customers, as they can’t support more ABIs than you do.

putting .so files in the wrong place

It’s easy to get confused on where .so files should be put or generated by default, here is a summary:

  • jniLibs/ABI inside an Android Studio project (can be changed using jniLibs.srcDir property)
  • libs/ABI inside an eclipse project (that’s where ndk-build generates libs by default too)
  • jni/ABI inside an AAR (the libs will get automatically included in the APK that references the AAR).
  • lib/ABI inside the final APK
  • inside the app’s nativeLibraryPath on a <5.0 device / nativeLibraryRootDir/CPU_ARCH on a >=5.0 device (done by PackageManager during app installation)

providing only armeabi libs and ignoring all the other ABIs

armeabi is supported by all the x86/x86_64/armeabi-v7a/arm64-v8a devices, so that may look like a good trick to remove all the other ABIs to generate a light APK. But it’s not: there is an impact on performance and compatibility, and not only for the library itself.

x86 devices can run ARM libraries quite well, but it’s not 100% crash proof, particularly on the older devices. 64-bit devices (arm64-v8a, x86_64, mips64) can all run 32-bit libraries, but they do so in 32-bit mode, running a 32-bit version of ART and Android components, loosing the 64-bit performance improvements that have been made on the 64-bit version of ART, webview, media…

Reducing APK’s weight is in any case a false excuse, as you can upload distinct ABI-dependent APKs to the Play Store (for the same app entry, of course). You only have to switch to advanced mode and upload your APKs with different ABI support and versionCodes. Generating these APKs is as simple as adding this to your build.gradle:

build.gradle

 
 
 
 
 

Java

 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
android {
    ...
    splits {
        abi {
            enable true
            reset()
            include 'x86', 'x86_64', 'armeabi-v7a', 'arm64-v8a' //select ABIs to build APKs for
            universalApk true //generate an additional APK that contains all the ABIs
        }
    }
 
    // map for the version code
    project.ext.versionCodes = ['armeabi': 1, 'armeabi-v7a': 2, 'arm64-v8a': 3, 'mips': 5, 'mips64': 6, 'x86': 8, 'x86_64': 9]
 
    android.applicationVariants.all { variant ->
        // assign different version code for each output
        variant.outputs.each { output ->
            output.versionCodeOverride =
                    project.ext.versionCodes.get(output.getFilter(com.android.build.OutputFile.ABI), 0) * 1000000 + android.defaultConfig.versionCode
        }
    }
}

Using private system libraries

The libraries you can use are the ones which are part of the NDK ones. Any other lib isn’t guaranteed to work across devices and may trigger crashes starting with Android N: https://developer.android.com/preview/behavior-changes.html#ndk

TL;DR:

meme

What you should know about .so files的更多相关文章

  1. Conversion to Dalvik format failed: Unable to execute dex: Multiple dex files define ...

    Conversion to Dalvik format failed: Unable to execute dex: Multiple dex files define ... 这个错误是因为有两个相 ...

  2. The type javax.ws.rs.core.MediaType cannot be resolved. It is indirectly referenced from required .class files

    看到了http://stackoverflow.com/questions/5547162/eclipse-error-indirectly-referenced-from-required-clas ...

  3. 未能写入输出文件“c:\Windows\Microsoft.NET\Framework64\v4.0.30319\Temporary ASP.NET Files\root\106f9ae8\cc0e1

    在本地开发环境没问题,但是发布到服务器出现:未能写入输出文件"c:\Windows\Microsoft.NET\Framework64\v4.0.30319\Temporary ASP.Ne ...

  4. Find and delete duplicate files

    作用:查找指定目录(一个或多个)及子目录下的所有重复文件,分组列出,并可手动选择或自动随机删除多余重复文件,每组重复文件仅保留一份.(支持文件名有空格,例如:"file  name" ...

  5. Android Duplicate files copied in APK

    今天调试 Android 应用遇到这么个问题: Duplicate files copied in APK META-INF/DEPENDENCIES File 1: httpmime-4.3.2.j ...

  6. Oracle客户端工具出现“Cannot access NLS data files or invalid environment specified”错误的解决办法

    Oracle客户端工具出现"Cannot access NLS data files or invalid environment specified"错误的解决办法 方法一:参考 ...

  7. files list file for package 'xxx' is missing final newline

    #!/usr/bin/python # 8th November, 2009 # update manager failed, giving me the error: # 'files list f ...

  8. Mac osx 安装PIL出现Some externally hosted files were ignored (use --allow-external PIL to allow).

    出现这个问题Some externally hosted files were ignored (use --allow-external PIL to allow)的主要原因是PIL的一些依赖库还没 ...

  9. 【Linux】Too many open files

    ZA 的BOSS 最近出现Too many open files 异常,这个异常一般是由于打开文件数过多引起, 最常见原因是某些连接一致未关闭 记录一些排查用到的指令 查看每个用户最大允许打开文件数量 ...

  10. [转]html5表单上传控件Files API

    表单上传控件:<input type="file" />(IE9及以下不支持下面这些功能,其它浏览器最新版本均已支持.) 1.允许上传文件数量 允许选择多个文件:< ...

随机推荐

  1. u3d fpsCounter

    因为u3d自己的stats下面的fpscounter不是实际意义上的fps,所以看到demo的fpsCounter,把它改写为c#的 using UnityEngine;using System.Co ...

  2. asp.net操作cookie类,包含datatable批量存入cookie

    以下是类: public class CookieMgr { #region 快速储存Cookie /// <summary> /// 快速储存Cookie /// </summar ...

  3. Unity3D学习笔记——Android远程真机调试(Unity Remote)

    前言:当使用Unity开发移动端的游戏,特别是使用到手机的传感器,如重力感应等,调试的时候,很麻烦, 因为每次都需要编译成APK后安装到手机中测试,而Unity Remote便能很好的解决这个问题,U ...

  4. java用substring函数截取string中一段字符串

    在String中有两个substring()函数,如下: 一:String.substring(int start) 参数: start:要截取位置的索引 返回: 从start开始到结束的字符串 例如 ...

  5. Bootstrap 各种进度条详解

    一:默认的进度条 创建一个基本的进度条的步骤如下: 添加一个带有 class .progress 的 <div>. 接着,在上面的 <div> 内,添加一个带有 class . ...

  6. Javascript富文本编辑器

    分享几款Javascript富文本编辑器 ueditor jqframework xheditor htmlbox kindeditor wymeditor jhtmlarea markitup ck ...

  7. php 应用 bootstrap-fileinput 上传文件 插件 操作的方法

    //先加载插件所需要的 js .css 文件 <link href="css/fileinput.css" rel="stylesheet" type=& ...

  8. Java适配器模式的简单应用

    对于刚从工厂生产出来的商品,有些功能并不能完全满足用户的需要.因此,用户通常会对其进行一定的改装工作.编写程序为普通的汽车增加GPS定位功能,借此演示适配器模式的用法. 思路分析: 这个问题的需求是, ...

  9. Java -- 获取指定接口的所有实现类或获取指定类的所有继承类

    Class : ClassUtil package pri.lime.main; import java.io.File; import java.io.IOException; import jav ...

  10. Centos6.3 下使用 Tomcat-6.0.43 非root用户 部署 生产环境 端口转发方式

    一.安装JDK环境 方法一. 官方下载链接 http://www.oracle.com/technetwork/java/javase/downloads/jdk7-downloads-1880260 ...