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README Android (0.5.0)
LiquidCore provides an environment for developers to create native mobile micro apps in Javascript that can in turn be embedded into other apps. Think: native <iframe>
for mobile apps. A LiquidCore micro app is simply a Node.js module that can be served from the cloud, and therefore, like in a webpage, it can be modified server-side and instantly updated on all mobile devices.
LiquidCore also provides a convenient way for Android developers to execute raw JavaScript inside of their apps, as iOS developers can already do natively with JavaScriptCore.
0.5.0 - Get it through JitPack
This section covers the two major intended use cases of LiquidCore, complete with Hello, World! step-by-step examples.
You can also use LiquidCore as a raw Native Javascript Engine (i.e. as a replacement for AndroidJSCore
). That topic is discussed here.
A micro app is built on a micro service. A micro service is nothing more than an independent Node.js instance whose startup code is referenced by a URI. For example:
MicroService service = new MicroService(androidContext,
new URI("http://my.server.com/path/to/code.js"));
service.start();
The service URI can either refer to a server URL or a local Android resource (e.g. android.resource://com.example.myapp/raw/some_js_file
, where some_js_file.js
resides in res/raw/some_js_file.js
-- note that the .js
is omitted from the URI when using an Android resource). LiquidCore is designed to primarily use remote URLs, as dynamic updates are an important value proposition, but local resources are supported for both debugging and/or backup (e.g. as a factory preset if the network is not available).
A micro service can communicate with the host app once the Node.js environment is set up. This can be determined by adding a ServiceStartListener
in the MicroService
constructor:
MicroService service = new MicroService(
androidContext,
new URI("http://my.server.com/path/to/code.js"),
new MicroService.StartServiceListener() {
@Override
public void onStart(MicroService service, Synchronizer synchronizer) {
// .. The environment is live, but the startup JS code (from the URI)
// has not been executed yet.
}
}
);
service.start();
A micro service communicates with the host through a simple EventEmitter
interface, eponymously called LiquidCore
. For example, in your JavaScript startup code (code.js in this example):
LiquidCore.emit('my_event', {foo: "hello, world", bar: 5, l337 : ['a', 'b'] })
On the Java side, the host app can listen for events:
// ... in the StartServiceListener.onStart() method:
service.on("my_event", new MicroService.EventListener() {
@Override
public void onEvent(MicroService service, String event, JSONObject payload) {
try {
android.util.Log.i("Event:" + event, payload.getString("foo"));
// logs: I/Event:my_event: hello, world
} catch (JSONException e) {
e.printStackTrace();
}
}
});
Similarly, the micro service can listen for events from the host:
JSONObject payload = new JSONObject();
payload.put("hallo", "die Weld");
service.emit("host_event", payload);
Then, in Javascript:
LiquidCore.on('host_event', function(msg) {
console.log('Hallo, ' + msg.hallo)
})
LiquidCore creates a convenient virtual file system so that instances of micro services do not unintentionally or maliciously interfere with each other or the rest of the Android filesystem. The file system is described in detail here.
There are many uses for micro services. They are really useful for taking advantage of all the work that has been done by the Node community. But we want to be able to create our own native applications that do not require much, if any, interaction from the host. To achieve this, we will introduce one more term: Surface. A surface is a UI canvas for micro services.
There are two surfaces so far:
-
ConsoleSurface
. AConsoleSurface
is simply a Node.js terminal console that displays anything written toconsole.log()
andconsole.error()
. It also allows injection of Javascript commands, just like a standard Node console. Run the NodeConsole app under theTests
directory to see it in action. -
ReactNativeSurface
. You can drive native UI elements using the React Native framework from within your micro app. This is a fork of the React Native project that has modifications to allow it to run on LiquidCore. It is very experimental at this point and has likely atrophied. But it will be working again soon.
There are other surfaces under consideration, including:
-
WebSurface
- aWebView
front-end where a micro service can write to the DOM -
CardSurface
- a limited feature set suitable for driving card-like UI elements in a list -
OpenGLSurface
- an OpenGL canvas
Eventually, we would like to have virtual/augmented reality surfaces, as well as non-graphical canvases such as chat and voice query interfaces.
- A recent version of Node.js -- 8.9.3 or newer
- Android Studio
(You can find all the code below in a complete example project here if you get stuck).
To use a micro service, you need two things: the micro service code, and a host app.
We will start by creating a very simple micro service, which does nothing more than send a welcome message to the host. This will be served from a machine on our network. Start by creating a working directory somewhere.
$ mkdir ~/helloworld
$ cd ~/helloworld
Then, install the LiquidCore server (aptly named LiquidServer) from npm
:
$ npm install -g liquidserver
Now let's create a micro service. Create a file in the ~/helloworld
directory called service.js
and fill it with the following contents:
/* Hello, World! Micro Service */
// A micro service will exit when it has nothing left to do. So to
// avoid a premature exit, let's set an indefinite timer. When we
// exit() later, the timer will get invalidated.
setInterval(function() {}, 1000)
// Listen for a request from the host for the 'ping' event
LiquidCore.on( 'ping', function() {
// When we get the ping from the host, respond with "Hallo, die Weld!"
// and then exit.
LiquidCore.emit( 'pong', { message: 'Hallo, die Weld!' } )
process.exit(0)
})
// Ok, we are all set up. Let the host know we are ready to talk
LiquidCore.emit( 'ready' )
Next, let's set up a manifest file. Don't worry too much about this right
now. Basically, the manifest allows us to serve different versions based
on the capabilities/permissions given by the host. But for our simple example,
we will serve the same file to any requestor. Create a file in the same
directory named service.manifest
:
{
"configs": [
{
"file": "service.js"
}
]
}
This tells LiquidServer that when a request comes in for service.js
, it should
serve our service.js
file. This may seem dumb, but there are other useful attributes
which can be set. For our purposes, though, they are not yet needed.
You can now run your server. Choose some port (say, 8080), or LiquidServer will create one for you:
$ liquidserver 8080
You should now see the message, Listening on port 8080
. Congratulations, you just
created a micro service. You can test that it is working correctly by navigating to
http://localhost:8080/service.js
in your browser. You should see the contents of
service.js
that you just created with some wrapper code around it. The wrapper is simply
to allow multiple Node.js modules to be packed into a single file. If you were to
require()
some other module, that module and its dependencies would get wrapped into this
single file.
You can leave that running or restart it later. Now we need to create a host app.
- In Android Studio, create a new project by selecting
File -> New Project ...
- Fill out the basics and press
Next
(Application Name:HelloWorld
, Company Domain:liquidplayer.org
, Package name:org.liquidplayer.examples.helloworld
) - Fill in the Target Devices information. The defaults are fine. Click
Next
- Select
Empty Activity
and thenNext
- The default options are ok. Click
Finish
You now have a basic app that does very little. Go ahead and run it in your emulator. If you hadn't figured out why we are creating a "Hallo, die Weld!" app, you probably can see why by now. You already get "Hello, World!" from Android Studio. We're going to make it speak German with our micro service.
Next, open the res/layout/activity_main.xml
file. We need to make a couple of modifications. Replace the contents with the following:
<?xml version="1.0" encoding="utf-8"?>
<RelativeLayout xmlns:android="http://schemas.android.com/apk/res/android"
xmlns:tools="http://schemas.android.com/tools"
android:id="@+id/activity_main"
android:layout_width="match_parent"
android:layout_height="match_parent"
android:paddingBottom="@dimen/activity_vertical_margin"
android:paddingLeft="@dimen/activity_horizontal_margin"
android:paddingRight="@dimen/activity_horizontal_margin"
android:paddingTop="@dimen/activity_vertical_margin"
tools:context="org.liquidplayer.examples.helloworld.MainActivity">
<TextView
android:id="@+id/text"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:text="Hello World!" />
<Button
android:id="@+id/button"
android:layout_width="wrap_content"
android:layout_height="wrap_content"
android:layout_centerHorizontal="true"
android:layout_centerVertical="true"
android:text="Sprechen Sie Deutsch!"
/>
</RelativeLayout>
All we've changed is that we have given our TextView
a name: text
, and added a button. Go ahead and run it again. You should now see a big button in the middle.
Now it is time to connect LiquidCore. First, you must add the library. Go to your root-level build.grade
file and add the jitpack
dependency:
...
allprojects {
repositories {
jcenter()
maven { url 'https://jitpack.io' }
}
}
...
Then, add the LiquidCore library to your app's build.gradle
:
dependencies {
...
implementation 'com.github.LiquidPlayer:LiquidCore:0.5.0'
}
Note that implementation
should be replaced with compile
if you are using an older buildtools version.
Go ahead and sync to make sure the library downloads and links properly. Run the app again to ensure that all is good.
Now, let's connect our button to the micro service. Edit MainActivity.java
in our app, and replace the contents with the following:
package org.liquidplayer.examples.helloworld;
import android.os.Handler;
import android.os.Looper;
import android.support.v7.app.AppCompatActivity;
import android.os.Bundle;
import android.view.View;
import android.widget.Button;
import android.widget.TextView;
import org.json.JSONException;
import org.json.JSONObject;
import org.liquidplayer.service.MicroService;
import org.liquidplayer.service.MicroService.ServiceStartListener;
import org.liquidplayer.service.MicroService.EventListener;
import java.net.URI;
import java.net.URISyntaxException;
public class MainActivity extends AppCompatActivity {
// IMPORTANT: Replace this with YOUR server's address or name
private final String serverAddr = "192.168.1.152:8080";
@Override
protected void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_main);
final TextView textView = (TextView) findViewById(R.id.text);
final Button button = (Button) findViewById(R.id.button);
// Our 'ready' listener will wait for a ready event from the micro service. Once
// the micro service is ready, we'll ping it by emitting a "ping" event to the
// service.
final EventListener readyListener = new EventListener() {
@Override
public void onEvent(MicroService service, String event, JSONObject payload) {
service.emit("ping");
}
};
// Our micro service will respond to us with a "pong" event. Embedded in that
// event is our message. We'll update the textView with the message from the
// micro service.
final EventListener pongListener = new EventListener() {
@Override
public void onEvent(MicroService service, String event, final JSONObject payload) {
// NOTE: This event is typically called inside of the micro service's thread, not
// the main UI thread. To update the UI, run this on the main thread.
new Handler(Looper.getMainLooper()).post(new Runnable() {
@Override
public void run() {
try {
textView.setText(payload.getString("message"));
} catch (JSONException e) {
e.printStackTrace();
}
}
});
}
};
// Our start listener will set up our event listeners once the micro service Node.js
// environment is set up
final ServiceStartListener startListener = new ServiceStartListener() {
@Override
public void onStart(MicroService service, Synchronizer synchronizer) {
service.addEventListener("ready", readyListener);
service.addEventListener("pong", pongListener);
}
};
// When our button is clicked, we will launch a new instance of our micro service.
button.setOnClickListener(new View.OnClickListener() {
@Override
public void onClick(View v) {
try {
URI uri = new URI("http://"+serverAddr+"/service.js");
MicroService service = new MicroService(MainActivity.this, uri, startListener);
service.start();
} catch (URISyntaxException e) {
e.printStackTrace();
}
}
});
}
}
Make sure you change serverAddr
to your server's address. Now, restart the app and then click the button. The "Hello World" message should change to German. You have successfully connected a micro service to a host app!
To demonstrate the instant update feature, leave the app and server running. Now, edit service.js
on your server machine to respond with a different message and then save:
...
LiquidCore.emit( 'pong', { message: 'Das ist super!' } )
...
Go back to the app and press the button again. Your message should update.
That's it. That's all there is to it. Of course, this is an overly simplified example. We can do other useful things, like utilizing existing Node.js modules. To try this, create a new file named bn.js
, and fill it with the following:
var BigNumber = require('bignumber.js')
setInterval(function() {}, 1000)
LiquidCore.on( 'ping', function() {
var x = new BigNumber(1011, 2) // "11"
var y = new BigNumber('zz.9', 36) // "1295.25"
var z = x.plus(y) // "1306.25"
LiquidCore.emit( 'pong', { message: '' + x + ' + ' + y + ' = ' + z } )
process.exit(0)
})
LiquidCore.emit( 'ready' )
We will now be using the BigNumber module. Be sure to install it first:
% npm install bignumber.js
You will also need the manifest file, bn.manifest
in the same directory:
{
"configs": [
{
"file": "bn.js"
}
]
}
Now navigate to http://localhost:8080/bn.js
in your browser and you should now see that the bignumber.js
module has also been wrapped.
In your Hallo, die Weld app, change the following line:
URI uri = new URI("http://"+serverAddr+"/service.js");
to:
URI uri = new URI("http://"+serverAddr+"/bn.js");
Then restart the app. You should now see an equation that utilized the module when you click the button.
Ok, one last little trick. Let's modify the bn.manifest
file to include a transform. Replace with this:
{
"configs": [
{
"file": "bn.js",
"transforms": [ "uglifyify" ]
}
]
}
You will need to clear the server cache, so simply delete the .lib
directory:
% rm -rf ~/helloworld/.lib
And then restart the server. Now when you navigate to http://localhost:8080/bn.js
, you will see that the code has been minified in order to save space. The manifest file can do a bunch of things, but we'll save that for later as it is still in its infancy.
If you are interested in building the library directly and possibly contributing, you must do the following:
% git clone https://github.com/liquidplayer/LiquidCore.git
% cd LiquidCore/LiquidCoreAndroid
% echo ndk.dir=$ANDROID_NDK > local.properties
% echo sdk.dir=$ANDROID_SDK >> local.properties
% ./gradlew assembleRelease
Your library now sits in LiquidCoreAndroid/build/outputs/aar/LiquidCore-release.aar
. To use it, simply
add the following to your app's build.gradle
:
repositories {
flatDir {
dirs '/path/to/lib'
}
}
dependencies {
implementation(name:'LiquidCore-release', ext:'aar') // 'compile' on older buildtools versions
}
The Node.js library (libnode.so
) is pre-compiled and included in binary form in
deps/node-8.9.3/prebuilt
. All of the modifications required to produce the library are included in deps/node-8.9.3
. To build each library (if you so choose), see the instructions here.
Copyright (c) 2014-2018 Eric Lange. All rights reserved.
Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
-
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
-
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.