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+<h1><a name="My_Project_"></a>Dalvik VM<br>Debug Monitor</h1>
+
+<!-- Status is one of: Draft, Current, Needs Update, Obsolete -->
+<p style="text-align:center"><strong>Status:</strong><em>Draft</em> &nbsp;
+<small>(as of March 6, 2007)</small></p>
+<address>
+[authors]
+<address>
+
+<!-- last modified date can be different to the "Status date." It automatically
+updates
+whenever the file is modified. -->
+<i>Modified:</i>
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+        </script>
+</address>
+
+<p><br>
+<HR>
+
+<h2>Introduction</h2>
+
+<p>It's extremely useful to be able to monitor the live state of the
+VM.  For Android, we need to monitor multiple VMs running on a device
+connected through USB or a wireless network connection.  This document
+describes a debug monitor server that interacts with multiple VMs, and
+an API that VMs and applications can use to provide information
+to the monitor.
+
+<p>Some things we can monitor with the Dalvik Debug Monitor ("DDM"):
+<ul>
+    <li> Thread states.  Track thread creation/exit, busy/idle status.
+    <li> Overall heap status, useful for a heap bitmap display or
+    fragmentation analysis.
+</ul>
+
+<p>It is possible for something other than a VM to act as a DDM client, but
+that is a secondary goal.  Examples include "logcat" log extraction
+and system monitors for virtual memory usage and load average.
+
+<p>It's also possible for the DDM server to be run on the device, with
+the information presented through the device UI.  However, the initial goal
+is to provide a display tool that takes advantage of desktop tools and
+screen real estate.
+
+<p>This work is necessary because we are unable to use standard JVMTI-based
+tools with Dalvik.  JVMTI relies on bytecode insertion, which is not
+currently possible because Dalvik doesn't support Java bytecode.
+
+<p>The DDM server is written in the Java programming language
+for portability.  It uses a desktop
+UI toolkit (SWT) for its interface.
+
+
+<h2>Protocol</h2>
+
+<p>To take advantage of existing infrastructure we are piggy-backing the
+DDM protocol on top of JDWP (the Java Debug Wire Protocol, normally spoken
+between a VM and a debugger).  To a
+non-DDM client, the DDM server just looks like a debugger.
+
+<p>The JDWP protocol is very close to what we want to use.  In particular:
+<ul>
+    <li>It explicitly allows for vendor-defined packets, so there is no
+    need to "bend" the JDWP spec.
+    <li>Events may be posted from the VM at arbitrary points.  Such
+    events do not elicit a response from the debugger, meaning the client
+    can post data and immediately resume work without worrying about the
+    eventual response.
+    <li>The basic protocol is stateless and asynchronous.  Request packets
+    from the debugger side include a serial number, which the VM includes
+    in the response packet.  This allows multiple simultaneous
+    conversations, which means the DDM traffic can be interleaved with
+    debugger traffic.
+</ul>
+
+<p>There are a few issues with using JDWP for our purposes:
+<ul>
+    <li>The VM only expects one connection from a debugger, so you couldn't
+    attach the monitor and a debugger at the same time.  This will be
+    worked around by connecting the debugger to the monitor and passing the
+    traffic through.  (We're already doing the pass-through with "jdwpspy";
+    requires some management of our request IDs though.)  This should
+    be more convenient than the current "guess the port
+    number" system when we're attached to a device.
+    <li>The VM behaves differently when a debugger is attached.  It will
+    run more slowly, and any objects passed to the monitor or debugger are
+    immune to GC.  We can work around this by not enabling the slow path
+    until non-DDM traffic is observed.  We also want to have a "debugger
+    has connected/disconnected" message that allows the VM to release
+    debugger-related resources without dropping the net connection.
+    <li>Non-DDM VMs should not freak out when DDM connects.  There are
+    no guarantees here for 3rd-party VMs (e.g. a certain mainstream VM,
+    which crashes instantly), but our older JamVM can be
+    configured to reject the "hello" packet.
+</ul>
+
+
+<h3>Connection Establishment</h3>
+
+<p>There are two basic approaches: have the server contact the VMs, and
+have the VMs contact the server.  The former is less "precise" than the
+latter, because you have to scan for the clients, but it has some
+advantages.
+
+<p>There are three interesting scenarios:
+<ol>
+    <li>The DDM server is started, then the USB-attached device is booted
+    or the simulator is launched.
+    <li>The device or simulator is already running when the DDM server
+    is started.
+    <li>The DDM server is running when an already-started device is
+    attached to USB.
+</ol>
+<p>If we have the VMs connect to the DDM server on startup, we only handle
+case #1.  If the DDM server scans for VMs when it starts, we only handle
+case #2.  Neither handles case #3, which is probably the most important
+of the bunch as the device matures.
+<p>The plan is to have a drop-down menu with two entries,
+"scan workstation" and "scan device".
+The former causes the DDM server to search for VMs on "localhost", the
+latter causes it to search for VMs on the other side of an ADB connection.
+The DDM server will scan for VMs every few seconds, either checking a
+range of known VM ports (e.g. 8000-8040) or interacting with some sort
+of process database on the device.  Changing modes causes all existing
+connections to be dropped.
+<p>When the DDM server first starts, it will try to execute "adb usb"
+to ensure that the ADB server is running.  (Note it will be necessary
+to launch the DDM server from a shell with "adb" in the path.)  If this
+fails, talking to the device will still be possible so long as the ADB
+daemon is already running.
+
+<h4>Connecting a Debugger</h4>
+
+<p>With the DDM server sitting on the JDWP port of all VMs, it will be
+necessary to connect the debugger through the DDM server.  Each VM being
+debugged will have a separate port being listened to by the DDM server,
+allowing you to connect a debugger to one or more VMs simultaneously.
+
+<p>In the common case, however, the developer will only want to debug
+a single VM.  One port (say 8700) will be listened to by the DDM server,
+and anything connecting to it will be connected to the "current VM"
+(selected in the UI).  This should allow developers to focus on a
+single application, which may otherwise shift around in the ordering, without
+having to adjust their IDE settings to a different port every time they
+restart the device.
+
+
+<h3>Packet Format</h3>
+
+<p>Information is sent in chunks.  Each chunk starts with:
+<pre>
+u4   type
+u4   length
+</pre>
+and contains a variable amount of type-specific data.
+Unrecognized types cause an empty response from the client and
+are quietly ignored by the server.  [Should probably return an error;
+need an "error" chunk type and a handler on the server side.]
+
+<p>The same chunk type may have different meanings when sent in different
+directions.  For example, the same type may be used for both a query and
+a response to the query.  For sanity the type must always be used in
+related transactions.
+
+<p>This is somewhat redundant with the JDWP framing, which includes a
+4-byte length and a two-byte type code ("command set" and "command"; a
+range of command set values is designated for "vendor-defined commands
+and extensions").  Using the chunk format allows us to remain independent
+of the underlying transport, avoids intrusive integration
+with JDWP client code, and provides a way to send multiple chunks in a
+single transmission unit.  [I'm taking the multi-chunk packets into
+account in the design, but do not plan to implement them unless the need
+arises.]
+
+<p>Because we may be sending data over a slow USB link, the chunks may be
+compressed.  Compressed chunks are written as a chunk type that
+indicates the compression, followed by the compressed length, followed
+by the original chunk type and the uncompressed length.  For zlib's deflate
+algorithm, the chunk type is "ZLIB".
+
+<p>Following the JDWP model, packets sent from the server to the client
+are always acknowledged, but packets sent from client to server never are.
+The JDWP error code field is always set to "no error"; failure responses
+from specific requests must be encoded into the DDM messages.
+
+<p>In what follows "u4" is an unsigned 32-bit value and "u1" is an
+unsigned 8-bit value.  Values are written in big-endian order to match
+JDWP.
+
+
+<h3>Initial Handshake</h3>
+
+<p>After the JDWP handshake, the server sends a HELO chunk to the client.
+If the client's JDWP layer rejects it, the server assumes that the client
+is not a DDM-aware VM, and does not send it any further DDM queries.
+<p>On the client side, upon seeing a HELO it can know that a DDM server
+is attached and prepare accordingly.  The VM should not assume that a
+debugger is attached until a non-DDM packet arrives.
+
+<h4>Chunk HELO (server --&gt; client)</h4>
+<p>Basic "hello" message.
+<pre>
+u4   DDM server protocol version
+</pre>
+
+
+<h4>Chunk HELO (client --&gt; server, reply only)</h4>
+Information about the client.  Must be sent in response to the HELO message.
+<pre>
+u4   DDM client protocol version
+u4   pid
+u4   VM ident string len (in 16-bit units)
+u4   application name len (in 16-bit units)
+var  VM ident string (UTF-16)
+var  application name (UTF-16)
+</pre>
+
+<p>If the client does not wish to speak to the DDM server, it should respond
+with a JDWP error packet.  This is the same behavior you'd get from a VM
+that doesn't support DDM.
+
+
+<h3>Debugger Management</h3>
+<p>VMs usually prepare for debugging when a JDWP connection is established,
+and release debugger-related resources when the connection drops.  We want
+to open the JDWP connection early and hold it open after the debugger
+disconnects.
+<p>The VM can tell when a debugger attaches, because it will start seeing
+non-DDM JDWP traffic, but it can't identify the disconnect.  For this reason,
+we need to send a packet to the client when the debugger disconnects.
+<p>If the DDM server is talking to a non-DDM-aware client, it will be
+necessary to drop and re-establish the connection when the debugger goes away.
+(This also works with DDM-aware clients; this packet is an optimization.)
+
+<h4>Chunk DBGD (server --&gt; client)</h4>
+<p>Debugger has disconnected.  The client responds with a DBGD to acknowledge
+receipt.  No data in request, no response required.
+
+
+<h3>VM Info</h3>
+<p>Update the server's info about the client.
+
+<h4>Chunk APNM (client --&gt; server)</h4>
+
+<p>If a VM's application name changes -- possible in our environment because
+of the "pre-initialized" app processes -- it must send up one of these.
+<pre>
+u4   application name len (in 16-bit chars)
+var  application name (UTF-16)
+</pre>
+
+<h4>Chunk WAIT (client --&gt; server)</h4>
+
+<p>This tells DDMS that one or more threads are waiting on an external
+event.  The simplest use is to tell DDMS that the VM is waiting for a
+debugger to attach.
+<pre>
+u1   reason  (0 = wait for debugger)
+</pre>
+If DDMS is attached, the client VM sends this up when waitForDebugger()
+is called.  If waitForDebugger() is called before DDMS attaches, the WAIT
+chunk will be sent up at about the same time as the HELO response.
+
+
+<h3>Thread Status</h3>
+
+<p>The client can send updates when their status changes, or periodically
+send thread state info, e.g. 2x per
+second to allow a "blinkenlights" display of thread activity.
+
+<h4>Chunk THEN (server --&gt; client)</h4>
+
+<p>Enable thread creation/death notification.
+<pre>
+u1   boolean (true=enable, false=disable)
+</pre>
+<p>The response is empty.  The client generates THCR packets for all
+known threads.  (Note the THCR packets may arrive before the THEN
+response.)
+
+<h4>Chunk THCR (client --&gt; server)</h4>
+<p>Thread Creation notification.
+<pre>
+u4   VM-local thread ID (usually a small int)
+u4   thread name len (in 16-bit chars)
+var  thread name (UTF-16)
+</pre>
+
+<h4>Chunk THDE (client --&gt; server)</h4>
+<p>Thread Death notification.
+<pre>
+u4   VM-local thread ID
+</pre>
+
+<h4>Chunk THST (server --&gt; client)</h4>
+
+<p>Enable periodic thread activity updates.
+Threads in THCR messages are assumed to be in the "initializing" state.  A
+THST message should follow closely on the heels of THCR.
+<pre>
+u4   interval, in msec
+</pre>
+<p>An interval of 0 disables the updates.  This is done periodically,
+rather than every time the thread state changes, to reduce the amount
+of data that must be sent for an actively running VM.
+
+<h4>Chunk THST (client --&gt; server)</h4>
+<p>Thread Status, describing the state of one or more threads.  This is
+most useful when creation/death notifications are enabled first.  The
+overall layout is:
+<pre>
+u4   count
+var  thread data
+</pre>
+Then, for every thread:
+<pre>
+u4   VM-local thread ID
+u1   thread state
+u1   suspended
+</pre>
+<p>"thread state" must be one of:
+<ul>    <!-- don't use ol, we may need (-1) or sparse -->
+    <li> 1 - running (now executing or ready to do so)
+    <li> 2 - sleeping (in Thread.sleep())
+    <li> 3 - monitor (blocked on a monitor lock)
+    <li> 4 - waiting (in Object.wait())
+    <li> 5 - initializing
+    <li> 6 - starting
+    <li> 7 - native (executing native code)
+    <li> 8 - vmwait (waiting on a VM resource)
+</ul>
+<p>"suspended" will be 0 if the thread is running, 1 if not.
+<p>[Any reason not to make "suspended" be the high bit of "thread state"?
+Do we need to differentiate suspend-by-GC from suspend-by-debugger?]
+<p>[We might be able to send the currently-executing method.  This is a
+little risky in a running VM, and increases the size of the messages
+considerably, but might be handy.]
+
+
+<h3>Heap Status</h3>
+
+<p>The client sends what amounts to a color-coded bitmap to the server,
+indicating which stretches of memory are free and which are in use.  For
+compactness the bitmap is run-length encoded, and based on multi-byte
+"allocation units" rather than byte counts.
+
+<p>In the future the server will be able to correlate the bitmap with more
+detailed object data, so enough information is provided to associate the
+bitmap data with virtual addresses.
+
+<p>Heaps may be broken into segments within the VM, and due to memory
+constraints it may be desirable to send the bitmap in smaller pieces,
+so the protocol allows the heap data to be sent in several chunks.
+To avoid ambiguity, the client is required
+to send explicit "start" and "end" messages during an update.
+
+<p>All messages include a "heap ID" that can be used to differentiate
+between multiple independent virtual heaps or perhaps a native heap.  The
+client is allowed to send information about different heaps simultaneously,
+so all heap-specific information is tagged with a "heap ID".
+
+<h4>Chunk HPIF (server --&gt; client)</h4>
+<p>Request heap info.
+<pre>
+u1   when to send
+</pre>
+<p>The "when" values are:
+<pre>
+0: never
+1: immediately
+2: at the next GC
+3: at every GC
+</pre>
+
+<h4>Chunk HPIF (client --&gt; server, reply only)</h4>
+<p>Heap Info.  General information about the heap, suitable for a summary
+display.
+<pre>
+u4   number of heaps
+</pre>
+For each heap:
+<pre>
+u4   heap ID
+u8   timestamp in ms since Unix epoch
+u1   capture reason (same as 'when' value from server)
+u4   max heap size in bytes (-Xmx)
+u4   current heap size in bytes
+u4   current number of bytes allocated
+u4   current number of objects allocated
+</pre>
+<p>[We can get some of this from HPSG, more from HPSO.]
+<p>[Do we need a "heap overhead" stat here, indicating how much goes to
+waste?  e.g. (8 bytes per object * number of objects)]
+
+<h4>Chunk HPSG (server --&gt; client)</h4>
+<p>Request transmission of heap segment data.
+<pre>
+u1   when to send
+u1   what to send
+</pre>
+<p>The "when" to send will be zero to disable transmission, 1 to send
+during a GC.  Other values are currently undefined.  (Could use to pick
+which part of the GC to send it, or cause periodic transmissions.)
+<p>The "what" field is currently 0 for HPSG and 1 for HPSO.
+<p>No reply is expected.
+
+<h4>Chunk NHSG (server --&gt; client)</h4>
+<p>Request transmission of native heap segment data.
+<pre>
+u1   when to send
+u1   what to send
+</pre>
+<p>The "when" to send will be zero to disable transmission, 1 to send
+during a GC.  Other values are currently undefined.
+<p>The "what" field is currently ignored.
+<p>No reply is expected.
+
+<h4>Chunk HPST/NHST (client --&gt; server)</h4>
+<p>This is a Heap Start message.  It tells the server to discard any
+existing notion of what the client's heap looks like, and prepare for
+new information.  HPST indicates a virtual heap dump and must be followed
+by zero or more HPSG/HPSO messages and an HPEN.  NHST indicates a native
+heap dump and must be followed by zero or more NHSG messages and an NHEN.
+
+<p>The only data item is:
+<pre>
+u4   heap ID
+</pre>
+
+<h4>Chunk HPEN/NHEN (client --&gt; server)</h4>
+<p>Heap End, indicating that all information about the heap has been sent.
+A HPST will be paired with an HPEN and an NHST will be paired with an NHEN.
+
+<p>The only data item is:
+<pre>
+u4   heap ID
+</pre>
+
+<h4>Chunk HPSG (client --&gt; server)</h4>
+<p>Heap segment data.  Each chunk describes all or part of a contiguous
+stretch of heap memory.
+<pre>
+u4   heap ID
+u1   size of allocation unit, in bytes (e.g. 8 bytes)
+u4   virtual address of segment start
+u4   offset of this piece (relative to the virtual address)
+u4   length of piece, in allocation units
+var  usage data
+</pre>
+<p>The "usage data" indicates the status of each allocation unit.  The data
+is a stream of pairs of bytes, where the first byte indicates the state
+of the allocation unit, and the second byte indicates the number of
+consecutive allocation units with the same state.
+<p>The bits in the "state" byte have the following meaning:
+<pre>
++---------------------------------------+
+|  7 |  6 |  5 |  4 |  3 |  2 |  1 |  0 |
++---------------------------------------+
+|  P | U0 | K2 | K1 | K0 | S2 | S1 | S0 |
++---------------------------------------+
+</pre>
+<ul>
+    <li>'S': solidity
+    <ul>
+        <li>0=free
+        <li>1=has hard reference
+        <li>2=has soft reference
+        <li>3=has weak reference
+        <li>4=has phantom reference
+        <li>5=pending finalization
+        <li>6=marked, about to be swept
+    </ul>
+    <li>'K': kind
+    <ul>
+        <li>0=object
+        <li>1=class object
+        <li>2=array of byte/boolean
+        <li>3=array of char/short
+        <li>4=array of Object/int/float
+        <li>5=array of long/double
+    </ul>
+    <li>'P': partial flag (not used for HPSG)
+    <li>'U': unused, must be zero
+</ul>
+
+<p>The use of the various 'S' types depends on when the information is
+sent.  The current plan is to send it either immediately after a GC,
+or between the "mark" and "sweep" phases of the GC.  For a fancy generational
+collector, we may just want to send it up periodically.
+
+<p>The run-length byte indicates the number of allocation units minus one, so a
+length of 255 means there are 256 consecutive units with this state.  In
+some cases, e.g. arrays of bytes, the actual size of the data is rounded
+up the nearest allocation unit.
+<p>For HPSG, the runs do not end at object boundaries.  It is not possible
+to tell from this bitmap whether a run contains one or several objects.
+(But see HPSO, below.)
+<p>[If we find that we have many long runs, we can overload the 'P' flag
+or dedicate the 'U' flag to indicate that we have a 16-bit length instead
+of 8-bit.  We can also use a variable-width integer scheme for the length,
+encoding 1-128 in one byte, 1-16384 in two bytes, etc.]
+<p>[Alternate plan for 'K': array of byte, array of char, array of Object,
+array of miscellaneous primitive type]
+<p>To parse the data, the server runs through the usage data until either
+(a) the end of the chunk is reached, or (b) all allocation units have been
+accounted for.  (If these two things don't happen at the same time, the
+chunk is rejected.)
+<p>Example: suppose a VM has a heap at 0x10000 that is 0x2000 bytes long
+(with an 8-byte allocation unit size, that's 0x0400 units long).
+The client could send one chunk (allocSize=8, virtAddr=0x10000, offset=0,
+length=0x0400) or two (allocSize=8, virtAddr=0x10000, offset=0, length=0x300;
+then allocSize=8, virtAddr=0x10000, offset=0x300, length=0x100).
+<p>The client must encode the entire heap, including all free space at
+the end, or the server will not have an accurate impression of the amount
+of memory in the heap.  This refers to the current heap size, not the
+maximum heap size.
+
+<h4>Chunk HPSO (client --&gt; server)</h4>
+<p>This is essentially identical to HPSG, but the runs are terminated at
+object boundaries.  If an object is larger than 256 allocation units, the
+"partial" flag is set in all runs except the last.
+<p>The resulting unpacked bitmap is identical, but the object boundary
+information can be used to gain insights into heap layout.
+<p>[Do we want to have a separate message for this?  Maybe just include
+a "variant" flag in the HPST packet.  Another possible form of output
+would be one that indicates the age, in generations, of each block of
+memory.  That would provide a quick visual indication of "permanent vs.
+transient residents", perhaps with a 16-level grey scale.]
+
+<h4>Chunk NHSG (client --&gt; server)</h4>
+<p>Native heap segment data.  Each chunk describes all or part of a
+contiguous stretch of native heap memory.  The format is the same as
+for HPSG, except that only solidity values 0 (= free) and 1 (= hard
+reference) are used, and the kind value is always 0 for free chunks
+and 7 for allocated chunks, indicating a non-VM object.
+<pre>
+u4   heap ID
+u1   size of allocation unit, in bytes (e.g. 8 bytes)
+u4   virtual address of segment start
+u4   offset of this piece (relative to the virtual address)
+u4   length of piece, in allocation units
+var  usage data
+</pre>
+
+<h3>Generic Replies</h3>
+
+The client-side chunk handlers need a common way to report simple success
+or failure.  By convention, an empty reply packet indicates success.
+
+<h4>Chunk FAIL (client --&gt; server, reply only)</h4>
+<p>The chunk includes a machine-readable error code and a
+human-readable error message.  Server code can associate the failure
+with the original request by comparing the JDWP packet ID.
+<p>This allows a standard way of, for example, rejecting badly-formed
+request packets.
+<pre>
+u4   error code
+u4   error message len (in 16-bit chars)
+var  error message (UTF-16)
+</pre>
+
+<h3>Miscellaneous</h3>
+
+<h4>Chunk EXIT (server --&gt; client)</h4>
+<p>Cause the client to exit with the specified status, using System.exit().
+Useful for certain kinds of testing.
+<pre>
+u4   exit status
+</pre>
+
+<h4>Chunk DTRC (server --&gt; client)</h4>
+<p>[TBD] start/stop dmtrace; can send the results back over the wire.  For
+size reasons we probably need "sending", "data", "key", "finished" as
+4 separate chunks/packets rather than one glob.
+
+
+<h2>Client API</h2>
+
+<p>The API is written in the Java programming language
+for convenience.  The code is free to call native methods if appropriate.
+
+<h3>Chunk Handler API</h3>
+
+<p>The basic idea is that arbitrary code can register handlers for
+specific chunk types.  When a DDM chunk with that type arrives, the
+appropriate handler is invoked.  The handler's return value provides the
+response to the server.
+
+<p>There are two packages.  android.ddm lives in the "framework" library,
+and has all of the chunk handlers and registration code.  It can freely
+use Android classes.  org.apache.harmony.dalvik.ddmc lives in the "core"
+library, and has
+some base classes and features that interact with the VM.  Nothing should
+need to modify the org.apache.harmony.dalvik.ddmc classes.
+
+<p>The DDM classes pass chunks of data around with a simple class:
+
+<pre class=prettyprint>
+class Chunk {
+    int type;
+    byte[] data;
+    int offset, length;
+};
+</pre>
+
+<p>The chunk handlers accept and return them:
+<pre class=prettyprint>
+public Chunk handleChunk(Chunk request)
+</pre>
+<p>The code is free to parse the chunk and generate a response in any
+way it chooses.  Big-endian byte ordering is recommended but not mandatory.
+<p>Chunk handlers will be notified when a DDM server connects or disconnects,
+so that they can perform setup and cleanup operations:
+<pre class=prettyprint>
+public void connected()
+public void disconnected()
+</pre>
+
+<p>The method processes the request, formulates a response, and returns it.
+If the method returns null, an empty JDWP success message will be returned.
+<p>The request/response interaction is essentially asynchronous in the
+protocol.  The packets are linked together with the JDWP message ID.
+<p>[We could use ByteBuffer here instead of byte[], but it doesn't gain
+us much.  Wrapping a ByteBuffer around an array is easy.  We don't want
+to pass the full packet in because we could have multiple chunks in one
+request packet.  The DDM code needs to collect and aggregate the responses
+to all chunks into a single JDWP response packet.  Parties wanting to
+write multiple chunks in response to a single chunk should send a null
+response back and use "sendChunk()" to send the data independently.]
+
+<h3>Unsolicited event API</h3>
+
+<p>If a piece of code wants to send a chunk of data to the server at some
+arbitrary time, it may do so with a method provided by
+org.apache.harmony.dalvik.DdmServer:
+
+<pre class=prettyprint>
+public static void sendChunk(Chunk chunk)
+</pre>
+
+<p>There is no response or status code.  No exceptions are thrown.
+
+
+<h2>Server API</h2>
+
+<p>This is similar to the client side in many ways, but makes extensive
+use of ByteBuffer in a perhaps misguided attempt to use java.nio.channels
+and avoid excessive thread creation and unnecessary data copying.
+
+<p>Upon receipt of a packet, the server will identify it as one of:
+<ol>
+    <li>Message to be passed through to the debugger
+    <li>Response to an earlier request
+    <li>Unsolicited event packet
+</ol>
+<p>To handle (2), when messages are sent from the server to the client,
+the message must be paired with a callback method.  The response might be
+delayed for a while -- or might never arrive -- so the server can't block
+waiting for responses from the client.
+<p>The chunk handlers look like this:
+<pre class=prettyprint>
+public void handleChunk(Client client, int type,
+    ByteBuffer data, boolean isReply, int msgId)
+</pre>
+<p>The arguments are:
+<dl>
+    <dt>client
+    <dd>An object representing the client VM that send us the packet.
+    <dt>type
+    <dd>The 32-bit chunk type.
+    <dt>data
+    <dd>The data.  The data's length can be determined by calling data.limit().
+    <dt>isReply
+    <dd>Set to "true" if this was a reply to a message we sent earlier,
+    "false" if the client sent this unsolicited.
+    <dt>msgId
+    <dd>The JDWP message ID.  Useful for connecting replies with requests.
+</dl>
+<p>If a handler doesn't like the contents of a packet, it should log an
+error message and return.  If the handler doesn't recognize the packet at
+all, it can call the superclass' handleUnknownChunk() method.
+
+<p>As with the client, the server code can be notified when clients
+connect or disconnect.  This allows the handler to send initialization
+code immediately after a connect, or clean up after a disconnect.
+<p>Data associated with a client can be stored in a ClientData object,
+which acts as a general per-client dumping around for VM and UI state.
+
+
+<P><BR>
+
+<HR>
+
+<address>Copyright &copy; 2007 The Android Open Source Project</address>
+
+</body>
+</HTML>