e413089557
Change-Id: Iad3ad138a9a7164d10ab6e51e22032ad115d08a5
324 lines
13 KiB
Text
324 lines
13 KiB
Text
LibreOffice Android
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*******************
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Bootstrap
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*********
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Contains common code for all projects on Android to bootstrap LibreOffice. In
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addition it is a home to LibreOfficeKit (LOK - see libreofficekit/README) JNI
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classes.
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stuff in source directory
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*************************
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LibreOffice Android application - the code is based on Fennec (Firefox for Android).
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It uses OpenGL ES 2 for rendering of the document tiles which are gathered from
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LibreOffice using LOK. The application contains the LibreOffice core in one shared
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library: liblo-native-code.so, which is bundled together with the application.
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Architecture and Threading
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**************************
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The application implements editing support using 4 threads:
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1. The Android UI thread, we can't perform anything here that would take a considerable
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amount of time.
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2. An OpenGL thread which contains the OpenGL context and is responsible for drawing
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all layers (including tiles) to the screen.
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3. A thread (LOKitThread), that performs LibreOfficeKit calls, which may take more time
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to complete. In addition it also receives events from the soffice thread (see below)
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when the callback emits an event. Events are stored in a blocking queue (thread
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processes events in FCFS order, goes to sleep when no more event is available and
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awakens when there are events in queue again).
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4. A native thread created by LibreOfficeKit (we call it the soffice thread), where
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LibreOffice itself runs. It receives calls from LOKitThread, and may emit callback
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events as necessary.
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LOKitThread
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***********
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LOKitThread (org.libreoffice.LOKitThread) communicates with LO via JNI (this can
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be done only for one thread) and processes events (defined in org.libreoffice.LOEvent)
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triggered from UI.
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Application Overview
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********************
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LibreOfficeMainActivity (org.libreoffice.LibreOfficeMainActivity) is the entry point
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of the application - everything starts up and tears down from here (onCreate, onResume,
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onPause, onStart, onStop, onDestroy).
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Document view
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-------------
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From here on one of the most interesting pieces are the classes around document view,
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which includes listening to touch events, recalculating the viewport, tiled handling
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and rendering the layers to the document.
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Viewport - the viewport is the currently visible part of the document. It is defined
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by view rectangle and zoom.
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Layers - document view is rendered using many layers. Such layers are: document
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background, scroll handles, and also the document tiles.
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Document view classes
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---------------------
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- LayerView (org.mozilla.gecko.gfx.LayerView) is the document view of the application.
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It uses the SurfaceView (android.view.SurfaceView) as the main surface to draw on
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using OpenGL ES 2.
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- GLController (org.mozilla.gecko.gfx.GLController) - holder of the OpenGL context.
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- RenderControllerThread (org.mozilla.gecko.gfx.RenderControllerThread) executes the
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rendering requests through LayerRenderer.
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- LayerRenderer (org.mozilla.gecko.gfx.LayerRenderer) renders all the layers.
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- GeckoLayerClient (org.mozilla.gecko.gfx.GeckoLayerClient) is the middle man of the
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application, which connects all the bits together. It is the document view layer
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holder so the any management (including tiled rendering) usually go through this
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class. It listens to draw requests and viewport changes from PanZoomController
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(see "Touch events").
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Touch events, scrolling and zooming
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-----------------------------------
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The main class that handles the touch event, scrolling and zooming is JavaPanZoomController
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org.mozilla.gecko.gfx.JavaPanZoomController (implementation of PanZoomController interface).
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When the user performs a touch action, the document view needs to change, which means the
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viewport changes. JavaPanZoomController changes the viewport and signals the change through
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PanZoomTarget (org.mozilla.gecko.gfx.PanZoomTarget).
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TiledRendering
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--------------
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Tiled rendering is a technique that splits the document to bitmaps of same size (typically
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256x256) which are fetched on demand.
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In the application the ComposedTileLayer (org.mozilla.gecko.gfx.ComposedTileLayer) is the
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layer responsible for tracking and managing the tiles. Tiles are in this case also layers
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(sub layers?) implemented in SubTile (org.mozilla.gecko.gfx.SubTile), where each one is
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responsible for one tile bitmap (actually OpenGL texture once it has been uploaded).
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When the viewport changes, the request for tile rechecking is send to LOKitThread (see
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LOKitThread#tileReevaluationRequest), where the tiles are rechecked, add and removed if
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necessary.
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CompositeTileLayer is actually an abstract class, which has two implementations. One is
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DynamicTileLayer (org.mozilla.gecko.gfx.DynamicTileLayer), which is used for main tile
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view of the document, and FixedZoomTileLayer (org.mozilla.gecko.gfx.FixedZoomTileLayer),
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which just renders the tiles at a fixed zoom level. This is then used as a background
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low resolution layer.
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Tile invalidation
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-----------------
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Tile can change in LibreOffice when user changes the content (adds, removes text or changes
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the properties). In this case, an invalidation rectangle is signaled from LibreOffice, which
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includes a rectangle that needs to be invalidated. In this case LOKitThread gets this request
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via callback, and rechecks all tiles if they need to be invalidated. For more details see
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LOKitThread#tileInvalidation).
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Editing
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*******
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For editing there are 2 coarse tasks that the LibreOffice app must do:
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1. send input events to LibreOffice core (keyboard, touch and mouse)
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2. listen to messages (provided via callback) from LibreOffice core and react accordingly
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In most cases when an input event happens and is send to the LO core, then a message from
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LO core follows. For example: when the user writes to the keyboard, key event is sent and
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a invalidation request from LO core follows. When user touches an image, a mouse event is
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sent, and a "new graphic selection" message from LO core follows.
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All keyboard and touch events are send to LOKitThread as LOEvents. In LOKitThread they are
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processed and send to LibreOffice core. The touch events originate in JavaPanZoomController,
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the keyboard events in LOKitInputConnectionHandler (org.libreoffice.LOKitInputConnectionHandler),
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however there are other parts too - depending on the need.
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InvalidationHandler (org.libreoffice.InvalidationHandler) is the class that is responsible
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to process messages from LibreOffice core and to track the state.
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Overlay
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*******
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Overlay elements like cursor and selections aren't drawn by the LO core, instead the core
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only provides data (cursor position, selection rectangles) and the app needs to draw them.
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DocumentOverlay (org.libreoffice.overlay.DocumentOverlay) and DocumentOverlayView
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(org.libreoffice.overlay.DocumentOverlayView) are the classes that provide the overlay over
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the document, where selections and the cursor is drawn.
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Icons
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*****
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App uses material design icons available at [1].
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[1] - https://www.google.com/design/icons/
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Emulator and debugging notes
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****************************
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For instructions on how to build for Android, see README.cross.
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* Getting something running
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Attach your device, so 'adb devices' shows it. Then run:
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cd android/source
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make install
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adb logcat
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and if all goes well, you should have some nice debug output to enjoy when you
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start the app.
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* Using the emulator
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Create an AVD in the android UI, don't even try to get the data partition size
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right in the GUI, that is doomed to producing an AVD that doesn't work.
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Instead start it from the console:
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LD_LIBRARY_PATH=$(pwd)/lib emulator-arm -avd <Name> -partition-size 500
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where <Name> is the literal name of the AVD that you entered.
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[ In order to have proper acceleration, you need the 32-bit libGL.so:
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sudo zypper in Mesa-libGL-devel-32bit
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and run emulator-arm after the installation. ]
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Then you can run ant/adb as described above.
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After a while of this loop you might find that you have lost a lot of
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space on your emulator's or device's /data volume. You can do:
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adb shell stop; adb shell start
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Debugging
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---------
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First of all, you need to configure the build with --enable-debug or
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--enable-dbgutil. You may want to provide --enable-selective-debuginfo too,
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like --enable-selective-debuginfo="sw/" or so, in order to fit into the memory
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during linking.
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Building with all symbols is also possible but the linking is currently
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slow (around 10 to 15 minutes) and you need lots of memory (around 16GB + some
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swap).
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* Using ndk-gdb
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When you have all this, install the .apk to the device, and:
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cd android/source
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<ndk-bundle>/ndk-gdb --adb=<android-sdk-linux>/platform-tools/adb [--start]
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In case you used --with-android-package-name, add --package=your.package.name
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to the invocation
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If you get the error
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ERROR: Could not find gdb.setup under ./libs/
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(and an empty "Compatible device ABI:" when run with --verbose), you need to fix
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the quoting in the ndk-gdb script:
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@@ -574 +574 @@
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-adb_var_shell BCFILES run-as $PACKAGE_NAME /system/bin/sh -c "ls lib/*.bc"
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+adb_var_shell BCFILES run-as $PACKAGE_NAME /system/bin/sh -c \"ls lib/*.bc\"
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Pretty printers aren't loaded automatically due to the single shared
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object, but you can still load them manually. E.g. to have a pretty-printer for
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rtl::OString, you need:
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(gdb) python sys.path.insert(0, "/master/solenv/gdb")
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(gdb) source /master/instdir/program/libuno_sal.so.3-gdb.py
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* Using Android Studio (and thus lldb)
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Note that both might not yield the same results - so if lldb doesn't show you
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useful info, try with the ndk-gdb method and the other way round.
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- open android/source/build.gradle in Android Studio via File|New → Import Project
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- make sure you select the right build variant (strippedUIDebug is what you want)
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- use Run|Edit Configurations to create a new configuration of type "Android Native"
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- on tab "General" pick module "source"
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- on tab "Native Debugger" add android/source/obj/local/<hostarch> to
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the Symbol directories
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Then you can select your new configuration and use Run | Debug to launch it.
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Note that lldb doesn't initially stop execution, so if you want to add
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breakpoints using lldb prompt, you manually have to pause execution, then you
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can witch to the lldb tab and add your breakpoints. However making use of the
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editor just using File|Open .. to open the desired file in Android Studio and
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then toggling the breakpoint by clicking on the margin is more comfortable.
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* Debugging the Java part
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Open android/source/build.gradle in Android studio via File|New → Import
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Project and you can use Android Studio's debugging interface.
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Just make sure you pick the correct build variant (strippedUIDebug)
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The alternative is to use the jdb command-line debugger. Steps to use it:
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1) Find out the JDWP ID of a debuggable application:
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adb jdwp
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From the list of currently active JDWP processes, the last number is the just
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started debuggable application.
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2) Forward the remote JDWP port/process ID to a local port:
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adb forward tcp:7777 jdwp:31739
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3) Connect to the running application:
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jdb -sourcepath src/java/ -attach localhost:7777
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Assuming that you're already in the LOAndroid3 directory in your shell.
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* Debugging the missing services
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Android library only include essential services that are compiled for
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LibreOffice in order to reduce the size of the apk. When developing,
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some services might become useful and we should add those services
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to the combined library.
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In order to identify missing services, we need to be able to receive
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SAL_INFO from cppuhelper/source/shlib.cxx in logcat and therefore identify
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what services are missing. To do so, you may want add the following
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when configuring the build.
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--enable-selective-debuginfo="cppuhelper/ sal/"
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Which services are combined in the android lib is determined by
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solenv/bin/native-code.py
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* Common Errors / Gotchas
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lo_dlneeds: Could not read ELF header of /data/data/org.libreoffice...libfoo.so
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This (most likely) means that the install quietly failed, and that
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the file is truncated; check it out with adb shell ls -l /data/data/....
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* Startup details
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All Android apps are basically Java programs. They run "in" a Dalvik
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(or on Android 5 or newer - ART) virtual machine. Yes, you can also
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have apps where all *your* code is native code, written in a compiled
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language like C or C++. But also such apps are actually started
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by system-provided Java bootstrapping code (NativeActivity) running
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in a Dalvik VM.
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Such a native app (or actually, "activity") is not built as a
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executable program, but as a shared object. The Java NativeActivity
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bootstrapper loads that shared object with dlopen.
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Anyway, our current "experimental" apps are not based on NativeActivity.
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They have normal Java code for the activity, and just call out to a single,
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app-specific native library (called liblo-native-code.so) to do all the
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heavy lifting.
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