Automatically aligning multiple video/audio clips in kdenlive

I’ve recently begun trying to produce some youtube videos on programming topics that I find interesting. In that interest, I’ve come to use the kdenlive linux video editor 1. Kdenlive is pretty nice and will serve my needs just fine.

One thing I’ve aspired to do is some multi-camera videos. My wife practices a couple kinds of martial arts and I’d love to record some of her test katas from several angles.

Aligning a handful of clips really isn’t that hard to do manually, but since I’m a nerd, I decided to program a utility to do this. It’s a problem that I wanted to implement for years and I’ve finally gotten to it.

Similar to the product PluralEyes, my utility looks at the audio portions of your clips and aligns them based on that. In a nutshell, I compute the cross correlation of all pairs of clips using FFTs and then write a timeline based on the strongest matches.

The end of this post will have more implementation details.

Here is a quick demo


The steps to use it are pretty simple

Step 1 – create an unaligned kdenlive project

First, create a kdenlive project that contains all of the desired clips in the desired tracks as below (click for larger image). Note that the clock in the multiple views show different times. This demo project has three different cameras (an S5, HTCM8, and motorola something) in addition to a cheap Sony voice recorder and a Sony PCM-M10

Here’s the fancy rig I used. It’s for creating some 360 style VR videos. I have some scripting for merging stuff together using Hugin, but I haven’t been satisfied with the results yet.

Step 2 – run the utility

A binary of the utility can be found on my github. You can also find the source code for it.

To run it is easy. In the example below, my project is called easydump, because it’s just an easy dump of all the clips:

./sync_kdenlive video_and_voice_recorders/easydump.kdenlive

It will create the file easydump_aligned.kdenlive. It also creates easydump_aligned_aligned0.wav which is a wav file with as many channels as clips.

The demo is about 4.5 minutes and the utility runs in ~10seconds on my Skylake with 16GB. 2 Run time will scale linearly in the length of your longest clip and quadratic in the number of clips. So far, I’ve made little/no attempt to optimize it beyond using FFTs.

This utility is for my own benefit/enjoyment/curiosity. If you have any interest in it, please comment. If you tried to run it and it didn’t work, please comment. If you tried it and it did work, please comment. If I get no comments, I’ll assume no one cares and will make no effort to make it better.

Of course, the easydump part isn’t hardcoded. It’s just the file name that I chose for this experiment.

Step 3 – load the updated project file into kdenlive

Step 2 generated a easydump_aligned.kdenlive. Load it into kdenlive. In the picture below, note that the clocks show the same time.

Here’s the result. From listening to the audio of it, I’d say it worked pretty well:


So how’s it work?

The core idea is something that I learned many moons ago, when I took 6.003 – signals and systems. A playlist of the 2011 lectures can be found here.

In particular, this lecture about convolution:

Convolution or the variant of it cross-correlation that I use in the utility is basically that act of sliding one signal along another, multiply the two, and taking the area of the result. A large area means lots of similarity. Smaller area means less.

If you were to just compute the cross correlation directly, you’d have a lot of computation to do. Thankfully, there was a guy named Fourier who found a way to compute this in the frequency domain. This coupled with the Fast Fourier Transform enables me to to cross correlations on WAV files pretty quickly.

Here are the required steps:

  1. compute the discrete fourier transform of each of your wav files. The length of each result should be equal to the max of the lengths of the two wavs.
  2. piecewise,  multiply the first by the complex conjugate of the second
  3. compute the inverse transform of the result of those multiplies.

Here is what you get with you take two sine waves, shifted relative to each other. The two two waveforms are the two input sines. The bottom two are the real and imaginary components of the cross correlation. The source code for this experiment can be found here on my github.

Note that this technique works for any kind of data. Spatial/visual works too. I’ve had thoughts of implementing a jigsaw puzzle solver this way.

Try it with your own waves

I have a compiled (for ubuntu linux) binary of a utility that takes two waves and writes a wave showing the cross correlation. It can be found here. To invoke it:

./sync_wavs file2.wav file1.wav true

If you omit the “true” argument, you’ll get just the aligned channels. In this case, I added true to tell sync_wavs to include the cross-correlation as the third and fourth channels. Note the peak location corresponds to the beginning of the second channel.

Attribution of libraries I used

Very few real programming projects are implemented entirely from scratch and this one is no different. The external libraries I used are:

FFTW This library implements the fourier transform parts. In addition to its excellent tutorial, I have a couple simple programs that I used in the lead up to this project.

TinyXML2 This library implements the xml read/write functions. I have a lot of experience using LibXML2’s perl interface. LibXML2 is excellent but there are some areas where it makes me do more of the work than I care for. TinyXML2 is easier to use in most ways. The output xml is nicely formatted by default. Adding text and new elements is a bit quicker to implement. The main thing missing TinyXML2 is XPATH support. Using the visitor methods sort of makes up for this.

BOOST. It’s hard for me not to use boost these days. In particular, I use:

ffmpeg I don’t use this in the code directly. The code does call ffmpeg to extract wav files of the same samplerate from each of the clips.

Some additional implementation details

I have found that downsampling the audio of each clip to 5k samples/sec works fine. This is important because the longer the fourier transform, the longer the runtime.

When taking the ffts and iffts, you need to double the length of the input data but padding with zeros (ie, the first half is your wav, the second is silence). This is important in knowing the relative order and offset of any pair of clips. The way the cross-correlation works, if you have a negative offset, the peaks will show up in the second half of the transform data. At the same time, what happens if one clip begins near the end (past halfway) of the other? To sidestep this, I simply doubled the data lengths. 3

In the utility, I compute the cross correlation for all pairs of audios. Some of those pairs will correlate better than other and some don’t correlate at all (since they don’t overlap). Here’s the method I’ve found to work for me:

  • compute the mean/average and standard deviation of the cross-correlation result.
  • find the peak value
  • order the peaks of all the pairs by ordering by the number of standard deviations above the mean/average. For pairs that should correlate (they overlap), the peaks tend to be at least 15 standard deviations above the mean.

  1. I actually have a version of Movie Studio Platinum, which I paid for some years ago. The problem is that I use windows less and less

  2. I imagine that anyone doing video editing will need/want/have a machine that it also pretty beefy. I’m using the graphics stuff built into the Skylake.

  3. I imagine there’s a way to do this without doubling but I don’t know the math well enough. If you do know, please let me know

Using a phony C struct as a function selector

Generic programming, as used by the std and boost packages, depends heavily on template tricks to extract data from specific data structures in a generic way. When I first tried using some of the boost libraries, I felt pretty clueless in getting them to do what I wanted. Hence this post.

Say you have a C struct like this one:

struct Foo {
  int a;
  int b;

Generic programming accesses the a and b members using a global get function and a property map:

template <typename T, typename PMAP>
int get(T &t, PMAP pmap);

What’s in the property map? In this case nothing. The magic happens in the templated specialization of get:

struct get_a {};

int get(Foo &foo, get_a)
  return foo.a;

Which you call like this:

Foo f1;
f1.a = 10;
std::cout << "a is " << get(f1, get_a()) << std::endl;

How’s it work and what’s the compiled result?

The get_a struct is empty; it contains no data members. When you call get, the compiler selects the get_a version since it’s the most specific specialization of get. From there, things get interesting. Constructing get_a() is a noop. Pushing it as a function argument is a noop. After inlining, get simply becomes f1.a.


How to quickly compute the Euclidean MST of a large number of points (and why you might want to)

When I was in college, like most CS type majors, 1 I took the algorithms class. Sorting, binary trees, O(n) notation… all of that.

One of the things I didn’t understand is why such a big deal was made about some algorithms like the graph algorithms. Why would I want a minimum spanning tree of a million nodes?

A bunch of years ago, I did need to compute the MST of a couple hundred thousand nodes for my job. Later on, I needed to do it three dimensionally. Something made me think of it recently, and I have a hankering to write about it.

I’ve also recorded a series of videos to explain the programming aspects:

What problem was I trying to solve?

At the time, I was working on code to generate a clock buffer tree for large seas of logic gates. Say you have a million gates in your logic design and that 10% of those are clocked elements.2. So we have 100k logic gates that need a clock signal.

So, clock buffers can’t drive the capacitance of a 100k gates, at least not if you want the design to run at more than 1 cycle per second. The solution is a clock tree. The input clock drives 5 buffers, which each drive 5 more buffers,… until everyone has their clock.

How do you decide which buffer drives which cell? That’s where the MST comes in. Once I had computed the MST of all of the clocked elements, I picked a random end (of the MST) node 3 and collapsed it into it’s adjacent node. When a collapsed node passes a capacitance threshold (also need to include wiring capacitance), that’s where I add a buffer. Keep doing this until you have your first level of buffers, then recursively do the same up the tree.

But some cells are more timing critical than others.

In a design of 1M gates and 100k clocked elements, most of those gates will easily meet timing, no matter how badly you design things. Most. If memory serves me, we’re talking 90% (99%?) of the design meets timing, easy peasy.

So in those 100k gates, some are timing critical, many are not. An easy solution is to have two subtrees. One for the easy stuff and the other for the hard. The problem there is that you can have one little cell surrounded by critical stuff. Do I really need to segregate it? How can I allow the user to control the thresholds for such things?

The solution I wanted to implement, but never did (though I’m convinced this will work) is to turn the problem into a 3D MST problem. The X and Y axes are the normal X/Y of the design. The third axis represents timing. I simply need to devise a timing to distance coefficient.

MST basics

First off, the MST algorithm is pretty easy. To quote

Initially, T contains an arbitrary vertex. In each step, T is augmented with a least-weight edge (x,y) such that x is in T and y is not yet in T. By the Cut property, all edges added to T are in the MST. Its run-time is either O(m log n) or O(m + n log n), depending on the data-structures used.

Sounds pretty easy. The problem is you need a graph to operate on. I only had a set of points. The easy solution is to create a complete graph. All nodes are connected to all other nodes. O(n^2) in the number of nodes. 100k*100k can take up some space.

Triangulation to the rescue

Again, I refer to

every edge not in a Delaunay triangulation is also not in any EMST

I don’t really understand the math behind it but first compute a triangulation of your points and run MST on that.

The CGAL library will give you the Delaunay triangulation.

The BOOST Graph Library will give you the MST.

The problem is that these libraries were difficult for me to really understand. Now that I’ve spent some time with them, they’re actually pretty simple. I’ve created some videos that perhaps will help you also see them as simple.

Visualization with paraview

First, it’s important to be able to see that data. I’ve found that paraview works well and is easy to use (once you know how to use it)

CGAL how to

Boost Graph library how to

  1. My major was basically computer science except it was in the math department. Instead of the normal 150 students per year, there were 18 of us doing the Math with CS variant.

  2. The design size was actually smaller. 100k-500k. The percentage of clocked elements was higher. I’m going by memory, but I think the final number of nodes is in the same ballpark.

  3. I think I actually picked the bottom right one, but it doesn’t really make a difference. The main benefit to the bottom right is that you get the same or similar results from one run to the next.

Most Android Apps can easily be decompiled to remove the ads

Trying to reach even non-computer people

This is a long post. Most of it is instructions for modifying Android apps for your own purposes. In the first portion, in which I talk about motivations, I will attempt to make it interesting even for non-computer people:

  • I was surprised how easily and well java sources can be recovered from any Android app
  • It’s easy to customize apps. You can easily change the pictures and the sound clips.
  • Banner ads in kids apps are surprisingly easy to remove
  • Some commentary on kids apps in general

The second part is a how to:

Android apps for little kids

As a parent, I’ve looked around for some good games for my two kids, aged 3 and 6. 1 There are some good ones out there. For example, all of the apps produced by Lego are excellent2. We look for educational ones. Endless Alphabet is a good one.3 Wonster Words.4 Beck and Bo is excellent…. There are some companies out there making great games for kids.

A step down from these, but still pretty good are games like FireFightersFireRescue. It’s a fun app and it appeals to little boys who are enamored with fire fighter related stuff. 5 The downside is that it’s got a big banner along to bottom for ads, and for adult users, that’s not a problem. This game involves moving a firetruck ladder to rescue people stuck in the building. It’s easy for little fingers to get dangerously close to the ads area. Even my 6 year old daughter doesn’t have perfect tablet swiping fingers6. So my son often clicks ads; ads that he has no chance of being interested in. Looking at the screenshot below, I don’t think he’s looking for a free ebook from

Banner ads don’t really make sense for kids games

App developers need to make a living. As device users, we’ve voted that we don’t want to pay for anything. So instead of the apps being the product, we users have become the product; developers sell their users to advertisers. Ads is the main game in town. 7

Still, it doesn’t seem that ads make sense for little kids. Surely Google has thought about this and I imagine they’re in a bind. They want ad revenue, but they also don’t want the perception that they’re not friendly to kids. They have to know that some of their ads are served to an entirely inappropriate audience.

Anyway, my son enjoys playing the game. As parents, my wife and I don’t enjoy helping him get back to it after he clicks the ad. So I went to the playstore to find a paid version of the firefighter game without ads.

They don’t offer an ad free one. Bummer.

Looking for adblocking led to the rabbithole

Kids games like the firefighter game are pretty common, otherwise, I’d have just moved onto the next game. As a computer guy, I figured I’d look for a way to make these games more playable. As happens so often, I was led down a rabbithole.

I started by trying an adblocker. That didn’t work. The ads were just replaced with offers about their other apps, however, in the process, I stumbled on the youtube video below. They make it look so easy. More important, it made me curious about how apps are put together.8

In the end, I was successfully able to remove ads from the firefighter app. How I did this, is next in this post.

Finally the instructions

I am writing these instructions based on running in a fresh virtualbox install of ubuntu 16.04. The only prior thing I’ve installed is emacs24. I mention it because maybe other stuff gets installed with it. I’ve split this section into four parts:

  • installation of the needed tools
  • setting up your android device
  • using the tools to unpackage and decompile
  • selective recompile and repackage

Installing the tools

The instructions later in this post will want an env var APK_TOOLS that points to an area of installed tools.

In these install instructions, I’m attempting to enable you to simply cut/paste the commands. Things will be installed in groups. The main exception to this is Oracle’s java and Google sdk manager. The reason for this, is that the installers insist on you typing y to agree to their terms and conditions.

Java 1.8

Oracle doesn’t make it convenient to install java on ubuntu. So we get it from an alternate place. I’m usually wary of such alternates, but I found a couple sites that directed me here. In particular, this askubuntu answer:

The installer will ask you to accept some license conditions.

sudo add-apt-repository ppa:webupd8team/java -y
sudo apt-get update
sudo apt-get -y install oracle-java8-installer

android buildtools

At the end of the process to put an app back on your device, you will need to sign it. If you have android studion ide installed, the signer comes with the buildtools package which will probably end up in your home dir $HOME/Android/Sdk/build-tools/25.0.2/apksigner. This is the way to go if you think you might want to do android development.

Here I’m going to describe a less heavy handed way. First we need the sdkmanager We’ll then use the sdkmanager to install buildtools.

mkdir android_tools
cd android_tools

# tools/bin/sdkmanager --list
# --> build-tools;25.0.2 | 25.0.2 | Android SDK Build-Tools 25.0.2

mkdir sdks
tools/bin/sdkmanager --sdk_root=sdks 'build-tools;25.0.2'

32 bit support, apktools, dex2jar, luyten, jdgui, adb, zipalign

adb, in this context, is used to copy apk files from/to your device. apk files are what you’re downloading from the playstore when installing apps.

Apktool is used to package/unpackage apk files. It can be installed using the normal Ubuntu package system, but that version gives me errors. Instead, these instructions download apktool directly from the website.

Compiled Java code is normally stored in jar files. In android apk files, the are in dex files. dex2java is used to convert between the two.

Luyten and JDGui are two java decompilers. They seem pretty good. My main gripe with them is that they both insist on you using the GUI.

zipalign is part of the apk signing process. signing is important for security reasons. We don’t want people accidentally installing fake Chase or Bank of America apps. The android OS requires signing before it will allow you to install an app.

From a small comment in the apktool instal instructions:

Make sure you have the 32bit libraries (ia32-libs) downloaded and installed by your linux package manager, if you are on a 64bit unix system.

(This helps provide support for the 32bit native binary aapt, which is required by apktool)

To fulfill this requirement, we’ll follow these instructions:

Because sudo asks for your password, I find it useful to do “sudo ls” right before cut/pasting these.

# 32 bit stuff
sudo dpkg --add-architecture i386
sudo apt-get update
sudo apt-get -y install libc6:i386 libstdc++6:i386

sudo apt-get -y install zlib1g:i386

# adb git zipalign. (I think I don't really need git anymore)
sudo apt -y install adb git zipalign

# Apktool
# APK_TOOLS is a directory where you want these to be installed.
mkdir Apktool
cd Apktool
ln -s apktool_2.2.2.jar apktool.jar
chmod ugo+x apktool

# This package works in windows and linux. Since I use linux, I want all of the sh files. Let's make them executable.
mkdir dex2jar
cd dex2jar
chmod ugo+x dex2jar-2.0/*.sh

# luyten
mkdir luyten
cd luyten 

# jdgui
mkdir jdgui
cd jdgui

generating a keystore for apk signing

Before you can install a new apk file on an android device, it has to be signed. To sign, you need a signature. Because keystore generation is a one time thing, I’m including it here in the instructions. Let’s generate that now with the keytool command. My system has keytool without doing anything extra. I imagine adb added it for me.

It will ask for a password followed 6 questions. I just use the default of unknown. I’m not trying to put these apps on the playstore. I just want different versions on my device. Finally, it’ll ask for confirmation that everything’s correct:
Is CN=Unknown, OU=Unknown, O=Unknown, L=Unknown, ST=Unknown, C=Unknown correct?
[no]: yes

mkdir ${APK_TOOLS}/keystore
keytool -genkey -v -keystore ${APK_TOOLS}/keystore/my-release-key.jks -keyalg RSA -keysize 2048 -validity 10000 -alias my-alias

building apktool yourself (optional)

In case you want to build apktool yourself from latest code.

git clone 
./gradlew build fatJar

# get wrapper script
chmod ugo+x apktool
ln -s ./brut.apktool/apktool-cli/build/libs/apktool-cli.jar apktool.jar


Developer mode and unknown apk sources

On your phone you’ll need to activate developer mode.

  • Settings->about device
  • Tap on ‘build number’ 7 times and a new menu will appear on the top
  • Tell your phone it’s ok for a computer to try to talk to it via adb:
    Settings->developer options->Android debugging
  • Tell your phone it’s ok to install apks from unknown sources. You’ll need this later, after you’ve modified the game. You’ll be the unknown source
    Security -> unknown sources to on

At this point, connect your device to your computer with its usb cable. Let’s check that you can connect to it. When you run the next command, your phone will ask if it’s ok for your specific computer to connect. You’ll want to say yes and that it should remember.

adb shell

Retreive, unpack and decompile

Again, I’m attempting to give bigger blocks of cut/pasteable commands. Here’s an overview of what we need to do:

  • use adb to find and retrieve the original app package (this needs to be it’s own step)
  • use apktool to unpackage it.
  • use dex2jar to… convert the dex containing the compiled into a jar file (still compiled)
  • use luyten or jdgui to get java sources.9

Some interesting things to look at

After you unpackage an apk with apktool, you’ll have a directory with something like an android project in it. Take a look around. In particular, you’ll find an assets directory. The assets directory contains all of the pictures and sound files of the game. Feel free to customize the app. Change character pictures. Put in some gangsta rap. Make sure the file names stay the same. When we rebuild from that area, any assets changes will come along for the ride.

In the instructions below, I use a environment variable to hold a base name for the stuff we’re processing. In this example it’s

export APK_NAME=firefightersFireRescue

Getting the package location

This step is not really automatable unless you’ll trying to get everything.10

adb shell pm list packages

Will give you a bunch of lines, including one like this:


Now you want to find out where the apk for that app is on your device

adb shell pm path com.bestopgames.firefightersFireRescue

gives me:


Now that we know where it is, copy from the device to your local unix disk

cd <some path where you'll be doing this experiment>
export APK_NAME=firefightersFireRescue
mkdir apk
cd apk
adb pull /data/app/com.bestopgames.firefightersFireRescue-1/base.apk ${APK_NAME}.apk
cd ..

The other steps for unpackage to decompile

mkdir unpack
${APK_TOOLS}/Apktool/apktool d -s apk/${APK_NAME}.apk -o unpack/${APK_NAME}

${APK_TOOLS}/dex2jar/dex2jar-2.0/ unpack/$APK_NAME/classes.dex -o dex2jar/${APK_NAME}.jar

java -jar ${APK_TOOLS}/luyten/luyten-0.5.0.jar dex2jar/firefightersFireRescue.jar 

Additional notes:

  • One note about the -s flag to apktool. This flag is also called the –no-src flag if you don’t give this flag, you won’t get the classes.dex file which you’ll need in the next step.
  • luyten doesn’t have a command line interface beyond telling it what jar to read. To save the javas you’ll need to use the gui.

Modify java, repackage, sign and upload.

In this section, I explain the steps I follow to get new java into an android app. Similar to the install section, I’ll have a cut/pasteable snippet at the end of this one.

Using both the luyten and jdgui decompilation tools I did not get a set of javas that just compiled. Trying to do this did not work:

javac `find . -name "*.java"

In both cases, I get syntax errors, though not the same errors. Perhaps files from the two could be combined to get a clean full compile. For the purposes of what I’m showing here, you don’t need a clean compile. More on that later.

Turning off ads in the code

Here’s where things get really interesting (I think). Most games are pretty genericly written. They use a limited number of game engines. They use a limited number of in app advertising platforms. Poking around the firefighter game, I find two libraries in particular.

The first of these is cocos2dx: Inside of it, I found the AISActivity class, which has the method “hideAd()”. That told me there’s a way to turn off ads with a switch. hmm. When I look some more, I find that the class ais.constants:Config.class has this:

package com.ais.constants;
  public class Config {
    public static void init() {
      org.cocos2dx.lib.AISCommon.enableAdmob = true; 
      org.cocos2dx.lib.AISCommon.enableInterstitial = true; 
      org.cocos2dx.lib.AISCommon.enableInApp = false; 
      org.cocos2dx.lib.AISCommon.enableLocalNotification = false; 

Can it really be this easy? Now the trick is changing this file and recompiling. But how?

Again, if I do this:

javac `find . -name "*.java"`

I get a ton of errors; recompiling everything would be a pain. Can I recompile just this one class?

javac com/ais/constants/

Doing that, yields a bunch of android related errors. missing symbols. I tried a couple things. I downloaded the cocos2dx library, but there the problem is which version? I need to compile against something. Then I realized, I have a jar file!

So, here’s what you do. Change the two falses to trues and save it, along with any other files you want to change. You only need to compile modified files. For the commands below, place them under a “newjava” directory. It’s important to retain the intermediate paths to the files. In this example, that’s the com/ais/constants part.11

mkdir -p newjava/com/ais/con<code>tants/
cp <modified> newjava/com/ais/constants/
cd newjava
javac -cp ../dex2jar/${APK_NAME}.jar `find . -name "*java"`
jar uvf ../dex2jar/${APK_NAME}.jar `find . -name "*class"`

You can use the following line to verify that you didn’t duplicate the file

jar tf ../dex2jar/firefighter.jar | grep '/Config'

Here’s an important note. Unlike other compilers that I’ve worked with, java really pays attention to your directory structure. When running the javac and jar commands, it’s important to run the command from the directory that contains the com directory.

repackaging complete

Ok, now you have a new java file and I’ve showed how it can be easy to recompile it. There are several steps to get to something you can install.

apksigner has a nice feature that you can put your signing password into an environment varible instead of embedding into a script. In the commands below, I’m using SIGNPASS as the env var.

  • compile java to class files
  • add class files to jar
  • convert jar to dex
  • rebuild apk file
  • zipalign the apk file
  • sign the apk file
  • copy it to your device

export APK_NAME=firefightersFireRescue
export APK_TOOLS=../../tools/

# this assumes you've already dont the commented keytool step below.

cd newjava
javac -cp ../dex2jar/${APK_NAME}.jar `find . -name "*java"`
jar uvf ../dex2jar/${APK_NAME}.jar `find . -name "*java"`
cd ..

${APK_TOOLS}/dex2jar/dex2jar-2.0/ -f dex2jar/${APK_NAME}.jar -o unpack/${APK_NAME}/classes.dex

mkdir rebuilt
${APK_TOOLS}/Apktool/apktool build unpack/${APK_NAME} -o rebuilt/${APK_NAME}_rebuilt.apk

zipalign -v -p 4 rebuilt/${APK_NAME}_rebuilt.apk rebuilt/${APK_NAME}_rebuilt_aligned.apk

${APK_TOOLS}/android_tools/sdks/build-tools/25.0.2/apksigner sign --ks-pass env:SIGNPASS --key-pass env:SIGNPASS --ks ${APK_TOOLS}/keystore/my-release-key.jks --out rebuilt/${APK_NAME}_rebuilt_signed.apk rebuilt/${APK_NAME}_rebuilt_aligned.apk

# now push to your device
adb push rebuilt/${APK_NAME}_rebuilt_signed.apk /storage/self/primary/Download

Extra stuff that may be helpful

If you get an error like this one,

Exception in thread "main" brut.androlib.AndrolibException: brut.androlib.AndrolibException: brut.common.BrutException: could not exec: [/tmp/brut_util_Jar_5394410189585563704.tmp, p, --forced-package-id, 127, --min-sdk-ver

it’s because of a small comment in the apktool install instructions:

Make sure you have the 32bit libraries (ia32-libs) downloaded and installed by your linux package manager, if you are on a 64bit unix system.
(This helps provide support for the 32bit native binary aapt, which is required by apktool)

To fulfill this requirement, make sure you’ve done the 32 bit stuff in the install section above.

To solve errors like this one:

 W: /tmp/brut_util_Jar_3065852416515877270.tmp: error while loading shared libraries: cannot open shared object file: No such file or directory
 Exception in thread "main" brut.androlib.AndrolibException: brut.androlib.AndrolibException:

You need this

sudo apt-get install zlib1g:i386

Install it on your device

Now you just need to install it. Using the adb push command from your xterm, it’ll be in your downloads fold. On your phone, navigate to it in the file manager and click it. If you get a popup about unknown apks, you want to change the setting in settings->developer options->allow unknow sources. Make sure you copy over the signed apk otherwise you’ll get “an unknown error occurred”

adb push firefighter_noads_signed.apk /storage/self/primary/Download

Please comment

This post took a lot of time to put together. It took more time than I really should have spent on it. The only way for me to justify it, is to know that others have benefited. If people respond positively, I’ll do other posts when I go down future rabbit holes.

  1. Let’s put aside the question of whether 3 year olds should be spending time on a tablet.

  2. and free! I would be happy to pay for them

  3. we paid to upgrade from free

  4. we paid to upgrade to “pro” version

  5. The same people also make a distasteful game (I think) Plastic Surgery Simulator Kids

  6. swiper no swiping.

  7. I’ll note that here in Germany, magazines and newspapers are not free to read online. You have to pay to get any of the content. NYTimes, Newsweek, The New Yorker give their full writings away. With the German equivalents, you get little more than short blurbs.

  8. I didn’t need to when developing my vocabulary app

  9. note that this is not truly the original, original java code. The variable names will be wrong. No comments. Still, the structure will be usable. This is not like getting C code from assembly. You’ll have if statements, for loops and all that.

  10. well, you could try to script it a little, but it’s not really worth the effort.

  11. Again, I have a bigger snippet later to do this and the other rebuild steps further down.