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---
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# User change
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title: "Integrating Halide into an Android (Kotlin) Project"
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weight: 6
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layout: "learningpathall"
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---
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## Objective
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In this lesson, we’ll learn how to integrate a high-performance Halide image-processing pipeline into an Android application using Kotlin. We’ll cover setting up your Android project with the NDK and JNI, cross-compiling your Halide pipeline for ARM-based Android devices, bridging between Kotlin and native C++ code, and managing images between Android’s Bitmap format and Halide buffers.
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## Overview of Mobile Integration with Halide
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Android is the world’s most widely-used mobile operating system, powering billions of devices across diverse markets. This vast user base makes Android an ideal target platform for developers aiming to reach a broad audience, particularly in applications requiring sophisticated image and signal processing, such as augmented reality, photography, video editing, and real-time analytics.
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Kotlin, now the preferred programming language for Android development, combines concise syntax with robust language features, enabling developers to write maintainable, expressive, and safe code. It offers seamless interoperability with existing Java codebases and straightforward integration with native code via JNI, simplifying the development of performant mobile applications. Kotlin’s modern language features—such as null safety, coroutine-based concurrency, and extension functions—accelerate development and reduce common errors, improving both developer productivity and application reliability.
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## Benefits of Using Halide on Mobile
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Integrating Halide into Android applications brings several key advantages:
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1. Performance. Halide enables significant acceleration of complex image processing algorithms, often surpassing the speed of traditional Java or Kotlin implementations by leveraging optimized code generation. By directly generating highly optimized native code tailored for ARM CPUs or GPUs, Halide can dramatically increase frame rates and responsiveness, essential for real-time or interactive applications.
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2. Efficiency. On mobile devices, resource efficiency translates directly to improved battery life and reduced thermal output. Halide’s scheduling strategies (such as operation fusion, tiling, parallelization, and vectorization) minimize unnecessary memory transfers, CPU usage, and GPU overhead. This optimization substantially reduces the overall power consumption, extending device battery life and enhancing the user experience by preventing overheating.
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3. Portability. Halide abstracts hardware-specific details, allowing developers to write a single high-level pipeline that easily targets different processor architectures and hardware configurations. Pipelines can seamlessly run on various ARM-based CPUs and GPUs commonly found in Android smartphones and tablets, enabling developers to support a wide range of devices with minimal platform-specific modifications.
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In short, Halide delivers high-performance image processing without sacrificing portability or efficiency, a balance particularly valuable on resource-constrained mobile devices.
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### Android Development Ecosystem and Challenges
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While Android presents abundant opportunities for developers, the mobile development ecosystem brings its own set of challenges, especially for performance-intensive applications:
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1. Limited Hardware Resources. Unlike desktop or server environments, mobile devices have significant constraints on processing power, memory capacity, and battery life. Developers must optimize software meticulously to deliver smooth performance while carefully managing hardware resource consumption. Leveraging tools like Halide allows developers to overcome these constraints by optimizing computational workloads, making resource-intensive tasks feasible on constrained hardware.
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2. Cross-Compilation Complexities. Developing native code for Android requires handling multiple hardware architectures (such as ARMv7, ARM64, and sometimes x86/x86_64). Cross-compilation introduces complexities due to different instruction sets, CPU features, and performance characteristics. Managing this complexity involves careful use of the Android NDK, understanding toolchains, and correctly configuring build systems (e.g., Gradle, CMake). Halide helps mitigate these issues by abstracting away many platform-specific optimizations, generating code optimized for target architectures automatically.
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3. Image-Format Conversions (Bitmap <-> Halide Buffer). Android typically handles images through the Bitmap class or similar platform-specific constructs, whereas Halide expects image data to be in raw, contiguous buffer formats. Developers must therefore bridge the gap between Android-specific image representations (Bitmaps, YUV images from the camera APIs, etc.) and Halide’s native buffer format. Proper management of these conversions—including considerations for pixel formats, stride alignment, and memory copying overhead—can significantly impact performance and correctness, necessitating careful design and implementation of efficient buffer handling routines.
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## Project Requirements
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Before integrating Halide into your Android application, ensure you have the necessary tools and libraries.
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### Tools and Prerequisites
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1. Android Studio. Android Studio is Google’s official Integrated Development Environment (IDE) for Android application development. It provides robust support for building, testing, debugging, and deploying Android applications. Android Studio integrates seamlessly with Kotlin, Gradle, and the Android SDK, making it an essential tool for any Android developer. [Download link](https://developer.android.com/studio).
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2. Android NDK (Native Development Kit). The Android NDK allows you to write and integrate native (C/C++) code into your Android applications. Because Halide compiles to highly optimized native code, you’ll need the NDK to build and integrate Halide pipelines into your application. The NDK provides essential tools and cross-compilation toolchains to target Android’s supported CPU architectures, such as ARM (arm64-v8a), x86, and others. Can be easily installed from Android Studio (Tools → SDK Manager → SDK Tools → Android NDK).
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## Setting Up the Android Project
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1. Creating the Project:
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* Open Android Studio
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* Select New Project > Native C++
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![img4](Figures/04.png)
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2. Configure the Project:
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*
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* Choose Kotlin as the language.
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![img5](Figures/05.png)
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b. Adding the NDK
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• Open File > Project Structure > SDK Location.
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• Under Android NDK, ensure it’s installed or download if necessary.
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---
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# User change
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title: "Ahead-of-time and cross-compilation"
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weight: 5
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layout: "learningpathall"
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---
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## Ahead-of-time and cross-compilation
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One of Halide’s standout features is the ability to compile image processing pipelines ahead-of-time (AOT), enabling developers to generate optimized binary code on their host machines rather than compiling directly on target devices. This AOT compilation process allows developers to create highly efficient libraries that run effectively across diverse hardware without incurring the runtime overhead associated with just-in-time (JIT) compilation.
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Halide also supports robust cross-compilation capabilities. Cross-compilation means using the host version of Halide, typically running on a desktop Linux or macOS system—to target different architectures, such as ARM for Android devices. Developers can thus optimize Halide pipelines on their host machine, produce libraries specifically optimized for Android, and integrate them seamlessly into Android applications. The generated pipeline code includes essential optimizations and can embed minimal runtime support, further reducing workload on the target device and ensuring responsiveness and efficiency.
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## Objective
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In this section, we leverage the host version of Halide to perform AOT compilation of an image processing pipeline via cross-compilation. The resulting pipeline library is specifically tailored to Android devices (targeting, for instance, arm64-v8a ABI), while the compilation itself occurs entirely on the host system. This approach significantly accelerates development by eliminating the need to build Halide or perform JIT compilation on Android devices. It also guarantees that the resulting binaries are optimized for the intended hardware, streamlining the deployment of high-performance image processing applications on mobile platforms.
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## Prepare Pipeline for Android
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The procedure implemented in the following code demonstrates how Halide’s AOT compilation and cross-compilation features can be utilized to create an optimized image processing pipeline for Android. We will run Halide on our host machine (in this example, macOS) to generate a static library containing the pipeline function, which will later be invoked from an Android device. Below is a step-by-step explanation of this process.
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Create a new file named blur-android.cpp with the following contents:
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```cpp
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#include "Halide.h"
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#include <iostream>
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using namespace Halide;
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int main(int argc, char** argv) {
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if (argc < 2) {
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std::cerr << "Usage: " << argv[0] << " <output_basename> \n";
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return 1;
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}
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std::string output_basename = argv[1];
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// Configure Halide Target for Android
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Halide::Target target;
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target.os = Halide::Target::OS::Android;
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target.arch = Halide::Target::Arch::ARM;
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target.bits = 64;
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target.set_feature(Target::NoRuntime, false);
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// --- Define the pipeline ---
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// Define variables
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Var x("x"), y("y");
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// Define input parameter
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ImageParam input(UInt(8), 2, "input");
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// Create a clamped function that limits the access to within the image bounds
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Func clamped("clamped");
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clamped(x, y) = input(clamp(x, 0, input.width()-1),
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clamp(y, 0, input.height()-1));
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// Now use the clamped function in processing
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RDom r(0, 3, 0, 3);
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Func blur("blur");
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// Initialize blur accumulation
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blur(x, y) = cast<uint16_t>(0);
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blur(x, y) += cast<uint16_t>(clamped(x + r.x - 1, y + r.y - 1));
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// Then continue with pipeline
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Func blur_div("blur_div");
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blur_div(x, y) = cast<uint8_t>(blur(x, y) / 9);
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// Thresholding
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Func thresholded("thresholded");
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Expr t = cast<uint8_t>(128);
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thresholded(x, y) = select(blur_div(x, y) > t, cast<uint8_t>(255), cast<uint8_t>(0));
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// Simple scheduling
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blur_div.compute_root();
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thresholded.compute_root();
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// --- AOT compile to a file ---
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thresholded.compile_to_static_library(
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output_basename, // base filename
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{ input }, // list of inputs
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"blur_threshold", // name of the generated function
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target
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);
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return 0;
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}
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```
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The program takes at least one command-line argument, the output base name used to generate the files (e.g., “blur_threshold_android”). Here, the target architecture is explicitly set within the code to Android ARM64:
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```cpp
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// Configure Halide Target for Android
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Halide::Target target;
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target.os = Halide::Target::OS::Android;
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target.arch = Halide::Target::Arch::ARM;
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target.bits = 64;
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target.set_feature(Target::NoRuntime, false);
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```
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We declare spatial variables (x, y) and an ImageParam named “input” representing the input image data. We use boundary clamping (clamp) to safely handle edge pixels. Then, we apply a 3x3 blur with a reduction domain (RDom). The accumulated sum is divided by 9 (the number of pixels in the neighborhood), producing an average blurred image. Lastly, thresholding is applied, producing a binary output: pixels above a certain brightness threshold (128) become white (255), while others become black (0).
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Simple scheduling directives (compute_root) instruct Halide to compute intermediate functions at the pipeline’s root, simplifying debugging and potentially enhancing runtime efficiency.
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We invoke Halide’s AOT compilation function compile_to_static_library, which generates a static library (.a) containing the optimized pipeline and a corresponding header file (.h).
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```cpp
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thresholded.compile_to_static_library(
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output_basename, // base filename for output files (e.g., "blur_threshold_android")
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{ input }, // list of input parameters to the pipeline
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"blur_threshold", // the generated function name
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target // our target configuration for Android
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);
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```
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This will produce:
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* A static library (blur_threshold_android.a) containing the compiled pipeline.
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* A header file (blur_threshold_android.h) declaring the pipeline function for use in other C++/JNI code.
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These generated files are then ready to integrate directly into an Android project via JNI, allowing efficient execution of the optimized pipeline on Android devices. The integration process is covered in the next section.
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## Compilation instructions
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To compile the pipeline-generation program on your host system, use the following commands (replace /path/to/halide with your Halide installation directory):
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```console
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export DYLD_LIBRARY_PATH=/path/to/halide/lib/libHalide.19.dylib
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g++ -std=c++17 camera-capture.cpp -o camera-capture \
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-I/path/to/halide/include -L/path/to/halide/lib -lHalide \
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$(pkg-config --cflags --libs opencv4) -lpthread -ldl \
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-Wl,-rpath,/path/to/halide/lib
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```
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Then execute the binary:
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```console
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./blur_android blur_threshold_android
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```
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This will produce two files:
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* blur_threshold_android.a: The static library containing your Halide pipeline.
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* blur_threshold_android.h: The header file needed to invoke the generated pipeline.
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We will integrate these files into our Android project in the following section.
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## Summary
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In this section, we’ve explored Halide’s powerful ahead-of-time (AOT) and cross-compilation capabilities, preparing an optimized image processing pipeline tailored specifically for Android devices. By using the host-based Halide compiler, we’ve generated a static library optimized for ARM64 Android architecture, incorporating safe boundary conditions, neighborhood-based blurring, and thresholding operations. This streamlined process allows seamless integration of highly optimized native code into Android applications, ensuring both development efficiency and runtime performance on mobile platforms.

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