Hacker News new | ask | show | jobs
by martingordon 5303 days ago
He seems like a smart kid, but he's clearly not developed anything on iOS. One of the key things you learn as you're learning how to build an iOS app is that all UI code must be run on the main thread. It even says so right there in the [UIView class reference](http://developer.apple.com/library/ios/#documentation/uikit/...):

> Threading Considerations Manipulations to your application’s user interface must occur on the main thread. Thus, you should always call the methods of the UIView class from code running in the main thread of your application. The only time this may not be strictly necessary is when creating the view object itself but all other manipulations should occur on the main thread.

2 comments

On iOS, updates to the UI happen on the main thread, but all animation, surface compositing, and rendered graphics run on the dedicated Core Animation rendering thread.
The user complaints are with regards to delays in event processing ("sloppy" or "laggy" touch events), not general animation that does not involve user input; the specific examples in this article demonstrating how this "dedicated" UI thread with "real-time priority" exists detail touching the screen and watching the system lock up as it is now busy handling the scroll events.

Also, it is my understanding that surface compositing is done in hardware using surface-backed textures, with any software rendering of those surfaces being done on the main UI thread while responding to messages such as drawRect, using CoreGraphics (not CoreAnimation). The only thing that gets shoved to background threads are, AFAIK, animations that are specified in code but then "set free" into the CoreAnimation backend.

I thereby don't feel like these comments adequately defend the statements made in the article: the things it claims are benefits of iOS's graphics architecture either A) work the same on Android (per the post it is responding to from the Android developer regarding the myths of Android hardware surface compositing) or B) actually happen in software on the main/UI thread on iOS. I think we need to look elsewhere for the real cause of Android's horrible touch response. ;(

"The user complaints are with regards to delays in event processing ("sloppy" or "laggy" touch events), not general animation that does not involve user input;"

Obviously you never went through tunnels. When I am playing a 100% offline game (without internet access) and my bus goes in the tunnel, everything stops. Who cares about this "game" when I have tons of networking to do. Networking takes precedence over animation so what happens is any touch events or animation or anything is heavily delayed.

What about the phone? When the call is ending, it can't render a UI update that the button was touched, thus just a delay. It even delays processing the next input event until after the screen switches states. End result? I make a call when I try to hang up or vice versa. Point being that these problems are not exclusive, but the iOS solution is significantly better for these edge cases which are the ones that cause the biggest headaches, they still happen in iOS but very infrequently vs consistently bad every other time.

I think one subtle difference is that in iOS there is some degree of parallelism even in the UI Updates as they happen in the NSRunLoop of the main thread(main NSRunLoop).

So that an UI Update that is waiting for hardware can be delayed and the next UI update in the loop can be processed.

I dont seem to recall any such pattern for Java main thread UI Updates.

An NSRunLoop is normally a CFRunLoop, and a CFRunLoop is pretty much just "get next task; run that task; loop": if one task blocks, it cannot run the next one; the only way for it to look like it is doing multiple things at once is for code to reenter the runloop using CFRunLoopRun(), which is hardly ever used (it increases the size of the stack pretty quickly and breaks assumptions about single-threaded concurrency). Any concurrency with hardware compositing is going to happen at the kernel or hardware levels, not in the app.
You're right in general but starting in iOS4:

"Drawing to a graphics context in UIKit is now thread-safe." http://developer.apple.com/library/ios/#releasenotes/General...

Some things won't work (notably UIWebView which also gets used in UITextView) but you actually can build a view in a NSOperation.

Here's another problem with HeapWorker.c (The android code that does garbage collection, etc.). This is just poor programming imo. Android's thread management is stuck in the 90s. With this type of thread management they're required to trap into the kernel to acquire a mutex. There are obviously severe performance issues with this which partly explains some of the blocking and performance issues in Androids garbage collector, not to mention the possibility of bugs and deadlocks. (see actual android code below). iOS has been migrating away from threads and using dispatch and operation queues (Grand Central Dispatch) instead, which eliminates most of the blocking and possibilities for deadlocks. sometimes performance issues are just results of poor programming.

dvmLockMutex(&gDvm.heapWorkerLock);

//BUG: If a GC happens in here or in the new thread while we hold the lock,

// the GC will deadlock when trying to acquire heapWorkerLock.

if (!dvmCreateInternalThread(&gDvm.heapWorkerHandle, "HeapWorker", heapWorkerThreadStart, NULL))

{ dvmUnlockMutex(&gDvm.heapWorkerLock);

        return false;
    
}

// Block until all pending heap worker work has finished.

void dvmWaitForHeapWorkerIdle() { int cc;

    assert(gDvm.heapWorkerReady);

    dvmChangeStatus(NULL, THREAD_VMWAIT);

    dvmLockMutex(&gDvm.heapWorkerLock);

    /* Wake up the heap worker and wait for it to finish. */
    //TODO(http://b/issue?id=699704): This will deadlock if
    //     called from finalize(), enqueue(), or clear().  We
    //     need to detect when this is called from the HeapWorker
    //     context and just give up.
    dvmSignalHeapWorker(false);
    cc = pthread_cond_wait(&gDvm.heapWorkerIdleCond, &gDvm.heapWorkerLock);
    assert(cc == 0);

    dvmUnlockMutex(&gDvm.heapWorkerLock);

    dvmChangeStatus(NULL, THREAD_RUNNING);
}
With this type of thread management they're required to trap into the kernel to acquire a mutex. There are obviously severe performance issues with this which partly explains some of the blocking and performance issues in Androids garbage collector

Android runs on Linux. Linux uses Futexes (Fast Userspace Mutexes) for locking abstractions like semaphores and mutexes. From Wikipedia -

"A futex consists of a kernelspace wait queue that is attached to an aligned integer in userspace. Multiple processes or threads operate on the integer entirely in user space (using atomic operations to avoid interfering with one another), and only resort to relatively expensive system calls to request operations on the wait queue (for example to wake up waiting processes, or to put the current process on the wait queue). A properly programmed futex-based lock will not use system calls except when the lock is contended; since most operations do not require arbitration between processes, this will not happen in most cases."

Android's garbage collection is handled by Dalvik.
Huh?

thread management they're required to trap into the kernel to acquire a mutex.

Of course GC is handled by the VM. That's not the point here though - the point I thought you made was that the GC uses mutexes and they're required to trap into the kernel. (At least that's how it reads above) That's not the case on Linux. GC uses mutexes which are implemented as futexes[1] that stay in user space for most of the time.

[1] http://www.mail-archive.com/uclibc@uclibc.org/msg02787.html

HeapWorker.c uses pthreads. doing a quick check on one of the functions dvmLockMutex (in Thread.h) uses pthread_mutex_lock.

// Grab a plain mutex.

INLINE void dvmLockMutex(pthread_mutex_t pMutex) {

    int cc __attribute__ ((__unused__)) = 
pthread_mutex_lock(pMutex);

    assert(cc == 0);
}

and here's pthread_mutex_lock.

int pthread_mutex_lock(pthread_mutex_t mutex) { if (mutex->kind == PTHREAD_MUTEX_NORMAL) { if (atomic_exchange(&mutex->lock, 1) != 0) { while (atomic_exchange(&mutex->lock, -1) != 0) {

        if (wait(mutex->event, INFINITE) != 0) return EINVAL;

      }

    }

  }
  else

  {

    pthread_t self = pthread_self();

    if (atomic_exchange(&mutex->lock, 1) == 0)
    {
      mutex->recursion = 1;

      mutex->owner = self;

    }

    else

    {

      if (pthread_equal(mutex->owner, self))

      {
        if (mutex->kind == PTHREAD_MUTEX_RECURSIVE)
          mutex->recursion++;
        else
          return EDEADLK;
      }
      else
      {
        while (atomic_exchange(&mutex->lock, -1) != 0)
        {
          if (wait(mutex->event, INFINITE) != 0) return EINVAL;
          mutex->recursion = 1;
          mutex->owner = self;
        }
      }
    }
  }

  return 0;
}

and here's an excerpt of dalvik/vm/Thread.c

Notes on Threading

All threads are native pthreads. All threads, except the JDWP debugger thread, are visible to code running in the VM and to the debugger. (We don't want the debugger to try to manipulate the thread that listens for instructions from the debugger.) Internal VM threads are in the "system" ThreadGroup, all others are in the "main" ThreadGroup, per convention.

The GC only runs when all threads have been suspended.

...