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Random crashes in native code at app launch #140
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@matt-msi Thanks for providing the tombstone, we will add to our internal issue tracking database. Are you reproducing this issue with any consistency? |
No it's inconsistent and usually goes away the second time the app is launched. |
@matt-msi The word I got from the ATAK lead (who has seen this before) is that it can result when an ANR occurs due to ATAK getting hung on the UI thread too long during startup. We do not currently have an ETA on a fix. |
We saw a new one of these recently, the backtrace below happened during map component loading at startup, the application froze and eventually ANRed. The reproduceability rate is fairly low (< 5%), just noting it here for awareness.
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Another symptom of the application going to black screen and ANRing is we sometimes see SurfaceFlinger buffer reject errors in the logs. Any idea why the height of the surface view buffer would be 75 pixels shorter than the front display height?
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Adding a couple of other tombstones seen recently using 4.5.1.13. Tombstone 1: The tester said they turned on night mode before launching ATAK. One time occurrence. From the backtrace the crash appears to be a segmentation fault in the GDAL library.
Tombstone 2: Tester said that ATAK had been left running on the device for a few hours before the tombstone. SCUDO error. Also a one time occurrence.
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Here's an interesting one. One of our testers reported seeing an ANR at launch, in the backtrace it shows the main thread and GL thread are deadlocked waiting on each other (one time occurrence). Maybe worth revisiting the synchronization model and whether both locks are necessary? Main Thread:
GL Thread:
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Adding a few tombstone crashes in native code seen in ATAK 4.5.1.13 Tombstone 1:
Tombstone 2 :
Tombstone 3:
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Seeing a NullPointerException in OpenGL GLScaleWidget in ATAK 4.5.1.13 Crash Log:
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We have seen sometimes where ATAK crashes in the native code and leaves a tombstone shortly after the app was launched. Just wanted to report these and see if you have any thoughts what is causing these tombstone crashes.
Tombstone 1:
Tombstone 2:
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