Rawdrawandroid – Build Android apps without any Java, in C and Make

143 pointsposted 12 hours ago
by doodlesdev

43 Comments

_bin_

6 hours ago

This is pretty great. The biggest reason I hate doing android development is the java (and to a lesser extent, kotlin) "ecosystem" is a pain. Java is a sucky language to write; Kotlin is less bad, but the whole build tooling/package management/IDE mania mess is still a hassle to use. So thanks to the author.

tredre3

5 hours ago

I can tolerate Java and Kotlin, but the tooling is just awful *.

I've stopped counting how many times I came back to an Android project after only a few months, only to have Android Studio force me to update Gradle and dependencies and whatnot, and break everything.

* Of course one could blame me for not learning the ins and outs of the build system!

ashishb

27 minutes ago

> I've stopped counting how many times I came back to an Android project after only a few months, only to have Android Studio force me to update Gradle and dependencies and whatnot, and break everything.

This used to be 5-6 years back. These days it is very stable.

kllrnohj

2 hours ago

Gradle/Studio rot is so bad. If you continuously keep up to date it's not so bad, but you're absolutely fucked if you want to open a project from a year ago.

Unfortunately this doesn't actually protect you from that since you still have to deal with that for both the actual "make an APK" step as well as the Java bindings for critical features.

627467

5 hours ago

> only to have Android Studio force me to update Gradle and dependencies and whatnot, and break everything

This. And people are surprised that many just wrap websites as apps on Android.

gnarbarian

3 hours ago

If targeting Android people should first consider if their app can work as a PWA.

Try and do it. if you run into a deal breaking issue with PWA features, then wrap it in a minimalist app shell.

Best case: everything works on Android and iOS and it's also a website.

Worst case: you will end up doing some platform specific code and dealing with the app stores like you were going to do anyway.

Average Case: everything will work on android and some things will be broken on iOS.

freedomben

3 hours ago

This really is a good way to go. The majority of apps can be a PWA just fine as long as you don't have to have an app in the Apple app store. If you need push notifications of the specific Apple variety or any other APIs that Apple doesn't think non-native apps should be able to call, then you'll hit some friction as well, but for the most part it's a pleasant delivery strategy.

Even now if I need a "native" app I'm looking very seriously at React Native first before rolling two totally separate apps in different languages.

candiddevmike

4 hours ago

Same thing with XCode. I'd love a mobile app development pipeline that lets me never use either Android Studio or XCode. Let me drive everything with scripts and/or VSCode extensions.

Larrikin

3 hours ago

XCode is awful but JetBrains makes the best IDEs. There are people that dislike all IDEs which I disagree with but understand.

VSCode isn't bad but disliking Android Studio just feels like you started with it and didn't want to learn a different tool.

jwells89

5 hours ago

Gradle rot really is a pain, at least for Android projects (haven't used it in e.g. serverside stuff).

Proguard is fun too, with how it'll carve out or break chunks of functional code if you don't spell out precisely what shouldn't get deleted/obfuscated.

nine_k

5 hours ago

Gradle is pretty sane, from my backend dev experience. But you indeed can get in a situation when dependencies become slightly incompatible after an attempt to upgrade, and you have to fix your code or juggle version requirements, much like with npm or pip.

ashishb

24 minutes ago

> The biggest reason I hate doing android development is the java (and to a lesser extent, kotlin) "ecosystem" is a pain.

Wait till you want to build anything reasonable.

All libraries for Android are in Java and/or Kotlin. If you have to write all of them in C then best of luck doing anything meaningful.

What kind of libraries? Anything related to SSO. Anything related to Material design. Anything related to any ancillary services that you want to integrate with e.g. Google services.

Lerc

3 hours ago

Looking at the Flappy Bird post earlier I noted the structure of the repo to be simultaneously elegantly structured and yet still more complex than I would prefer.

The structure is (using [dirname] notation for directories)

    [Repo Root]
        ...git and github files, READMEs...
        [Flappy Bird]
           ... project files, keystore, build.bat ...
           [App]
             [build] 
                 ... I'm ok with tools making a mess here as long as outputs is tidy ...
                 [outputs/apk]    
                    ..the actual .apk
             [src]
                [main]  this seems a little off,  main contains libs and resources 
                   Android_Manifest.xml     Yep ok, I'll rant about that later, that's its own thing
                   [assets]   all good
                   [res] Wait what?  that's like a synonym for assets, (but for a different layer) 
                   [libs] Hang on, these are .so files.  built libs should be in the build dir
                   [jni] This looks like what src or src/main should have had inside it
 
So ignoring the outer layer for the README etc. which isn't needed for an Android app, Just encapsulation for presentation. Arguably the same applies for the next layer too. I feel like the contents of App could be placed in here at no loss.

I'd Shuffle it around to make [Flappy Bird] contain [main] and [build]. move [libs] to [build/libs] rename [jni] to [src].

If you had an architecture like that then the one-true-build-system should be a command line tool that you can point at [main] and it does what [Flappy bird]/build.bat does only with auto detection of the installed tools, optional config file overrides, optional commandline overrides.

AndroidManifest is another issue entirely I'd like something that invisibly converted something sane to XML and I'd never see it again, but I'll grin and bear it. A decent validator and maybe I'd like a standalone AndroidManifest editor that knew what everything did and could provide appropriate boilerplate.

After typing this up (mostly as organizing my thoughts), I actually think you could have a relatively painless way to make Android Apps.

BrS96bVxXBLzf5B

an hour ago

The `src` folder is structured that way because the Android NDK demands it. They're not just chosen by convention, but because the build tool searches for those files and subdirectories.

Lerc

34 minutes ago

Yeah, that feeds back to the tooling issues that the post I was replying to was talking about.

Ideally tools should support, not dictate. For instance, if you were building a simple source only app with no assets, a good tool should be able to be pointed at, say, a main.c file in the directory and be able to use the contents of the directory containing main.c for other required files and work with no special extra configuration. Supporting a structure to keep things clean is great, Imposing one(whether you use the features it offers or not) is poor.

I might take a look at the NDK and see if it can be circumvented.

nine_k

5 hours ago

Now we only need to embed Lua into this to write the high-level logic, and we may have a winner for stuff that does not need a lot of accessibility support. Like, say, games, or media players. Easy to link C libraries that do performance-critical stuff, or writhe your own C code.

(Then gradually rewrite the core in Zig.)

nine_k

4 hours ago

...I of course would rather embed Janet [1], but I realize what is going to have an easier time gaining popularity %) Also, Lua has Löve [2] which could be immediately usable, among other things.

[1]: https://janet-lang.org/

[2]: https://www.love2d.org/

sheeshkebab

an hour ago

Honestly the whole java/kotlin tooling is the worst to pick for mobile dev, and KEEP it after so many other great languages and tools that are out there. I don’t why google didn’t offer at least Go as a native alternative for android dev.

refulgentis

an hour ago

That'd require some form of collaborative behavior across internal organizations, and real planning! </s> </disgruntled_xoogler>

I wake up every morning and thank God that Flutter exists. I can target Android without dealing with building on years and years of sloppy work.

Sunk-cost fallacy x politics leads to this never being fixed. I don't think Google can fix it, unless hardware fails entirely. There's been years-long politics that culminated in the hardware org swallowing all the software orgs, and each step along the way involved killing off anything different.

mohn

29 minutes ago

>I don't think Google can fix it

Can they eventually throw away Android and replace it with Fuchsia? In the reporting about Fuchsia that I read ages ago, it sounded like it was intended to be an Android replacement but, looking into it again just now, it seems more like an embedded OS for other non-smartphone hardware -- maybe with some (aspirational?) claims of utility on smartphones and tablets.

rkagerer

5 hours ago

Rawdraw operates on everything from an ESP8266, to RaspberryPi, Windows Linux and now, even Android. Write code once, use it everywhere.

That "everything" contains a pretty big gap.

38

3 hours ago

Make? Jesus Christ people are still using that? It's like people don't realize that other languages have been created in the last 20 years

mdp2021

3 hours ago

So which other actual alternative should we use for Android development besides Java and webapps.

kllrnohj

2 hours ago

C++ or Rust? Or Zig? Or D? Kinda pretty much anything else tbh?

mdp2021

an hour ago

So what you are suggesting seems to be, rewrite android_native_app_glue.c in (say) Zig and compile to the .so? Good, but it would nice to see a proof of concept. Also to see how extensive the work has to be: I am not checking all the tree, but android_native_app_glue has includes itself:

  #include <android/configuration.h>
  #include <android/looper.h>
  #include <android/native_activity.h>

jayd16

3 hours ago

Quite a few game engines work and don't use Make.

mdp2021

an hour ago

Game engines that we can readily use to code for Android outside the Java and web frameworks? Which ones exactly?

38

3 hours ago

I am not a fan of Java, but going from Java to C is not an improvement.

JoshTriplett

2 hours ago

Going from Java to C is a good step along the way towards supporting any language capable of calling C functions.

shepherdjerred

3 hours ago

It depends purely on what you’re making.

It would be silly to write low-level software in Java, or high-level software (with exceptions for software which would require a low-level language) in C.

wiseowise

3 hours ago

> It would be silly to write low-level software in Java

Depends on what kind of low-level stuff.

shepherdjerred

an hour ago

If you're going to nit-pick then at least do us the favor of writing something interesting, like a case where Java was a surprisingly good choice or some interesting libraries.

Yes, of course there are exceptions to every rule. In general, as much as I love the language, Java is not always going to be the best choice.

yazzku

3 hours ago

Obviously the complete and utter crap that gradle/maven are is much better, right?

wiseowise

3 hours ago

Yes. Definitely. Ignore your blind rage of Gradle/Maven for a second and realize that they’re literally next iterations of Make.

smarx007

6 hours ago

Memory corruption, now on Android!

Just gonna leave this here: https://safecpp.org/draft.html#the-call-for-memory-safety

P.S. Was discussed on HN recently: https://news.ycombinator.com/item?id=41528124

P.P.S. The author has a great YT channel with awesome embedded systems projects: https://www.youtube.com/playlist?list=PLDRymMFQl3Nktk_pjlUP_...

tonetegeatinst

4 hours ago

Zig also much better at memory as far as I can tell. Only reason I found out about it was some random twitch clip I can't remember, but parts of zig seem to be more readable and easier to learn than rust. Granted I will not stop loving the C language even as someone who has only begun to learn C programming but I do recognise the need for secure software.

Check out this blog on zig memory safety: https://www.scattered-thoughts.net/writing/how-safe-is-zig/

(Not my blog, just a blog I found that discusses zig)

Zig is not at 1.0 yet so its a bit behind rust from what iv seen online. One I manage to get C under my belt and get good at writing los level stuff in that language, I might attempt to learn rust or zig.

smarx007

4 hours ago

Yes, I think Zig is the most suitable language (of Zig, Rust, Go, ...) to replace C in various (systems-related) contexts including embedded/RTOS.

asveikau

5 hours ago

Any effort to make android more accessible to a C ABI with a simple toolchain can probably also serve as an FFI to other languages.

fbn79

5 hours ago

If works with C why not Rust

nine_k

4 hours ago

Interfacing with C from Rust is harder, and Rust has fewer cross-compile targets.

I'd expect Zig to be an easier deal here, with its zero-impedance interface with C.

Yoric

4 hours ago

In my experience, C <-> Rust works quite well, except when the C API relies too much on macros.

C++ <-> Rust is much more annoying.