Reputation: 730
I am learning how to implement C++ projects into native Android and found myself a C++ library to import. Everything works great, but the problem is when onBackPressed()
is called, the user is directed to the previous fragment as expected, but when they re-enter the Activity which is populated by the C++ library, a crash happens.
The only error I am given is A/libc: Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x8 in tid 9408 (GLThread 27055), pid 9296 (fluidSimulation)
I started to do some digging in the gl_code.cpp
file where I pass values to exposed C++ methods and I believe I have identified the issue, but I am stuck on a fix...
There is the following C++ method that is called each time the Activity is created:
//This is global as it is used in other methods
void *fluid;
extern "C" JNIEXPORT void JNICALL
Java_com_android_ui_fluidSimulation_FluidLib_init(JNIEnv *env, jobject obj, jint width,
jint height) {
fluid = fluidCreate((int) width, (int) height);
}
Now, I have figured out that the fluid
pointer is being held in memory after the activity is exited when onBackPressed()
is called. I have worked out that this method needs to be called each time the activity starts, but I need to understand how to reset the pointer.
I have tried delete fluid;
before calling fluidCreate
, but this doesn't work. Is there a work around for this problem or am I at the mercy of the library and better off abandoning it?
UPDATE 1
So, every frame the below method is called and I have noticed the crash happens when the fluid is added to the frame.
static double now_ms(void) {
struct timespec res;
clock_gettime(CLOCK_REALTIME, &res);
return 1000.0 * res.tv_sec + (double) res.tv_nsec / 1e6;
}
extern "C" JNIEXPORT void JNICALL
Java_com_android_ui_fluidSimulation_FluidLib_step(JNIEnv *env, jobject obj) {
double t = now_ms();
//Below is printed
__android_log_write(ANDROID_LOG_ERROR, "Tag", "Gets before fluidOnFrame");
fluidOnFrame(fluid, t);
//Below is is not printed
__android_log_write(ANDROID_LOG_ERROR, "Tag", "Gets after fluidOnFrame");
}
These methods are called in Native Android as follows:
private class Renderer : GLSurfaceView.Renderer {
override fun onDrawFrame(gl: GL10) {
FluidLib.step()
}
override fun onSurfaceChanged(gl: GL10, width: Int, height: Int) {
FluidLib.init(width, height)
}
override fun onSurfaceCreated(gl: GL10, config: EGLConfig) {
// Do nothing.
}
}
The methods used are defined as follows:
object FluidLib {
/**
* @param width the current view width
* @param height the current view height
*/
external fun init(width: Int, height: Int)
external fun destroy()
external fun step()
init {
System.loadLibrary("gl_code")
}
}
My file to interact with the C++ library:
/**
* C-Style API to enable the fluid component to be used with C-based clients (i.e. Swift)
*/
#ifndef Fluid_h
#define Fluid_h
enum PointerType {
MOUSE = 0,
TOUCH = 1,
PEN = 2
};
#ifdef __cplusplus
extern "C" {
#endif
void* fluidCreate(int width, int height);
void fluidOnFrame(void* fluidPtr, double frameTime_ms);
#ifdef __cplusplus
}
#endif
#endif /* Fluid_h */
UPDATE 2
To try to understand the cause of the problem better, I ended up creating an if statement around my fluidCreate
method to see if it was the pointer or some other issue as follows:
void *fluid;
void *newFluid;
extern "C" JNIEXPORT void JNICALL
Java_com_android_ui_fluidSimulation_FluidLib_init(JNIEnv *env, jobject obj, jint width,
jint height) {
if(fluid == 0) {
fluid = fluidCreate((int) width, (int) height);
}else{
newFluid = fluidCreate((int) width, (int) height);
}
}
Then did the following on my method that's called each frame:
extern "C" JNIEXPORT void JNICALL
Java_com_android_ui_fluidSimulation_FluidLib_step(JNIEnv *env, jobject obj) {
double t = now_ms();
if(newFluid == 0) {
__android_log_write(ANDROID_LOG_ERROR, "Tag", "Original Fluid on Frame");
fluidOnFrame(fluid, t);
}else{
__android_log_write(ANDROID_LOG_ERROR, "Tag", "New Fluid on Frame");
fluidOnFrame(newFluid, t);
}
}
Now, even though different pointers are used, the crash is still caused, which makes me think that there seems to be a bug in the C++ library fluidOnFrame
method...
Upvotes: 1
Views: 237
Reputation: 24211
I think you are in the right direction. The crash log looks like a memory exception to me as well and I think the memory is not properly freed.
The fluid
pointer needs to be destructed while you are exiting your activity. I would like to recommend writing another function as follows.
extern "C" JNIEXPORT void JNICALL
Java_com_android_ui_fluidSimulation_FluidLib_destroy(JNIEnv *env) {
delete fluid;
}
And call this function in your Activity
's onPause
or onDestroy
function.
I hope that will destroy the memory reference and will avoid the Fatal signal 11 (SIGSEGV)
crash issue that you are having.
Upvotes: 1