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Posted by rekireki 1 day ago

Build Android apps using Rust and Iced(github.com)
Some time ago I decided to try building an Android app using Rust. After a few weeks I got it working. There was a new iced release recently, so I've just updated the example to new iced and wgpu. I'd like to share my experience to attract more attention to Rust on Android.

First things, I want to thank all the people who work on the foundational crates and tools such as: - https://github.com/rust-mobile/android-activity - https://github.com/jni-rs/jni-rs - https://github.com/gfx-rs/wgpu - https://github.com/rust-windowing/winit - and many others

When I started I had to learn what tools and examples already exist. Luckily, there's a good set of examples using both NativeActivity and GameActivity: https://github.com/rust-mobile/rust-android-examples

The basic approach is that we take android-activity, winit and wgpu and that's it. On top of that you can find a few egui examples in the rust-android-examples repo.

Alright, so after I've got the basic examples running, I wanted to combine them with iced. Iced is a crossplatform gui library focusing on desktop and web. The mobile support is explicitly a non-goal, as far as I can tell at the moment of writing. Yet, there's an issue where some people posted their experiments. That's how I knew it was possible: https://github.com/iced-rs/iced/issues/302

There's a way to integrate iced in wgpu applications, so called integration example: https://github.com/iced-rs/iced/tree/0.14.0/examples/integra...

Above I mentioned that using winit and wgpu in combination with android-activity is enough to build the app. Putting together 1 + 1 I got 2: let's use iced integration example with android-activity. It was quite easy to compile with almost no errors. First issue I encountered is that there was no text rendered. I solved this by loading fonts the way it was shown here: https://github.com/pop-os/cosmic-text/issues/243#issue-21899...

Then I patched a few widgets to add touch support. And that's it. My role here was to take all the prior work and combine it together in a way that there's a working example.

Some other ways of building Android apps using Rust: - xilem has an explicit goal to support mobile https://github.com/linebender/xilem - egui supports mobile https://github.com/emilk/egui - game engines such as Fyrox and Bevy support mobile: - https://github.com/FyroxEngine/Fyrox - https://github.com/bevyengine/bevy - pretty much anything built on top of winit and wgpu

All of the above is related to building native apps using either NativeActivity or GameActivity. I'm leaving webview out of scope of current post.

What about iOS? As far as I know it should be similar or maybe simpler compared to Android. I haven't built it yet, but the next time I have a sizeable amount of free time, I'll try to make it work. The plan is the same: pick winit, wgpu, iced integration example, mix it together until it works. It'll require the same trick to load fonts, and maybe something else, but no visible blockers as of now.

Once again, thanks to all the people who made it possible and I wish you have a great time building mobile apps with Rust!

162 points | 81 comments
nicoburns 1 day ago|
There is a huge amount of potential for shared infrastructure for "native integrations" for Rust UI projects. Think: React Native modules but in Rust.

I'm hoping this can be a reality sooner rather than later. But we're definitely lacking in manpower willing or able to work on the more foundational pieces. Winit in particular is sadly undermaintained. 1 or 2 people working full time on Winit and/or other platform integration pieces would do wonders for the ecosystem.

foresterre 1 day ago||
If you do it via React Native turbo modules, it is already possible, either using craby (1) or using uniffi-bindgen-react-native (2).

(1) https://github.com/leegeunhyeok/craby

(2) https://github.com/jhugman/uniffi-bindgen-react-native

nicoburns 1 day ago||
My understanding is that this only gives you access to C++ TurboModules? Binding to C++ is already easy in Rust (and odten Rust itself is a better choice for these "cross-platform business logic" kind of modules anyway). The value here is in unlocking bindings to the native platform APIs (which are mostly Java/Kotlin/Objc/Swift)
rekireki 23 hours ago|||
I would love to see RustActivity in Android one day, this would make the life much easier.
nicoburns 19 hours ago||
There is https://github.com/rust-mobile/android-view, although it's not currently being actively developed.
rekireki 19 hours ago||
I've seen it too recently, looks interesting.
mdhb 21 hours ago|||
I have no idea why people would want to write UI in Rust when Swift, Kotlin and Dart are much better suited for the job.
freedomben 19 hours ago|||
At least for me:

* I don't trust Swift on Android to be well supported, either now, or in the future. I would never want to rely on something Appley on a non Apple platform

* I dislike Swift and find it to be an unpleasant language. This is personal pref of coures, just like preferred flavors of ice cream

* Dart looks interesting and like a good option, though I don't want to learn a new language and Dart doesn't appeal to me because it feels like they took javascript and made it more like Java, and Java is in about the middle of my list of preferred langs (see above comment about preferred flavors of ice cream). Flutter is a killer app though and might be enough to sway me.

* Kotlin is a nice language, though not nice enough to where I'd want to use it outside of Android. The ties to the JVM-world tooling/dependency management is very offputting to me.

Overall I have a strong desire to use my preferred language(s) for everything if possible, so things like this are quite attractive to me for that reason. Now that said, when I write Android apps right now, what I typically use is Kotlin or Java because I've found I always end up having to write at least part of the app in those, so might as well keep it simple and consistent in one lang. But I'm always on the lookout!

andrekandre 17 hours ago||

  >  I dislike Swift and find it to be an unpleasant language.
what do you find unpleasant about it?
rekireki 18 hours ago||||
One of the reasons for me personally is a rich selection of packages from crates.io. For example if you are writing a server in Rust, and use something like https://crates.io/crates/reqwest for http requests, then you can reuse it in your mobile app. Also there's serde. You don't need to write the schema for your data if you have Rust on both server and client. Just make a shared crate and use serde to encode/decode the data. It really saves a lot of time if you don't have to use swagger or similar tools. And there's a documentation out of the box with `cargo doc`
Klonoar 2 hours ago||
You shouldn't use reqwest on mobile devices, you should be using the built-in platform-specific HTTP libraries.

On Android this appears to be less of an issue, but on iOS there's documentation floating around that you really want to use e.g NSURLSession for battery/radio reasons. Spotify even went so far as to write a cross-platform lib for this kind of thing some years back.

mjmahone17 16 hours ago||||
It’s kind of the same argument as that for Node: having a singular language for everything you do lets you have “thick” tightly coupled packages that do everything, which you can compose or decompose in a safe(r) refactor as business needs change.

Once you start using JNI or Objective-C++ to hand off “computationally expensive” work to common C++ (now Rust) libraries, you end up needing to become an expert across a lot of areas.

If 95% of your competitive advantage lies in doing things everywhere with low memory, then taking on an additional 2-3 stacks (SwiftUI + React + Compose) as well as all the bindings and build system and etc overhead can be pretty gnarly.

If 95% of your value add is in your web-based UI, consolidating to a single JS stack of React + React Native + Node can greatly reduce your idea-to-market time, I’d imagine a full Rust stack could do the same if your value add requires maximum performance and only a little UI iteration.

bbkane 19 hours ago||||
One language vs 3 or 4? And some folks REALLY like Rust
saati 16 hours ago|||
They are slow and memory-hungry.
tonyhart7 1 day ago||
I mean cross platform is just "heavy work" in general

many company literally just give up use web wrapper instead because its just so much work

coldstartops 1 day ago||
Also on this topic I want to make a shout out to slint.dev ! (I've fiddled with it, and the syntax is extremely easy to grasp - very react-ish). Can use Rust/C as a binding language, and you can even choose the rendering engine (for example QT).
rekireki 23 hours ago||
How does the text input work there? Does it support IME? Were you able to switch to non-latin keyboards?
coldstartops 20 hours ago||
I think it is handled by the OS (backend renderer)

https://docs.slint.dev/latest/docs/slint/guide/backends-and-...

But, I have only used it with Romanian and English.

Try here: https://slintpad.com/. (just replace the Text with TextInput) and see if it works.

ogoffart 18 hours ago||
slintpad.com uses the wasm port to run on a browser and is not the same as when using Slint to build a "native" app, especially on mobile.

Slint does support decent text input and IME. Including text selection with the native handle. As a demo for android you can try the demo from https://material.slint.dev/ ("Download APK")

Tmpod 20 hours ago||
+1 for Slint! I worked with it for a while and enjoyed it quite a lot. Florian was working on a more glossy compinent library, not sure what has been made of it.

The DSL was pleasant but still had some rough edges. I think they made some nice QoL improvements in the latest releases, but I've not kept up with it. The compile times were quite something, though you can use the previewer tool to prototype faster.

Definitely worth giving Slint a shot, they learnt a lot from QML imo

yoan9224 18 hours ago||
This is technically impressive but I'm skeptical about real-world adoption. The fundamental question is: what problem does this solve that Kotlin + Jetpack Compose doesn't? Compose already has declarative UI, excellent tooling, and first-party support. Rust's memory safety benefits matter less in app-land where performance bottlenecks are typically network I/O or image processing, not memory management.

The compelling use case would be sharing business logic between iOS/Android/desktop/web. If you can write core logic in Rust once and have thin UI layers per platform, that's valuable. But Iced's UI abstraction needs to be good enough that you're not fighting platform-specific behaviors constantly. Flutter tried this approach and succeeded commercially but still gets criticized for "not feeling native" on either platform.

Performance is where this could shine. Rust + Iced should theoretically have lower memory overhead and faster startup than the Kotlin runtime + Compose. For apps that manipulate large datasets locally (photo editors, video editors, CAD tools), avoiding GC pauses matters. But for typical CRUD apps that are 90% API calls and list scrolling, I doubt users would notice the difference.

The real barrier is developer experience. Kotlin has incredible IDE support via IntelliJ/Android Studio, instant hot reload, comprehensive documentation, and thousands of libraries. Rust's mobile tooling is immature by comparison. Unless you're already a Rust shop building a performance-critical app, the learning curve probably isn't justified. I'd love to be proven wrong though - more competition in the mobile development space would be healthy.

lukax 16 hours ago||
I've done business logic sharing where the engine was written in Rust, WASM for web with React for UI, uniffi-rs for Android and iOS with Kotlin Compose for Android and SwiftUI for iOS, Tauri for desktop.

There were no good examples for how to do this but once it was set up it worked extremely well.

It uses tokio for Android/iOS/desktop and even embeds a web server for fake API for end to end testing (even on mobile)

https://github.com/koofr/vault

nextaccountic 15 hours ago|||
The problem this (and Dioxus Native) solves is that someone might prefer Rust anyway.

Most of times it's just a personal preference, but sometimes it's due to using Rust libraries or already having code written in Rust that can be reused. There is Rust <-> Kotlin FFI (also Rust <-> Dart) but sometimes people don't like it

nicoburns 17 hours ago|||
Rust also has good IDE support and hot reloading. Mobile tooling and libraries for mobile APIs are definitely where it's still lacking atm.
pjmlp 17 hours ago||
Hot reloading where?

Not at the level of JVM/ART, or even C++ on VS and Live++.

nicoburns 16 hours ago||
https://docs.rs/subsecond for hotpatching general Rust code Live++ style.

Many of the UI frameworks have domain-specific hot-reloading on top of that (e.g. Dioxus can hot-reload CSS assets and RSX without resorting to binary patching) which covers the common case of wanting to quickly iterate on design details.

I've found the domain-specific stuff to be completely instant (even faster than a typical browser hot-reload). The hotpatching is typically around 0.5-2 seconds for me, but that does partially depend on project size (and of course hardware - I'm running an Apple M1 Pro).

pjmlp 14 hours ago||
From How it works section, it appears to be with a quite yes and buts kind of limitations.

Still, I can see that they could eventually improve those issues.

evereverever 15 hours ago||
Also accessibility.
denverllc 20 hours ago||
Will apps built with this framework be compatible with accessibility features?
surajrmal 19 hours ago|
No. Iced has no accessibility support built in. It's a pretty hard thing to do, so it's not surprising that something more hobby driven doesn't have it.
norman784 17 hours ago||
I hope that System76 invest into adding accessibility support into Iced, because they are using it to build Cosmic (the official desktop environment for Pop_OS).
thewebguyd 15 hours ago||
They've committed to adding accessibility features. Iirc COSMIC right now has screen reader, magnification, and high contrast/invert colors support.

There is a really long way to go though, and accessibility on mobile comes with its own challenges as well. It will take a long time.

vlovich123 1 day ago||
How does this compare for you with slint and dioxus? Dioxus uses web views but still a small app (based on Tauri which uses the OS web view instead of shipping the browser) and slint is native, but may have some slightly more unique license terms than typical Rust projects.
rekireki 23 hours ago|
Dioxus is WebView, as you've mentioned. Though there's an experimental native renderer mentioned in the README, I would keep an eye on it. And slint should be the same kind of solution as I wrote about. When building native apps for Android, there's usually an issue with text inputs. NativeActivity doesn't support IME, and GameActivity is supposed to solve this. So in case of slint, I would check how they solved the text inputs.
vlovich123 9 hours ago|||
I think it’s important to note that the “native renderer” is still an HTML/CSS portable, render engine, not what would typically be called a native renderer.

https://github.com/DioxusLabs/blitz

nicoburns 23 hours ago||||
> Though there's an experimental native renderer mentioned in the README,

The native renderer should be available in 2026! (technically it's available now as a preview, but I wouldn't recommend using it until after the next release)

ogoffart 18 hours ago|||
> So in case of slint, I would check how they solved the text inputs.

Slint uses the NativeActivity by default, but it supports IME by implementing the IME support in Java in the Slint's android backend.

rekireki 18 hours ago||
This is cool because it takes a significant effort to implement
NoboruWataya 1 day ago||
Is there a reason you didn't mention Dioxus (other than not being familiar with it)? It explicitly has Android support as a goal, though (like all Rust GUI crates) it's a work in progress. I made a very simple app with it that works well in an Android emulator, I haven't tried actually side load it yet.
rekireki 23 hours ago||
I left WebView based solutions out of scope. As you can see, I'm focusing on NativeActivity / GameActivity in my post. Though WebView brings you interesting options. For example, iced is inspired by Elm, and with Dioxus you can use Elm to build mobile apps.
Klonoar 22 hours ago||
Dioxus has this idea stuck that it's webview only. They're actively working on (and ship at least in some form of alpha or beta) a native-renderer backend.
adastra22 1 day ago||
Dioxus is a very different API model, being an implementation of the Elm architecture. It’s really comparing apples to octopuses.
Klonoar 22 hours ago||
Iced is the Elm architecture. Dioxus is more akin to modern React/whatever you want to call it.
adastra22 3 minutes ago||
My comment was phrased badly, sorry.
androidinlimbo 1 day ago||
Android is in limbo, we need better free open source alternative.
ChadNauseam 1 day ago||
The Android Open Source Project is awesome. It's not hard to compile it yourself and run it on a pixel 9. The issue is the hardware imo. (And some of the apps in AOSP really suck, but the actual OS is great imo)
nicoburns 23 hours ago||
The userspace being tied to the JVM is a massive pain. Certainly it's a lot harder to bind to than any other OS's system libraries.
brabel 22 hours ago||
How so?? JVM bytecode should be much easier to bind to, as the existence of JVM alternative runtimes for nearly every language shows.
nicoburns 22 hours ago||
Unless you're using a language that's specifically compile-to-jvm (e.g. Java, Kotlin or similar), almost nobody is using those JVM alternative runtimes. They're usually second-class runtimes that don't run the entire ecosystem of the target langauge. React Native runs JavaScript in a separate JS VM, Flutter is compiling Dart to native code with emdedded runtime, and Rust UI code also compiles to a native binary.

The "lingua franca" for language bindings is the C ABI which every other OS's platform libraries (Win32/Cocoa/GTK) support.

testdelacc1 1 day ago||
Account created one hour ago just to make this comment. Make it on your real account.
suddenlybananas 21 hours ago||
Have you considered that people may join HackerNews who were not already on it?
QuantumNomad_ 13 hours ago|||
And in particular, people might lurk for a long time without an account until one day a thread makes them want to comment so much that they go ahead and create an account to comment.

Although, the username they picked in this case does seem a bit specific to the topic of the single comment they wrote. So it remains to be seen if this particular case was a throwaway account only used once, or if they will keep it.

freedomben 19 hours ago||||
Also usernames/handles can be surprisingly hard. It seems reasonable to me that people would pick something related to what they are thinking about at the time.
izacus 18 hours ago||
What's way more likely is that they've created a sock puppet account though.
testdelacc1 41 minutes ago|||
Have you considered googling what a sock puppet is?

See, both of us can make comments in that same condescending style, pretending to be polite.

Simplita 23 hours ago||
This matches my experience too. Rust really shines once the app grows beyond simple flows. The upfront friction pays off later when debugging and concurrency issues would otherwise start piling up.
serial_dev 1 day ago||
You gotta check Crux: Cross-platform app development in Rust

https://github.com/redbadger/crux

phi-go 1 day ago|
Crux seems interesting to share app logic between platforms but I don't see how it helps actually render something. Don't you still need a gui framework that supports android or ios?
K0nserv 23 hours ago|||
Having spent time around cross platform rollouts and development I think something like Crux is the best approach. Building a complete UI framework to rival what iOS and Android provide natively is a monumental task.
bbkane 1 day ago|||
Yes (from the README)
madduci 23 hours ago|
I would like to get a benchmark of this against an app made with C++/Qt
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