View log messages from C++ when on non UI thread - android

I have a combined Java/C++ app. When I want to diagnose issues I often print log messages from C++ with the __android_log_print() function. This works fine so long as the C++ was called from the main thread, but if called from another thread, I do not see the log data. The multithreaded nature of my app is crucial to its operation. Is there any way of viewing the logs, or perhaps even viewing diagnostic output via some different mechanism altogether?

__android_log_print() works amazingly well from any thread, be it main thread, Java worker thread, JNI attached thread, or purely native. The -v threadtime logcat parameter is very useful. You should look for some other reason. Is the thread running at all?

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DetachCurrentThread crashes sometimes in NDK

I excuse for asking a quite vague question, but, I have a pure native NDK application which is supposed to execute in Immersive Mode (i.e fullscreen).
The immersive mode JNI snippet is executed when the app is resumed via APP_CMD_RESUME. This works most of the time, but, every now and then the command activity->vm->DetachCurrentThread() in my SetImmersiveMode() snippet crashes with a fatal exception:
FATAL EXCEPTION: Thread-10
Process: com.toppluva.portis.LocalDebug, PID: 5474
android.view.ViewRootImpl$CalledFromWrongThreadException: Only the original thread that created a view hierarchy can touch its views.
at android.view.ViewRootImpl.checkThread(ViewRootImpl.java:7380)
at android.view.ViewRootImpl.recomputeViewAttributes(ViewRootImpl.java:3478)
at android.view.View.setSystemUiVisibility(View.java:22587)
This really boggles me, mainly because it happens every now and then, how can I detect if I'm executing from this original thread?
Note that according to the documentation APP_CMD_RESUME executes from main thread.
View.setSystemUiVisibility() should be called from the main thread only. Without seeing your code, it's hard to tell if DetachCurrentThread() plays any role in this.
documentation, ANativeActivity::env is JNI context for the main thread of the app.
You should call DetachCurrentThread() before terminating a native thread that you attached to JVM.
You should not call DetachCurrentThread) on a thread born in Java, e.g. the UI thread.
Note that you may call AttachCurrentThread() at any time and on any thread. It will be equivalent to NOP on a Java thread or on an attached thread.
These attach/detach are not paired like parentheses. Any number of attach calls is reversed by single detach. The recommended practice:
use pthread_key_create to define a destructor function that will be called before the thread exits, and call DetachCurrentThread from there. (Use that key with pthread_setspecific to store the JNIEnv in thread-local-storage; that way it'll be passed into your destructor as the argument.)
See how WebRTC handles attach/detach in their git Web repo.

How to kill native threads in Android application

I'm using DDMS to monitor threads in my app, and I see that my app has a bunch of native threads as shown in follow picture. And time to time, the number of native threads increased as user interact with my app, which cause my app sometime does not serve as I expect. Is there anyway to kill these native threads?
There is no such thing as a "native thread" on Android, although some people might use that to refer to threads that are not attached to the VM (which would also make them invisible to DDMS). The threads happen to be executing (or waiting) in native code at the time you did a thread dump, but may spend most of their time executing bytecode. (A list of Dalvik thread states is available here.)
The names of the threads suggests that they were created without being given an explicit name. The one thread with a name, NsdManager probably exists because you're using NsdManager, which "responses to requests from an application are on listener callbacks on a seperate thread" [sic].
It's possible that you can glean some useful information from a stack trace. In DDMS, double-click the thread to get a backtrace. On a rooted device, you can kill -3 <pid> to get a full dump, including native stack frames.
Killing arbitrary threads is not allowed, as they might be holding locks or other resources. If you can determine what is starting them, and that they are unnecessary, you can prevent them from being started in the first place.

libDispatch serving main queue without dispatch_main on Android

I am using libDispatch (GCD) opensource on Android platform.
So, most of the complex time consuming tasks are being done through NDK (where i am using libDispatch).
For some calls, I am using dispatch_async(get_main_queue)...This is where the problem is coming...
I am able to run tasks in the concurrent queues but not on main queue.
Since this requires dispatch_main() to be called which we cannot do on here as Java thread will be blocked in that case.
So, is it possible to run the Java UI on some secondary thread and hook the dispatch_main() to serve the dispatch_main_queue here?
OR : Do I need to keep serving the main_queue from JAva main UI thread through JNI ?
Look into _dispatch_main_queue_callback_4CF which is the function you can call to drain the main queue. It will return like a normal sensible function after executing the queued operations, instead of killing the thread like dispatch_main.
Note that you'll need to call _dispatch_main_queue_callback_4CF on a regular basis from your Java UI thread, possibly each iteration. The official Cocoa implementation uses _dispatch_queue_wakeup_main() which uses mach messages to kick the main thread out of any sleep states so it can guarantee the callback function is called quickly, but you'd have to do some work to enable that and build your own libDispatch port. In reality on Android I don't think the main UI thread is ever put to sleep while your app is active so it shouldn't be an issue.
There is a ticket open on the libDispatch site at https://libdispatch.macosforge.org/trac/ticket/38 to make _dispatch_main_queue_callback_4CF a public function. The ticket is marked "Accepted" but no word on if/when that will happen.

Understanding when and why to use different Android threads

Hopefully someone can explain this to me or point me to a resource I can read to learn more. I am building an app that uses a ListView and a custom list adapter that I modeled off one of the many tutorials available online such as this one:
http://www.softwarepassion.com/android-series-custom-listview-items-and-adapters/
It worked fine. However, every example of how to do this runs the process of building the list of objects to be displayed and collecting the required data on separate threads.
I want to know why/couldn't you just put everything into onCreate? I can't see a reason why you would need separate threads to make this happen. Is there some general form/standard for when/what must me run on certain threads?
The Android docs on this are very good, as with most things.
The upshot is: the UI should always be responsive. So if you have some operation that will take enough time that the user will notice, you might want to consider not running it in the UI thread. Some common examples are network IO and database accesses. It's something of a case-by-case basis though, so you have to make the call for yourself a bit.
Well, if building the list of objects is not a relatively short process, doing it in onCreate() would be blocking/slowing the main thread. If you use a separate thread, it will allow the android os to load all of the UI elements while you are waiting for the list to be populated. Then when the list of objects is ready, you can instantly populate the already initialized UI, as opposed to waiting to initialize the UI until after the list of objects is built. It ensures that your application will always be responsive for the user.
Because you only have 0.5 sec to execute onCreate — after which the dreaded ADN (application not responding) error message is displayed. So unless your list view is super simple you won't make it it in time. And even if your list view is super simple it is better to learn it the proper way.
BTW: I don't even use threads, I use one or more Services to do all the work. Even more difficult to implement but more robust and responsive as well.
The reason you don't do things in onCreate or on the UI thread is for responsiveness. If your app takes too long to process, the user gets shown an App Not Responding dialog.
my teacher once said: every software can be written in a single (big) for loop.
And if you think: it can be... maybe at NDK level.
Some SDK developers wanted to make the software developers tasks easier and that's, why exists the SDK's and frameworks.
Unless you don't need anything from multitasking you should use single threading.
Sometimes there are time limitations, sometimes UI/background/networking limitations and need to do stuff in diff threads.
If you see source code of Asyntask and Handler, you will see their code purely in Java. (of course, there some exceptions, but that is not an important point).
Why does it mean ? It means no magic in Asyntask or Handler. They just make your job easier as a developer.
For example: If ProgramA calls methodA(), methodA() would run in a different thread with ProgramA.You can easily test by:
Thread t = Thread.currentThread();
int id = t.getId();
And why you should use new thread ? You can google for it. Many many reasons.
So, what is the difference ?
AsyncTask and Handler are written in Java (internally use a Thread), so everything you can do with Handler or AsyncTask, you can achieve using a Thread too.
What Handler and AsyncTask really help you with?
The most obvious reason is communication between caller thread and worker thread. (Caller Thread: A thread which calls the Worker Thread to perform some task.A Caller Thread may not be the UI Thread always). And, of course, you can communicate between two thread by other ways, but there are many disadvantages, for eg: Main thread isn't thread-safe (in most of time), in other words, DANGEROUS.
That is why you should use Handler and AsyncTask. They do most of the work for you, you just need to know what methods to override.
Difference Handler and AsyncTask: Use AsyncTask when Caller thread is a UI Thread. This is what android document says:
AsyncTask enables proper and easy use of the UI thread. This class allows to perform background operations and publish results on the UI thread without having to manipulate threads and/or handlers
I want to emphasize on two points:
1) Easy use of the UI thread (so, use when caller thread is UI Thread).
2) No need to manipulate handlers. (means: You can use Handler instead of AsyncTask, but AsyncTask is an easier option).
There are many things in this post I haven't said yet, for example: what is UI Thread, of why it easier. You must know some method behind each kind and use it, you will completely understand why..
#: when you read Android document, you will see:
Handler allows you to send and process Message and Runnable objects associated with a thread's MessageQueue
They may seem strange at first.Just understand that, each thread has each message queue. (like a To do List), and thread will take each message and do it until message queue emty. (Ah, maybe like you finish your work and go to bed). So, when Handler communicates, it just gives a message to caller thread and it will wait to process. (sophiscate ? but you just know that, Handler can communicate with caller thread in safe-way)

Why is a single threaded model used to update the UI as main thread?

The Qt doc says,
As mentioned, each program has one thread when it is started. This
thread is called the "main thread" (also known as the "GUI thread" in
Qt applications). The Qt GUI must run in this thread.
The Android doc says,
Like activities and the other components, services run in the main
thread of the application process
And iOS,
It is strongly recommended not to update UI controls etc from a
background thread (e.g. a timer, comms etc). This can be the cause of
crashes which are sometimes very hard to identify. Instead use these
to force code to be executed on the UI thread (which is always the
“main” thread).
Why does they use a single threaded model to update UI ?
The short answer is, it's the only reasonable way to ensure that the display is not corrupted.
The long answer is that allowing multiple threads to update the UI results in deadlocks, race conditions, and all sorts of trouble. This was the painful lesson taught by Java's AWT (among other UI systems) that allows multiple threads to touch the UI. See, for instance, Multithreaded toolkits: A failed dream?. That post refers (via dead links) to Why Threads Are A Bad Idea and Threadaches.
iOS and Android force you to work with UI only from main thread. The reason is the same as a shared object, thread safe[About]... in multithread environment
Android example error
FATAL EXCEPTION: Thread-19449
E/AndroidRuntime: android.view.ViewRootImpl$CalledFromWrongThreadException: Only the original thread that created a view hierarchy can touch its views
iOS example error
This application is modifying the autolayout engine from a background thread" error?

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