--- layout: default title: Hello World! on Android parent: MediaPipe on Android grand_parent: Getting Started nav_order: 1 --- # Hello World! on Android {: .no_toc } 1. TOC {:toc} --- ## Introduction This codelab uses MediaPipe on an Android device. ### What you will learn How to develop an Android application that uses MediaPipe and run a MediaPipe graph on Android. ### What you will build A simple camera app for real-time Sobel edge detection applied to a live video stream on an Android device. ![edge_detection_android_gpu_gif](../images/mobile/edge_detection_android_gpu.gif) ## Setup 1. Install MediaPipe on your system, see [MediaPipe installation guide] for details. 2. Install Android Development SDK and Android NDK. See how to do so also in [MediaPipe installation guide]. 3. Enable [developer options] on your Android device. 4. Setup [Bazel] on your system to build and deploy the Android app. ## Graph for edge detection We will be using the following graph, [`edge_detection_mobile_gpu.pbtxt`]: ``` # MediaPipe graph that performs GPU Sobel edge detection on a live video stream. # Used in the examples in # mediapipe/examples/android/src/java/com/mediapipe/apps/basic and # mediapipe/examples/ios/edgedetectiongpu. # Images coming into and out of the graph. input_stream: "input_video" output_stream: "output_video" # Converts RGB images into luminance images, still stored in RGB format. node: { calculator: "LuminanceCalculator" input_stream: "input_video" output_stream: "luma_video" } # Applies the Sobel filter to luminance images stored in RGB format. node: { calculator: "SobelEdgesCalculator" input_stream: "luma_video" output_stream: "output_video" } ``` A visualization of the graph is shown below: ![edge_detection_mobile_gpu](../images/mobile/edge_detection_mobile_gpu.png) This graph has a single input stream named `input_video` for all incoming frames that will be provided by your device's camera. The first node in the graph, `LuminanceCalculator`, takes a single packet (image frame) and applies a change in luminance using an OpenGL shader. The resulting image frame is sent to the `luma_video` output stream. The second node, `SobelEdgesCalculator` applies edge detection to incoming packets in the `luma_video` stream and outputs results in `output_video` output stream. Our Android application will display the output image frames of the `output_video` stream. ## Initial minimal application setup We first start with an simple Android application that displays "Hello World!" on the screen. You may skip this step if you are familiar with building Android applications using `bazel`. Create a new directory where you will create your Android application. For example, the complete code of this tutorial can be found at `mediapipe/examples/android/src/java/com/google/mediapipe/apps/basic`. We will refer to this path as `$APPLICATION_PATH` throughout the codelab. Note that in the path to the application: * The application is named `helloworld`. * The `$PACKAGE_PATH` of the application is `com.google.mediapipe.apps.basic`. This is used in code snippets in this tutorial, so please remember to use your own `$PACKAGE_PATH` when you copy/use the code snippets. Add a file `activity_main.xml` to `$APPLICATION_PATH/res/layout`. This displays a [`TextView`] on the full screen of the application with the string `Hello World!`: ``` ``` Add a simple `MainActivity.java` to `$APPLICATION_PATH` which loads the content of the `activity_main.xml` layout as shown below: ``` package com.google.mediapipe.apps.basic; import android.os.Bundle; import androidx.appcompat.app.AppCompatActivity; /** Bare-bones main activity. */ public class MainActivity extends AppCompatActivity { @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); setContentView(R.layout.activity_main); } } ``` Add a manifest file, `AndroidManifest.xml` to `$APPLICATION_PATH`, which launches `MainActivity` on application start: ``` ``` In our application we are using a `Theme.AppCompat` theme in the app, so we need appropriate theme references. Add `colors.xml` to `$APPLICATION_PATH/res/values/`: ``` #008577 #00574B #D81B60 ``` Add `styles.xml` to `$APPLICATION_PATH/res/values/`: ``` ``` To build the application, add a `BUILD` file to `$APPLICATION_PATH`, and `${appName}` and `${mainActivity}` in the manifest will be replaced by strings specified in `BUILD` as shown below. ``` android_library( name = "basic_lib", srcs = glob(["*.java"]), manifest = "AndroidManifest.xml", resource_files = glob(["res/**"]), deps = [ "//third_party:android_constraint_layout", "//third_party:androidx_appcompat", ], ) android_binary( name = "helloworld", manifest = "AndroidManifest.xml", manifest_values = { "applicationId": "com.google.mediapipe.apps.basic", "appName": "Hello World", "mainActivity": ".MainActivity", }, multidex = "native", deps = [ ":basic_lib", ], ) ``` The `android_library` rule adds dependencies for `MainActivity`, resource files and `AndroidManifest.xml`. The `android_binary` rule, uses the `basic_lib` Android library generated to build a binary APK for installation on your Android device. To build the app, use the following command: ``` bazel build -c opt --config=android_arm64 $APPLICATION_PATH:helloworld ``` Install the generated APK file using `adb install`. For example: ``` adb install bazel-bin/$APPLICATION_PATH/helloworld.apk ``` Open the application on your device. It should display a screen with the text `Hello World!`. ![bazel_hello_world_android](../images/mobile/bazel_hello_world_android.png) ## Using the camera via `CameraX` ### Camera Permissions To use the camera in our application, we need to request the user to provide access to the camera. To request camera permissions, add the following to `AndroidManifest.xml`: ``` ``` Change the minimum SDK version to `21` and target SDK version to `27` in the same file: ``` ``` This ensures that the user is prompted to request camera permission and enables us to use the [CameraX] library for camera access. To request camera permissions, we can use a utility provided by MediaPipe components, namely [`PermissionHelper`]. To use it, add a dependency `"//mediapipe/java/com/google/mediapipe/components:android_components"` in the `mediapipe_lib` rule in `BUILD`. To use the `PermissionHelper` in `MainActivity`, add the following line to the `onCreate` function: ``` PermissionHelper.checkAndRequestCameraPermissions(this); ``` This prompts the user with a dialog on the screen to request for permissions to use the camera in this application. Add the following code to handle the user response: ``` @Override public void onRequestPermissionsResult( int requestCode, String[] permissions, int[] grantResults) { super.onRequestPermissionsResult(requestCode, permissions, grantResults); PermissionHelper.onRequestPermissionsResult(requestCode, permissions, grantResults); } @Override protected void onResume() { super.onResume(); if (PermissionHelper.cameraPermissionsGranted(this)) { startCamera(); } } public void startCamera() {} ``` We will leave the `startCamera()` method empty for now. When the user responds to the prompt, the `MainActivity` will resume and `onResume()` will be called. The code will confirm that permissions for using the camera have been granted, and then will start the camera. Rebuild and install the application. You should now see a prompt requesting access to the camera for the application. Note: If the there is no dialog prompt, uninstall and reinstall the application. This may also happen if you haven't changed the `minSdkVersion` and `targetSdkVersion` in the `AndroidManifest.xml` file. ### Camera Access With camera permissions available, we can start and fetch frames from the camera. To view the frames from the camera we will use a [`SurfaceView`]. Each frame from the camera will be stored in a [`SurfaceTexture`] object. To use these, we first need to change the layout of our application. Remove the entire [`TextView`] code block from `$APPLICATION_PATH/res/layout/activity_main.xml` and add the following code instead: ``` ``` This code block has a new [`FrameLayout`] named `preview_display_layout` and a [`TextView`] nested inside it, named `no_camera_access_preview`. When camera access permissions are not granted, our application will display the [`TextView`] with a string message, stored in the variable `no_camera_access`. Add the following line in the `$APPLICATION_PATH/res/values/strings.xml` file: ``` Please grant camera permissions. ``` When the user doesn't grant camera permission, the screen will now look like this: ![missing_camera_permission_android](../images/mobile/missing_camera_permission_android.png) Now, we will add the [`SurfaceTexture`] and [`SurfaceView`] objects to `MainActivity`: ``` private SurfaceTexture previewFrameTexture; private SurfaceView previewDisplayView; ``` In the `onCreate(Bundle)` function, add the following two lines _before_ requesting camera permissions: ``` previewDisplayView = new SurfaceView(this); setupPreviewDisplayView(); ``` And now add the code defining `setupPreviewDisplayView()`: ``` private void setupPreviewDisplayView() { previewDisplayView.setVisibility(View.GONE); ViewGroup viewGroup = findViewById(R.id.preview_display_layout); viewGroup.addView(previewDisplayView); } ``` We define a new [`SurfaceView`] object and add it to the `preview_display_layout` [`FrameLayout`] object so that we can use it to display the camera frames using a [`SurfaceTexture`] object named `previewFrameTexture`. To use `previewFrameTexture` for getting camera frames, we will use [CameraX]. MediaPipe provides a utility named [`CameraXPreviewHelper`] to use [CameraX]. This class updates a listener when camera is started via `onCameraStarted(@Nullable SurfaceTexture)`. To use this utility, modify the `BUILD` file to add a dependency on `"//mediapipe/java/com/google/mediapipe/components:android_camerax_helper"`. Now import [`CameraXPreviewHelper`] and add the following line to `MainActivity`: ``` private CameraXPreviewHelper cameraHelper; ``` Now, we can add our implementation to `startCamera()`: ``` public void startCamera() { cameraHelper = new CameraXPreviewHelper(); cameraHelper.setOnCameraStartedListener( surfaceTexture -> { previewFrameTexture = surfaceTexture; // Make the display view visible to start showing the preview. previewDisplayView.setVisibility(View.VISIBLE); }); } ``` This creates a new [`CameraXPreviewHelper`] object and adds an anonymous listener on the object. When `cameraHelper` signals that the camera has started and a `surfaceTexture` to grab frames is available, we save that `surfaceTexture` as `previewFrameTexture`, and make the `previewDisplayView` visible so that we can start seeing frames from the `previewFrameTexture`. However, before starting the camera, we need to decide which camera we want to use. [`CameraXPreviewHelper`] inherits from [`CameraHelper`] which provides two options, `FRONT` and `BACK`. We can pass in the decision from the `BUILD` file as metadata such that no code change is required to build another version of the app using a different camera. Assuming we want to use `BACK` camera to perform edge detection on a live scene that we view from the camera, add the metadata into `AndroidManifest.xml`: ``` ... ``` and specify the selection in `BUILD` in the `helloworld` android binary rule with a new entry in `manifest_values`: ``` manifest_values = { "applicationId": "com.google.mediapipe.apps.basic", "appName": "Hello World", "mainActivity": ".MainActivity", "cameraFacingFront": "False", }, ``` Now, in `MainActivity` to retrieve the metadata specified in `manifest_values`, add an [`ApplicationInfo`] object: ``` private ApplicationInfo applicationInfo; ``` In the `onCreate()` function, add: ``` try { applicationInfo = getPackageManager().getApplicationInfo(getPackageName(), PackageManager.GET_META_DATA); } catch (NameNotFoundException e) { Log.e(TAG, "Cannot find application info: " + e); } ``` Now add the following line at the end of the `startCamera()` function: ``` CameraHelper.CameraFacing cameraFacing = applicationInfo.metaData.getBoolean("cameraFacingFront", false) ? CameraHelper.CameraFacing.FRONT : CameraHelper.CameraFacing.BACK; cameraHelper.startCamera(this, cameraFacing, /*unusedSurfaceTexture=*/ null); ``` At this point, the application should build successfully. However, when you run the application on your device, you will see a black screen (even though camera permissions have been granted). This is because even though we save the `surfaceTexture` variable provided by the [`CameraXPreviewHelper`], the `previewSurfaceView` doesn't use its output and display it on screen yet. Since we want to use the frames in a MediaPipe graph, we will not add code to view the camera output directly in this tutorial. Instead, we skip ahead to how we can send camera frames for processing to a MediaPipe graph and display the output of the graph on the screen. ## `ExternalTextureConverter` setup A [`SurfaceTexture`] captures image frames from a stream as an OpenGL ES texture. To use a MediaPipe graph, frames captured from the camera should be stored in a regular Open GL texture object. MediaPipe provides a class, [`ExternalTextureConverter`] to convert the image stored in a [`SurfaceTexture`] object to a regular OpenGL texture object. To use [`ExternalTextureConverter`], we also need an `EGLContext`, which is created and managed by an [`EglManager`] object. Add a dependency to the `BUILD` file to use [`EglManager`], `"//mediapipe/java/com/google/mediapipe/glutil"`. In `MainActivity`, add the following declarations: ``` private EglManager eglManager; private ExternalTextureConverter converter; ``` In the `onCreate(Bundle)` function, add a statement to initialize the `eglManager` object before requesting camera permissions: ``` eglManager = new EglManager(null); ``` Recall that we defined the `onResume()` function in `MainActivity` to confirm camera permissions have been granted and call `startCamera()`. Before this check, add the following line in `onResume()` to initialize the `converter` object: ``` converter = new ExternalTextureConverter(eglManager.getContext()); ``` This `converter` now uses the `GLContext` managed by `eglManager`. We also need to override the `onPause()` function in the `MainActivity` so that if the application goes into a paused state, we close the `converter` properly: ``` @Override protected void onPause() { super.onPause(); converter.close(); } ``` To pipe the output of `previewFrameTexture` to the `converter`, add the following block of code to `setupPreviewDisplayView()`: ``` previewDisplayView .getHolder() .addCallback( new SurfaceHolder.Callback() { @Override public void surfaceCreated(SurfaceHolder holder) {} @Override public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) { // (Re-)Compute the ideal size of the camera-preview display (the area that the // camera-preview frames get rendered onto, potentially with scaling and rotation) // based on the size of the SurfaceView that contains the display. Size viewSize = new Size(width, height); Size displaySize = cameraHelper.computeDisplaySizeFromViewSize(viewSize); // Connect the converter to the camera-preview frames as its input (via // previewFrameTexture), and configure the output width and height as the computed // display size. converter.setSurfaceTextureAndAttachToGLContext( previewFrameTexture, displaySize.getWidth(), displaySize.getHeight()); } @Override public void surfaceDestroyed(SurfaceHolder holder) {} }); ``` In this code block, we add a custom [`SurfaceHolder.Callback`] to `previewDisplayView` and implement the `surfaceChanged(SurfaceHolder holder, int format, int width, int height)` function to compute an appropriate display size of the camera frames on the device screen and to tie the `previewFrameTexture` object and send frames of the computed `displaySize` to the `converter`. We are now ready to use camera frames in a MediaPipe graph. ## Using a MediaPipe graph in Android ### Add relevant dependencies To use a MediaPipe graph, we need to add dependencies to the MediaPipe framework on Android. We will first add a build rule to build a `cc_binary` using JNI code of the MediaPipe framework and then build a `cc_library` rule to use this binary in our application. Add the following code block to your `BUILD` file: ``` cc_binary( name = "libmediapipe_jni.so", linkshared = 1, linkstatic = 1, deps = [ "//mediapipe/java/com/google/mediapipe/framework/jni:mediapipe_framework_jni", ], ) cc_library( name = "mediapipe_jni_lib", srcs = [":libmediapipe_jni.so"], alwayslink = 1, ) ``` Add the dependency `":mediapipe_jni_lib"` to the `mediapipe_lib` build rule in the `BUILD` file. Next, we need to add dependencies specific to the MediaPipe graph we want to use in the application. First, add dependencies to all calculator code in the `libmediapipe_jni.so` build rule: ``` "//mediapipe/graphs/edge_detection:mobile_calculators", ``` MediaPipe graphs are `.pbtxt` files, but to use them in the application, we need to use the `mediapipe_binary_graph` build rule to generate a `.binarypb` file. In the `helloworld` android binary build rule, add the `mediapipe_binary_graph` target specific to the graph as an asset: ``` assets = [ "//mediapipe/graphs/edge_detection:mobile_gpu_binary_graph", ], assets_dir = "", ``` In the `assets` build rule, you can also add other assets such as TensorFlowLite models used in your graph. In addition, add additional `manifest_values` for properties specific to the graph, to be later retrieved in `MainActivity`: ``` manifest_values = { "applicationId": "com.google.mediapipe.apps.basic", "appName": "Hello World", "mainActivity": ".MainActivity", "cameraFacingFront": "False", "binaryGraphName": "mobile_gpu.binarypb", "inputVideoStreamName": "input_video", "outputVideoStreamName": "output_video", }, ``` Note that `binaryGraphName` indicates the filename of the binary graph, determined by the `output_name` field in the `mediapipe_binary_graph` target. `inputVideoStreamName` and `outputVideoStreamName` are the input and output video stream name specified in the graph respectively. Now, the `MainActivity` needs to load the MediaPipe framework. Also, the framework uses OpenCV, so `MainActvity` should also load `OpenCV`. Use the following code in `MainActivity` (inside the class, but not inside any function) to load both dependencies: ``` static { // Load all native libraries needed by the app. System.loadLibrary("mediapipe_jni"); System.loadLibrary("opencv_java3"); } ``` ### Use the graph in `MainActivity` First, we need to load the asset which contains the `.binarypb` compiled from the `.pbtxt` file of the graph. To do this, we can use a MediaPipe utility, [`AndroidAssetUtil`]. Initialize the asset manager in `onCreate(Bundle)` before initializing `eglManager`: ``` // Initialize asset manager so that MediaPipe native libraries can access the app assets, e.g., // binary graphs. AndroidAssetUtil.initializeNativeAssetManager(this); ``` Now, we need to setup a [`FrameProcessor`] object that sends camera frames prepared by the `converter` to the MediaPipe graph and runs the graph, prepares the output and then updates the `previewDisplayView` to display the output. Add the following code to declare the `FrameProcessor`: ``` private FrameProcessor processor; ``` and initialize it in `onCreate(Bundle)` after initializing `eglManager`: ``` processor = new FrameProcessor( this, eglManager.getNativeContext(), applicationInfo.metaData.getString("binaryGraphName"), applicationInfo.metaData.getString("inputVideoStreamName"), applicationInfo.metaData.getString("outputVideoStreamName")); ``` The `processor` needs to consume the converted frames from the `converter` for processing. Add the following line to `onResume()` after initializing the `converter`: ``` converter.setConsumer(processor); ``` The `processor` should send its output to `previewDisplayView` To do this, add the following function definitions to our custom [`SurfaceHolder.Callback`]: ``` @Override public void surfaceCreated(SurfaceHolder holder) { processor.getVideoSurfaceOutput().setSurface(holder.getSurface()); } @Override public void surfaceDestroyed(SurfaceHolder holder) { processor.getVideoSurfaceOutput().setSurface(null); } ``` When the `SurfaceHolder` is created, we had the `Surface` to the `VideoSurfaceOutput` of the `processor`. When it is destroyed, we remove it from the `VideoSurfaceOutput` of the `processor`. And that's it! You should now be able to successfully build and run the application on the device and see Sobel edge detection running on a live camera feed! Congrats! ![edge_detection_android_gpu_gif](../images/mobile/edge_detection_android_gpu.gif) If you ran into any issues, please see the full code of the tutorial [here](https://github.com/google/mediapipe/tree/master/mediapipe/examples/android/src/java/com/google/mediapipe/apps/basic). [`ApplicationInfo`]:https://developer.android.com/reference/android/content/pm/ApplicationInfo [`AndroidAssetUtil`]:https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/framework/AndroidAssetUtil.java [Bazel]:https://bazel.build/ [`CameraHelper`]:https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/components/CameraHelper.java [CameraX]:https://developer.android.com/training/camerax [`CameraXPreviewHelper`]:https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/components/CameraXPreviewHelper.java [developer options]:https://developer.android.com/studio/debug/dev-options [`edge_detection_mobile_gpu.pbtxt`]:https://github.com/google/mediapipe/tree/master/mediapipe/graphs/edge_detection/edge_detection_mobile_gpu.pbtxt [`EglManager`]:https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/glutil/EglManager.java [`ExternalTextureConverter`]:https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/components/ExternalTextureConverter.java [`FrameLayout`]:https://developer.android.com/reference/android/widget/FrameLayout [`FrameProcessor`]:https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/components/FrameProcessor.java [MediaPipe installation guide]:./install.md [`PermissionHelper`]: https://github.com/google/mediapipe/tree/master/mediapipe/java/com/google/mediapipe/components/PermissionHelper.java [`SurfaceHolder.Callback`]:https://developer.android.com/reference/android/view/SurfaceHolder.Callback.html [`SurfaceView`]:https://developer.android.com/reference/android/view/SurfaceView [`SurfaceView`]:https://developer.android.com/reference/android/view/SurfaceView [`SurfaceTexture`]:https://developer.android.com/reference/android/graphics/SurfaceTexture [`TextView`]:https://developer.android.com/reference/android/widget/TextView