There were a few things that changed, mainly system paths, as some posters to my blog were kind enough to point-out in earlier posts.
Here are some notes on that process, from the point of view of a cygwin-based setup under Windows. The comments generally apply to Linux/Mac as well, however.
I performed the "git" command for STLPort from within the root of the Android NDK folder, in other words from within this folder:
The command to use is this:
git clone git://umbel.mooo.com/ndk-wrappers.git
This puts the STLPort code in a slightly different place to where it was before, such that the code appears under the ndk-wrappers folder...
... which you'll need to account for when you update the paths!
There were a couple of other things that I found tricky to get right in this transition were as follows.
When you try running env.sh, you must do it with "source" otherwise the environment isn't updated properly. In other words, type this:
If your project is called "fred", then you need to have the following folder:
This should contain just one item, which is the Application.mk file, with the following (example!) two lines in it:
APP_PROJECT_PATH := /cygdrive/c/DOCUME~1/me/MYDOCU~1/WORKSP~1/fred
APP_MODULES := fred
Once you've rebuilt STLPort, you need to copy libstlport.a (which seemed to be called libstlport.5.1.a in the previous build system... again, watch out for that!) to a new folder, which you'll need to create in the following location:
The jni folder
You need to have at least two files (your source .cc file, and your Android.mk file) in the jni folder under your project, which is here in my example:
C:\Documents and Settings\me\My Documents\workspace\fred\jni
In my example, the Android.mk file contains this data:
LOCAL_PATH := $(call my-dir)
STLPORT_BASE := /cygdrive/c/android-ndk-1.6_r1/ndk-wrappers/stlport
LOCAL_MODULE := fred
LOCAL_CPP_EXTENSION := .cc
LOCAL_CFLAGS += -I$(STLPORT_BASE)/stlport \
LOCAL_SRC_FILES := fred.cc
LOCAL_PREBUILT_LIBS := libs/libstlport.a
LOCAL_STATIC_LIBRARIES := libs/libstlport
That should be enough to get you up-and-running with NDK 1.6!