1
我做了一個例子,擴展SurfaceView
和Thread
在Android上畫布上的一些對象,但我面臨兩個問題。SurfaceView在Surface上崩潰Change Android
當按下按鈕應用程序關閉,然後告訴我「不幸的是,您的示例已停止」。
將方向從「縱向」更改爲「橫向」或VS時,應用程序無法調整新屏幕並且不更新繪圖,則它會崩潰並顯示相同的消息「不幸的是,您的示例已停止」。
請查看代碼:
@Override
public void surfaceChanged(SurfaceHolder holder, int format, int width,
int height) {
// TODO implement this method
holder.getSurface().setSize(width, height);
holder.setFormat(format);
}
@Override
public void surfaceCreated(SurfaceHolder holder) {
// at this point the surface is created and
// we can safely start the game loop
thread.setRunning(true);
thread.start();
}
@Override
public void surfaceDestroyed(SurfaceHolder holder) {
// tell the thread to shut down and wait for it to finish
// this is a clean shutdown
boolean retry = true;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
// try again shutting down the thread
}
}
}
當我檢查,我發現以下行logcat的是,在這部分
@Override
public void run() {
Canvas canvas;
// initialise timing elements for stat gathering
initTimingElements();
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
LoggerHandler.log("canvas : " + canvas);
synchronized (surfaceHolder) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
this.gamePanel.update();
// render state to the screen
// draws the canvas on the panel
this.gamePanel.render(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int) (FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
this.gamePanel.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check
// if in next frame
framesSkipped++;
}
// for statistics
framesSkippedPerStatCycle += framesSkipped;
// calling the routine to store the gathered statistics
storeStats();
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
在此行中的問題的問題:
canvas = this.surfaceHolder.lockCanvas();
這是退貨null
更改方向時。
你能否提供logcat! –
我發現這個問題,因爲這行代碼 canvas = this.surfaceHolder.lockCanvas();當我改變方向時返回null,你會在帖子中找到這個部分代碼 –