android封装多肽,深度探索C++对象模型之(四)...-Android.animation cts fail-Rails helper_169IT.COM...
這兩天查cts 的fail, android.animation中有3個(gè)fail。
分別為testCurrentPlayTime,testCancel,testSetCurrentPlayTime,在此對著三個(gè)fail我的跟蹤解析情況做一說明。
1.??????testCancel:如前一封mail說的,是testCode本身有點(diǎn)問題,后來我改了testcode驗(yàn)證:按照4.1的寫法,我寫了腳本跑整個(gè)包10遍,測了兩遍腳本,相當(dāng)于20遍,未重現(xiàn)。注:按ICS的testcode,跑完10遍這個(gè)會fail2~3遍的。
2.??????testCurrentPlayTime:其測試用例如下:
public void testCurrentPlayTime()throws Throwable {
startAnimation(mValueAnimator);
Thread.sleep(200);
這里的值原來是100,我改成了200進(jìn)行測試,也是用剛才的腳本共跑了20遍未出錯(cuò)。
long currentPlayTime = mValueAnimator.getCurrentPlayTime();
assertTrue(currentPlayTime? >? 0);
}
我簡單說明為什么我把上面的100改成了200就ok了。因?yàn)閟tartAnimation(mValueAnimator);會在UI線程去調(diào)用\framework\base\core\java\android\animation\ValueAnimator.java中的start函數(shù),這個(gè)函數(shù)會進(jìn)行一系列的處理,包括發(fā)送消息出去等。
mValueAnimator.getCurrentPlayTime();這個(gè)函數(shù)如下:?? ?public long getCurrentPlayTime() {
if(!mInitialized) Log.d(TAG,"mInitialized is false!!!");
if(mPlayingState ==STOPPED) Log.d(TAG, "mPlayingState == STOPPED!!!");
if (!mInitialized || mPlayingState ==STOPPED) {
Log.d(TAG,"getCurrentPlayTime");
return 0;
}
longcurrentTime=AnimationUtils.currentAnimationTimeMillis();
Log.d(TAG,"getCurrentPlayTime,currentTime is "+currentTime);
return currentTime - mStartTime;
}
其中的mPlayingState如果是STOPPED的話,就會返回0.而這個(gè)mPlayingState的初始值是STOPPED,是在上面所說的start函數(shù)中會發(fā)消息出去,然后有handler去處理。如果在100ms內(nèi)處理的話,就不會fail,但是若getCurrentPlayTime在處理完之前調(diào)用,就會得到0,所以就fail。
錯(cuò)誤時(shí)打的log:(getCurrentPlayTime在handleMessage之前)
D/ValueAnimator( 3336): ?animationHandler.sendEmptyMessage(ANIMATION_START)
D/ValueAnimator( 3336): Start the animation playing
D/ValueAnimator( 3336): ?This sets the initial value of the animation, prior to actually starting it running
D/ValueAnimator( 3336): mInitialized is false!!!
D/ValueAnimator( 3336): mPlayingState == STOPPED!!!
D/ValueAnimator( 3336): getCurrentPlayTime
D/ValueAnimator( 3336): setCurrentPlayTime!!!currentTime is 4215917
D/ValueAnimator( 3336): before animationFrame-----------mStartTime is 4215917
D/ValueAnimator( 3336): after animationFrame-----------mStartTime is 4215917
D/ValueAnimator( 3336): ?onAnimationStart
D/ValueAnimator( 3336): ?animationHandler.sendEmptyMessage(ANIMATION_START)
I/TAG ? ? ( 1828): sync time from stream----------------------@@@
D/ValueAnimator( 3336): mPlayingState == STOPPED!!!
D/ValueAnimator( 3336): getCurrentPlayTime
D/ValueAnimator( 3336): handleMessage:ANIMATION_START
D/ValueAnimator( 3336): startAnimation----Called internally to start an animation by adding it to the active animations list. Must be called on the UI thread
D/ValueAnimator( 3336): anim.startAnimation-----------
D/ValueAnimator( 3336): startAnimation----Called internally to start an animation by adding it to the active animations list. Must be called on the UI thread
D/ValueAnimator( 3336): anim.startAnimation-----------
D/ValueAnimator( 3336): handleMessage:ANIMATION_START
正確時(shí)打的log:(getCurrentPlayTime在handleMessage之后)
D/ValueAnimator( 3305): ?animationHandler.sendEmptyMessage(ANIMATION_START)
D/ValueAnimator( 3305): Start the animation playing
D/ValueAnimator( 3305): ?This sets the initial value of the animation, prior to actually starting it running
D/ValueAnimator( 3305): mInitialized is false!!!
D/ValueAnimator( 3305): mPlayingState == STOPPED!!!
D/ValueAnimator( 3305): getCurrentPlayTime
D/ValueAnimator( 3305): setCurrentPlayTime!!!currentTime is 4213321
D/ValueAnimator( 3305): before animationFrame-----------mStartTime is 4213321
D/ValueAnimator( 3305): after animationFrame-----------mStartTime is 4213321
D/ValueAnimator( 3305): ?onAnimationStart
D/ValueAnimator( 3305): ?animationHandler.sendEmptyMessage(ANIMATION_START)
D/ValueAnimator( 3305): handleMessage:ANIMATION_START
D/ValueAnimator( 3305): startAnimation----Called internally to start an animation by adding it to the active animations list. Must be called on the UI thread
D/ValueAnimator( 3305): anim.startAnimation-----------
D/ValueAnimator( 3305): startAnimation----Called internally to start an animation by adding it to the active animations list. Must be called on the UI thread
D/ValueAnimator( 3305): anim.startAnimation-----------
D/ValueAnimator( 3305): handleMessage:ANIMATION_S
總結(jié)
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