Application sticks on OSSpinLockLockSlow - ios

Update 2: I found a workaround which is to synchronize MOC deallocating and saving. Please see the updated project.
https://github.com/shuningzhou/MOCDeadLock.git
Note: I made it fail more aggressively. Don't run it on a real device!
Update: A sample project to demonstrate this issue.
https://github.com/shuningzhou/MOCDeadLock.git
XCode 6.2: Unable to reproduce.
XCode 6.3: Reproducible.
XCode 6.4 beta: Reproducible.
========================== The Issue ===============================
Our app randomly stuck on OSSpinLockLockSlow after upgrading to XCode 6.3. In our project, we used NSOperation and NSOperationQueue to fetch data from our server and used Core Data for data persistence.
This issue never happened before! You can see from the stack trace that no calls are made by our code. I am not sure where to start debugging this. Could someone provide some guidance?
Thank you in advance!
Please see the stack trace
Edit:
We are using AFNetworking and our NSOperations are subclasses of AFHTTPRequestOperation. We added some custom properties and overrode the method -(void)start:
- (void)start;
{
//unrelated code...
NSString *completionQueueID = [NSString uuid];
const char *cString = [completionQueueID cStringUsingEncoding:NSASCIIStringEncoding];
self.completionQueue = dispatch_queue_create(cString, DISPATCH_QUEUE_SERIAL);
//unrelated code....
[super start];
}
For Core Data, We are following the thread-confinement pattern. We have separate managed object context for each thread, and the contexts share a static persistent store coordinator.
Edit 2:
More info: I found that this issue happens when the system exits multiple threads at the same time. We store the Managed Object Context in the thread dictionary, and they get released when the threads exit.
[[[NSThread currentThread] threadDictionary] setObject:dataManager forKey:#"IHDataManager"];
CPU usage is around 20%.

I have been experiencing precisely this issue. As per your stack trace, I have a bunch of threads stalled with _OSSpinLockLockSlow.
It appears to be a livelock situation with the spinlocks chained up together. Including some networking threads and core data. But as Rob pointed out, symptoms of livelock should include high CPU usages (spinlocks are all endlessly spinning). In my case (and in yours) this is not the case, CPU usage is low - simulator 'percent used' 20%, simulator overall in activity monitor 0.6% - so maybe it's a deadlock ;-)
Like you, I am using a thread-confinement pattern, separate managed object context per thread, single persistent store.
Following your observation that the hang always seems to follow deallocing of a bunch of threads, I checked that behaviour and can confirm that is the case.
This got me wondering why I had so many threads active. It turned out I was using gcd with a concurrent background queue:
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_BACKGROUND,0),^{
modelClass = [WNManagedObject classForID:mongoID];
dispatch_async(dispatch_get_main_queue(),^{
...
});
});
This snippet is part of some networking/JSON parsing code. 'classForID' was causing slight UI jitters on the main thread, so I backgrounded it.
In effect the concurrent background queue was spitting out a whole bunch of short-lived threads. This was completely unnecessary. Refactoring as a single serial queue fixed the thread excesses, which got rid of the spinlock issue. Finally I realised I didn't need to get the class at all, so this code has since been exorcised.
Problem fixed, but no explanation as to why this should suddenly become an issue with 8.3
I suspect that the same issue is touched on in this question (although Cocoalumberjack gets the blame there):
syscall_thread_switch iOS 8.3 race - CocoaLumberjack bug? how to debug this?
..and in this Cocoalumberjack bug report
https://github.com/CocoaLumberjack/CocoaLumberjack/issues/494
I am also using CocoaLumberjack but it does not feature in any of the problem threads, so I think that is a red herring. The underlying cause seems to be excess thread creation.
I have seen the issue in the simulator and on devices when tethered to XCode, but I have not experienced it when running independently of XCode. It is new to me in iOS 8.3 / XCode 6.3.1
Not really an answer, more of a diary of my own workaround for this weird issue, but maybe you'll find it useful.

If question is still actual - this is a bug in iOS: OpenRadar crash report
Also you may find this blog post useful: blog post
I think you should replace OSSpinLocks with something else to fix this in your app.
We encountered this bug in our Unity3d game. We didnt fixed this yet in our app because we do not have access to most of the native iOS code (we write our game on C# and we use a lot of 3-rd party native plugins). So I cannot recommend you something concrete about replacing OSSpinLock. Sorry for my English.
Update
Many Apple frameworks and libraries uses OSSpinLock internally, so you dont need to use it explicity to run into this issue.

Related

iOS - Will application get crash after writing UI updation code on background thread

If I write accidentally UI updating code on a background thread after fetching data from network req. So Will my application get crash?
From apple docs:
Updating UI on a thread other than the main thread is a common mistake that can result in missed UI updates, visual defects, data corruptions, and crashes. source
So it can crash, but it can also not crash. It might update the UI or it might not. It might crash immediately when the code is called; it might crash in the next runloop, or it might crash minutes later. It might cause weird UI that make you say WTF. In short, its behavior is undefined. Which makes can make it a really hard bug to track down and fix.
If you are asking what is the exact behavior to expect when doing this. The answer is: in a debug environment you should expect the Main Thread Checker to catch it and cause a crash with a good crash report. If it is a production build you can expect some crashes that look like this: Application crashes very rarely with UI update on secondary thread, but they might look different. If you have a small user base you might not see any crashes, but still have a very buggy app.
Straight Answer : Your Application Won't crash.
UI Update must be done in Main thread
Apple Documentation:
DispatchQueue manages the execution of work items. Each work item
submitted to a queue is processed on a pool of threads managed by the
system.
So, use
DispatchQueue.main.async {
//your UI code
}
Why do you want to update UI in the background thread ? it's a bad practice.
You'll get something like this:

iOS 11 CoreBluetooth: Cannot remove an observer CBPeripheral for the key path "delegate"

Ever since iOS 11 was released, I'm experiencing an esporadic but frequent crash with the following signature:
Cannot remove an observer <CBPeripheral 0x1c010ef10> for the key path "delegate" from <CBPeripheral 0x1c010ef10> because it is not registered as an observer.
This happens in the context of a scan for Bluetooth devices, a later connection to one of them and a final cleanup of the whole process. All these tasks are performed in a non-main dispatch queue to soften the pressure on the main thread (for smoother UI experience). This very code has been running without incident ever since iOS 9 days and only now that iOS 11 came out, started to crash.
The only references I've found in the net so far regarding this behaviour are this and this post for the Estimote SDK. These references suggest that something might be going on with parallel instances of the CBCentralManager in different dispatch queues, however, nothing regarding special care on the matter is stated in the official Programming Guide. Also, a response from an Apple Staff member to another CoreBluetooth issue stating:
iOS 11 is in general going to be less forgiving for apps which don't hold a proper reference to CB objects...
Doesn't sound very encouraging. I tried profiling the app and looking for potential leaks using XCode and it's companion tools but this didnt't shed much light on it either.
Has anybody else experienced similar issues? Any suggestions on how to workaround it? Ideas on where to dig next?
After some testing period, in our particular case the solution consisted in translating all the Bluetooth stack related work to the mainQueue. Meaning that all the related callbacks exists within Main-thread territory.
This solution requires extra caution with the work performed in those callbacks (UI runs here too), but since most CoreBluetooth actions are asynchronous by default, this has proven feasible. This workaround has been confirmed in iOS 11 and so far no issues have been reported in iOS 12 as well.
The takeaway here is: Handle ONLY the absolutely necessary bits in mainQueue, and then transfer the rest of the load elsewhere if necessary.

EXC_BAD_ACCESS when using dispatch_async

We have recently revised our threading mechanism in favour of using dispatch_async's in most places (after doing a lot of reading about NSOperation vs dispatch_async)*. Then our code started crashing with EXC_BAD_ACCESS in various parts of the code, always on the dispatch_async(queue,...) part, with no clear pattern. Usually happening after 20 minutes - 2 hours.
Our dispatch_async blocks were used to notify listeners, looked as follows:
NSMutableSet *_listeners; // Initialised elsewhere and filled with interested listeners
void(^block)(id listener); // Block to execute
#synchronized(_listeners) {
for (id listener in _listeners) {
dispatch_async_t queue = dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0); // We used different queues for different listeners, but showing only one type of queue here for brevity
dispatch_async(queue, ^{ // CRASHING LINE
block(listener);
});
}
}
y common symptoms were:
Happens on iOS10, never happens on iOS8
Happen during debugging but never reported on production
(This is a self-answered question)
*We liked the simplicity of dispatch_async, didn't need the blocking / dependency features of NSOperationQueue's and we will be moving to C++ soon so wanted to stay low level.
After days of debugging, ensuring our thread objects were strongly retained, and trying various weak-strong combinations and thorough profiling using Instruments, we have come to the conclusion that this is an Apple bug (as also reported here) that only appears on recent iOS versions (iOS10 for us, but I reckon it will be present from the version when libBacktraceRecording.dylib started appearing).
Symptoms of:
Not reproducible on iOS8.x
Only happens when in debugging mode
EXC_BAD_ACCESS in random parts of the code, without any pattern
might indicate this.
Hope this is useful for others!

Leak memory "Malloc XXbytes" by Instruments. How to fix?

My project doesn't use ARC and support iOS 4.3+, used Parse,Crashlytics framework.
I tested by Instruments about leak memory.
This is result. The problem is that all thing is in library system. Nothing is related to my code.
How can I fix them? Somebody help me!
Click to see fullsize http://i.stack.imgur.com/ZRrkQ.png
You application started a system thread shown in Instruments. It is not clear how. The thread doesn't call your code directly. It is somehow related to private DataDetectorsUI.framework; that calls CFStringTokenizer... You do not create this thread directly, you ask iOS to do something. Can you guess what is that and what part of your code triggered spawning the thread?
What are trying to do? Is it possible that you do not close the task properly?
DDOperation is a NSOperation subclass that is part of the Data Detection framework in iOS and OS X. I can't pinpoint your leak to a specific line either, but it appears like you are leaking something that is created indirectly when you use NSDataDetector. Check if you are retaining anything when using the block based enumerator but never releasing it.

In iOS when must I run something on the main thread?

I have a game that I'm getting ready to submit. I've tested it a lot and it seems to be solid -- no crashes and no unexpected behavior. I am not forcing anything to run on the main thread (except for one place where I followed a sample in a book) and now I'm concerned that under some circumstance, on somebody else's device, the game will not work right or crash because I'm not doing something on the main thread that should be on the main thread. But I don't understand what needs to be run on the main thread. I googled for a checklist or summary of what methods need run on the main thread and didn't find anything useful. Is this something I need to worry about? The app is for iOS 5.1 and up and it uses in-app purchases and Game Center. I use the cocos2d framework and also a lot of UIKit stuff.
most methods running on the main thread are fine,
especially the UI,
you want to use the back thread for processes that can take long, like http requests, database or data sorting, or any other process that can pause the user experience while is processing.
if you load lots of objects you can produce a memory warning that can result in a crash,
so you can release non needed objects when you get a memory release.
good luck

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