Hi Dianne,
I am aware of these fact. However, but even after changing
case APP_CMD_TERM_WINDOW:
// The window is being hidden or closed, clean it up.
engine_term_display(engine);
engine->app->destroyRequested = 1; // RvA
break;
in function 'static void engine_handle_cmd(struct android_app* app,
int32_t cmd)'
and modifying this part of android_main'
// Check if we are exiting.
if (state->destroyRequested != 0) {
LOGI("DestroyRequested");
engine_term_display(&engine);
engine.animating = 0; // solved issue egl call to
window without context
running = 0;
return;
}
The process still exists in the background, despite the fact these
lines show up in logcat:
I/threaded_app(30523): NativeWindowDestroyed: 0x11a310 -- 0x143f28
I/threaded_app(30523): APP_CMD_TERM_WINDOW
I/threaded_app(30523): APP_CMD_TERM_WINDOW
I/RvA: (30523): DestroyRequested
I/threaded_app(30523): android_app_destroy!
I/threaded_app(30523): Stop: 0x11a310
The log entry ' android_app_destroy!' is definately created by the
function 'static void android_app_destroy' but still after this the
process is still runing in the background.
Eclipse TADP, set up the way I downloaded it from
developer.nvidia.com
also does not install the .apk packages when I click run in the
developer environment, and also these running background processes
interfere with new builts of the applications that I am trying to run.
It might be because I'm running cyanogenmod, but I don't think so.
Everytime I try a new built after making some changes in the code I
have to:
- enable usb storage mode on the device
- manually copy the resulting libMyApp.so to the sdcard.
- disable usb storage
- use 'root explorer' to move the shader object from /sdcard to /data/
data/com.company.myapp/lib
- open 'process explorer', or use the remote debugger and kill the
last instance that I ran.
- clear the log
and only after repeating that entire procedure I can run the
application, to see if my changes have the desired results. Proper
shutdown procedures and apk installation from the IDE would probably
reduce the amount of time that I need testing and debugging with about
75%.
Thanks, Ronnie van Aarle.
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