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Home/ Questions/Q 8926553
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Editorial Team
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Editorial Team
Asked: June 15, 20262026-06-15T07:59:43+00:00 2026-06-15T07:59:43+00:00

two years ago i developed an Augmented Reality framework on android-7 (Eclair) . Since

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two years ago i developed an Augmented Reality framework on android-7 (Eclair). Since AR application are computationally intensive task, I developed a JNI c++ library used by a Java activity to render and register the virtual environment. The sensor readings acquired in Java are passed to the underline c++ library to compute the registration of the virtual environment. Tridimensional objects are rendered by a native draw function called from a GLSurfaceView. This results in a lot of JNI call.

Now I would like to port the application to android-15(Ice Cream Sandwich). Starting from android-9(Gingerbread) Android allows to use NativeActivity.

I would like to understand which is the better way to develop an AR application. Since every JNI calls introduce an overhead it would be much better to avoid them. Is it possible using NativeActivity? I didn’t find an exaustive guide that explains how NativeActivity works but reading this document it seems that it results in a lot of JNI calls anyway. Is there any architectural document that explains how NativeActivity works? Is NativeActivity just a “JNI wrapper” to avoid java code? Concerning performances,are there any advantages using NativeActivity instead of a JNI library as I done before?

Thanks a lot.

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  1. Editorial Team
    Editorial Team
    2026-06-15T07:59:44+00:00Added an answer on June 15, 2026 at 7:59 am

    NativeActivity will not give a performance boost to your framework. It still uses JNI to communicate with the System, only under the cover.

    Moreover, there are good reasons not to use it. If I understand your purpose correctly, you want other applications to take advantage of your code. By forcing them to use NativeActivity you seriously reduce their freedom, and require that they struggle with a less familiar environment. There is a number of limitations with NativeActivity, e.g. it cannot load more than one JNI library.

    Finally, I would suggest a completely different direction if you look for optimization of your AR framework: you can use the new setPreviewTexture() API.

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