I have a pretty big app that I am working on. Sometimes when I start it on 2.3 devices, the UI thread gets somehow stuck. I don't think it is one of my own tasks, but I just cannot figure out what it is. Is there any way that I can figure out what exact task is currently running in the UI Thread?
More info:
I'm running a Runnable on a Handler that uses the main Looper at some point, but run() never gets executed in those cases. I also get an ANR when I touch the screen then. I assume it must be related to the memory in some way because when I remove one of the background images, it feels like it gets stuck less. I do not get an OOM exception though.
Edit
I enabled logging for the main Looper. The last task that gets dispatched has what=1004. This is definitely not from me.
Looper: >>>>> Dispatching to Handler{406cbec0} null: 1004
Sorry for posting as answer (Not enough points for comment) but I believe naming your AsyncTasks and Threads and then using DDMS or any other Android profiling tool could possibly help solve your problem.
By figuring out the most performance/time consuming methods and threads, or possibly something that is overloading the memory (Examine the heap using DDMS).
Take a look at the following links:
http://developer.android.com/tools/debugging/ddms.html
http://developer.android.com/tools/debugging/debugging-tracing.html
Sorry if this wasn't any help.
Related
When calling createCaptureSession this one takes around 200ms to comeback in my test device.
I thought this call was asynchronous, so it is very strange that it takes so long.
To mitigate the issue I am now calling it from a background thread in order to not block the UI while these 200ms. And for the call I am re-using the same thread (executor) that I am passing in the SessionConfiguration.
So far I've found no side effects. But I would like to know if it is fine to perform such call on a background thread, or I may encounter problems in specific use-cases, device models, android versions.
The problem that can be experienced there may be a problem due to the fact that the android device is single-core or a process that requires performance at that time. However, this is a problem caused by the device and user, not by the developer.
We know that there are no single core Android phones.
Threads do not cause any problems since they are software elements that come into play during this performance load. Only in case of load the processing is done a little later
I am a mediocore android developer for years. I like android but there's a big problem; frame drops. Even the most powerful ones can stutter so frequently while IOS devices can run at constant 60fps. I just can't understand why. I want to know it. So first thing i did was watching an I/O presentation about performance. And i didn't really understand one thing. Why can't ui and render thread run at the same time ? Yeah i know the basics like render thread can't know what to render while ui thread is doing it's thing but why can't render thread render the frame before? You can see the video here:
https://youtu.be/9HtTL_RO2wI?t=491
And here's a diagram what am i asking for:
You get the idea. I don't know about low level things about android, can anyone explain this like i'm five.
Your process' main thread is responsible for the rendering of the frames that will be presented to the user, so you should keep the code running there as fast and light as possible. If you have to do some heavy processing or access any IO (network, sdcard, etc) that may impact on the fluidity of the application since the thread may be waiting for a response.
As a good practice you should start that IO access/heavy processing on another thread to run in background and let the system decide the priority to run it, if necessary is recommended to present some feedback to the user like a ProgressBar or something to indicate that something is being processed.
Also, the Render Thread need to know what to render before it does it, so the UI Thread have to process which information the app would like to present to the user.
As #JonGoodwin points out, they both run in parallel, but usually in two cores of the same processor, as nowadays phones have at least two cores. Both threads are run in CPU, where RenderThread sends rendering commands to the GPU. Notice that this is true since API 21 (RenderThread is what enables things like ripple effect).
The problem, though, is what #LucianoFerruzzi points out: usually poor code that does too many things in the UI thread (RenderThread is not accessible, at least not with standard mechanisms).
Also, see the following episode of Android Developers Backstage: Episode 74: Graphics
high cpu loading screenshot link
Please see the screenshot hyperlink. Does anyone knows what's going on?
I want to do keep detecting and send message through socket in while loop. But it cause my app high cpu loading and getting slower and slower, then stop finally. So, I simply the code like screenshot. The problem is still there. If I can't write the code like screenshot and of course I can reach what I want. Does anyone have any idea?
I monitor by android studio and get 97% runs in "android.os.MessageQueue.nativePollOnce".
Thank you for your help~
"The thread has a while loop to deal with tasks about socket"
ANRs indicates you are doing an excessive amount of work on the primary thread. Without showing your code we cannot be sure what causes it, but since you mentioned a while loop I guess you are either not running on a new thread or blocking the UI thread in some other place.
I'm loading a bunch of images using AsyncTasks, creating bitmaps. Lots of recycling views going on etc. Without going into the gory details, I would like to know if there is any way I can get some realtime stats on threads that might be helpful. In particular what I am noticing is that the doInBackground runs really fast once it gets kicked off, but it seems they it takes a while for these tasks to run. So I was wondering how I can know how many threads are running at a given time. I have seen the dreaded 128 limit on thread exception with 10 in queue, but thats once there is an overload, I would like to be able to watch this as the program is running. Hopefully this visibility will tell me something. BTW, I did try bumping of the thread priority within the doInBackground() but again its really not that it is not fast once it runs, its that it does not get scheduled to run fast. I'm on Android Studio, what kind of tools are available?
When debugging and stopped on a breakpoint you can scroll through all the launched threads and their current execution points (the spinner on the left of the debug tab).
Knowing where your threads are started you can launch method profiling on this method and see how your threads are performing (a "timer" button on the left of the android tab).
I'm working on an android game, and I started noticing a little sluggishness during development so I wanted to try to utilize multithreading for fun and learning.
My application has 3 threads:
UI thread (should be mostly idle)
Game Logic Thread
Graphics Thread
I minimized the critical section between threads 2 and 3 as best I could, with the idea that the game logic could update independently of the rendering thread, and then at the end of both threads I could have a short as possible window where I push all the graphics updates from the logic thread to the game loop. This should allow the two threads to work independently for a good majority of the time. In theory sounds like a performance win.
However once I got around to implementing, my performance took a big dive. It much worse than before, one loop of updating and rendering is taking like 50 ms (20fps), so it looks like garbage. This is just rendering some 20 triangles and maybe 20 textured quads, a really simple workload (I afraid to think of what it will be when I implement proper graphics).
Anyway I took a DDMS trace in android to profile where things were going wrong or could be improved.
http://i.stack.imgur.com/DDUYE.png
This is a view of roughly 3 frames of my game. So far it seems to be doing roughly what I expected. The parts that are highlighted in blue is the locked section, which looks about right (keeps the glThread mostly waiting while it is locked). However once I unlock it I should see both threads working simultaneously, and it looks like they are, but if I look closer:
http://i.stack.imgur.com/vukXQ.png
I'm doing my development on a dual core phone, but if I understand the trace right it doesn't look like it's ever doing anything in parallel, and what's worse it appears to be switching the active thread hundreds of times per millisecond! (unless I'm interpreting this incorrectly). All this context switching seems like it would be awful for performance, so I'm not sure why it would want to switch back and forth so fast.
So after my long winded explanation, I'm wondering a few things:
Is my understanding correct, that the filled rectangles in the trace are the active threads, and the colored lines are sleeping threads? Otherwise what do they mean?
Why don't I ever see my threads running simultaneously on a supposedly dual core phone?
Why is it switching active threads so rapidly?
In DDMS I get the warning "WARNING: a debugger is active; method-tracing results will be skewed". Is this something to worry about? How can I get rid of this warning? (I launced app via Run, not via Debug if it makes a difference)
Very nice question, let me start with answers:
You have mixed up threads/methods/activeMethod. Each line in traceview is thread (and if you named your threads, you'll see it's name on left side, like "GL Thread", "main", etc..). Rectangles(colored) represents active executing methods inside each thread, while colored lines represents "paused" methods inside thread. By "paused", i mean "method is still executing, but context was switched to some other thread, and when context switched again to this thread, this method will continue to work. In terminology you've used in your question, ye, lines are sleeping thread's methods, and rectangle is active thread executing method. You can find more info about DDMS traceview here.
Distributing threads among cores is another story and heavily depends on underlying Android OS mechanisms. First of all, be sure that target Android OS is started with SMP (Symmetric Multi-Processing) option on, which is default case for multicore phones, i guess :), but i'm not expert in those things. Some words about SMP you can find here.
Thread switching depends on OS Thread/Process scheduler, thread priority, etc. More info about this things you can find in this answers.
Even if you ran application in non-debugging mode, when you connect with DDMS, and do things such Method profiling, you'll activate debugging parts of davlik vm. More details about debugging here, section "Implementation".
Hope you'll find this answer helpful.
Thanks for the question. A full answer by an insider will be helpful to me, too. I'll say what I know.
Some (all?) phones have an option to enable/disable the second core. Have you checked that yours is turned on?
In my own app I've noticed that merely going from one thread to two (on one core) with no change in total work done causes a factor of 1.5 slowdown, so clearly threading itself has a cost.
It's been in the news that Intel is calling Google out on poor implementation of multicore threading:
http://www.pcworld.com/article/257307/dual_core_processors_wasted_on_android_intel_claims.html
Your results validate this.
One other thing to bear in mind is that multi-core is not multi-processor. You're sharing cache and memory controller bandwidth between cores. One can stall while it waits for the other to finish with a shared resource, in particular for writes on shared cache lines. However this effect ought not account for the single-threading you are seeing.