使用浮动使我的应用程序在 Android 中崩溃
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【中文标题】使用浮动使我的应用程序在 Android 中崩溃【英文标题】:Using float makes my app crash in Android 【发布时间】:2017-09-23 17:59:26 【问题描述】:我正在学习 OpenGL 教程 (https://developer.android.com/training/graphics/opengl/touch.html#angle),我认为我做的一切都是正确的。但是我的代码在mRenderer.setAngle(mRenderer.getAngle() +((dx + dy) * TOUCH_SCALE_FACTOR));
上崩溃了
编辑我还添加了这个来获取高度和宽度
DisplayMetrics displayMetrics = new DisplayMetrics();
((Activity) getContext()).getWindowManager()
.getDefaultDisplay()
.getMetrics(displayMetrics);
final int height = displayMetrics.heightPixels;
final int width = displayMetrics.widthPixels;
代码:
public class OpenGL extends Fragment
private GLSurfaceView mGLView;
private final float TOUCH_SCALE_FACTOR = 180.0f / 320;
private float mPreviousX;
private float mPreviousY;
OpenGLRenderer mRenderer;
public OpenGL()
// Required empty public constructor
@Override
public View onCreateView(LayoutInflater inflater, ViewGroup container,
Bundle savedInstanceState)
mGLView = new GLSurfaceView(getActivity());
mGLView.setEGLContextClientVersion(2);
mGLView.setRenderer(new OpenGLRenderer());
// Render the view only when there is a change in the drawing data
mGLView.setRenderMode(GLSurfaceView.RENDERMODE_WHEN_DIRTY);
DisplayMetrics displayMetrics = new DisplayMetrics();
((Activity) getContext()).getWindowManager()
.getDefaultDisplay()
.getMetrics(displayMetrics);
final int height = displayMetrics.heightPixels;
final int width = displayMetrics.widthPixels;
mGLView.setOnTouchListener(new View.OnTouchListener()
@Override
public boolean onTouch(View v, MotionEvent e)
// MotionEvent reports input details from the touch screen
// and other input controls. In this case, you are only
// interested in events where the touch position changed.
float x = e.getX();
float y = e.getY();
switch (e.getAction())
case MotionEvent.ACTION_MOVE:
float dx = x - mPreviousX;
float dy = y - mPreviousY;
// reverse direction of rotation above the mid-line
if (y > height / 2)
dx = dx * -1;
// reverse direction of rotation to left of the mid-line
if (x < width / 2)
dy = dy * -1;
mRenderer.setAngle(
mRenderer.getAngle() +
((dx + dy) * TOUCH_SCALE_FACTOR));
mGLView.requestRender();
mPreviousX = x;
mPreviousY = y;
return true;
);
return mGLView;
@Override
public void onResume()
super.onResume();
mGLView.onResume();
@Override
public void onPause()
super.onPause();
mGLView.onPause();
OpenGLRenderer 类
class OpenGLRenderer implements GLSurfaceView.Renderer
private Triangle mRectangle;
// mMVPMatrix is an abbreviation for "Model View Projection Matrix"
private final float[] mMVPMatrix = new float[16];
private final float[] mProjectionMatrix = new float[16];
private final float[] mViewMatrix = new float[16];
private float[] mRotationMatrix = new float[16];
float[] scratch = new float[16];
public volatile float mAngle;
public float getAngle()
return mAngle;
public void setAngle(float angle)
mAngle = angle;
public void onSurfaceCreated(GL10 gl, EGLConfig config)
// Set the background frame color
//GLES20.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
mRectangle = new Triangle();
public void onDrawFrame(GL10 gl)
// Redraw background color
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT);
// Set the camera position (View matrix)
Matrix.setLookAtM(mViewMatrix, 0, 0, 0, -3, 0f, 0f, 0f, 0f, 1.0f, 0.0f);
// Calculate the projection and view transformation
Matrix.multiplyMM(mMVPMatrix, 0, mRotationMatrix, 0, mViewMatrix, 0);
// Create a rotation for the triangle
// long time = SystemClock.uptimeMillis() % 4000L;
// float angle = 0.090f * ((int) time);
Matrix.setRotateM(mRotationMatrix, 0, mAngle, 0, 0, -1.0f);
// Combine the rotation matrix with the projection and camera view
// Note that the mMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
Matrix.multiplyMM(scratch, 0, mMVPMatrix, 0, mRotationMatrix, 0);
// Draw triangle
mRectangle.drawMatrix(scratch);
public void onSurfaceChanged(GL10 gl, int width, int height)
GLES20.glViewport(0, 0, width, height);
public static int loadShader(int type, String shaderCode)
// create a vertex shader type (GLES20.GL_VERTEX_SHADER)
// or a fragment shader type (GLES20.GL_FRAGMENT_SHADER)
int shader = GLES20.glCreateShader(type);
// add the source code to the shader and compile it
GLES20.glShaderSource(shader, shaderCode);
GLES20.glCompileShader(shader);
return shader;
三角形类
class Triangle
private final String vertexShaderCodeMatrix =
// This matrix member variable provides a hook to manipulate
// the coordinates of the objects that use this vertex shader
"uniform mat4 uMVPMatrix;" +
"attribute vec4 vPosition;" +
"void main() " +
// the matrix must be included as a modifier of gl_Position
// Note that the uMVPMatrix factor *must be first* in order
// for the matrix multiplication product to be correct.
" gl_Position = uMVPMatrix * vPosition;" +
"";
// Use to access and set the view transformation
private int mMVPMatrixHandle;
private final String vertexShaderCode =
"attribute vec4 vPosition;" +
"void main() " +
" gl_Position = vPosition;" +
"";
private final String fragmentShaderCode =
"precision mediump float;" +
"uniform vec4 vColor;" +
"void main() " +
" gl_FragColor = vColor;" +
"";
// number of coordinates per vertex in this array
static final int COORDS_PER_VERTEX = 3;
static float triangleCoords[] = // in counterclockwise order:
0.0f, 0.622008459f, 0.0f, // top
-0.5f, -0.311004243f, 0.0f, // bottom left
0.5f, -0.311004243f, 0.0f // bottom right
;
// Set color with red, green, blue and alpha (opacity) values
float color[] = 0.5f, 0.5f, 0.5f, 1.0f ;
private final int mProgram;
private short[] indices = 0,1,2,0,2,3;
private FloatBuffer vertexBuffer;
private ShortBuffer indexBuffer;
public Triangle()
// initialize vertex byte buffer for shape coordinates
ByteBuffer bb = ByteBuffer.allocateDirect(
// (number of coordinate values * 4 bytes per float)
triangleCoords.length * 4);
// use the device hardware's native byte order
bb.order(ByteOrder.nativeOrder());
// create a floating point buffer from the ByteBuffer
vertexBuffer = bb.asFloatBuffer();
// add the coordinates to the FloatBuffer
vertexBuffer.put(triangleCoords);
// set the buffer to read the first coordinate
vertexBuffer.position(0);
int vertexShader = OpenGLRenderer.loadShader(GLES20.GL_VERTEX_SHADER,
vertexShaderCode);
int fragmentShader = OpenGLRenderer.loadShader(GLES20.GL_FRAGMENT_SHADER,
fragmentShaderCode);
// create empty OpenGL ES Program
mProgram = GLES20.glCreateProgram();
// add the vertex shader to program
GLES20.glAttachShader(mProgram, vertexShader);
// add the fragment shader to program
GLES20.glAttachShader(mProgram, fragmentShader);
// creates OpenGL ES program executables
GLES20.glLinkProgram(mProgram);
private int mPositionHandle;
private int mColorHandle;
private final int vertexCount = triangleCoords.length / COORDS_PER_VERTEX;
private final int vertexStride = COORDS_PER_VERTEX * 4; // 4 bytes per vertex
public void draw()
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
public void drawMatrix(float[] mvpMatrix) // pass in the calculated transformation matrix
// Add program to OpenGL ES environment
GLES20.glUseProgram(mProgram);
// get handle to vertex shader's vPosition member
mPositionHandle = GLES20.glGetAttribLocation(mProgram, "vPosition");
// Enable a handle to the triangle vertices
GLES20.glEnableVertexAttribArray(mPositionHandle);
// Prepare the triangle coordinate data
GLES20.glVertexAttribPointer(mPositionHandle, COORDS_PER_VERTEX,
GLES20.GL_FLOAT, false,
vertexStride, vertexBuffer);
// get handle to fragment shader's vColor member
mColorHandle = GLES20.glGetUniformLocation(mProgram, "vColor");
// Set color for drawing the triangle
GLES20.glUniform4fv(mColorHandle, 1, color, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
// get handle to shape's transformation matrix
mMVPMatrixHandle = GLES20.glGetUniformLocation(mProgram, "uMVPMatrix");
// Pass the projection and view transformation to the shader
GLES20.glUniformMatrix4fv(mMVPMatrixHandle, 1, false, mvpMatrix, 0);
// Draw the triangle
GLES20.glDrawArrays(GLES20.GL_TRIANGLES, 0, vertexCount);
// Disable vertex array
GLES20.glDisableVertexAttribArray(mPositionHandle);
04-26 10:55:22.153 31562-31562/com.example.tiagosilva.amob_android E/InputEventReceiver:异常调度输入事件。 04-26 10:55:22.153 31562-31562/com.example.tiagosilva.amob_android E/MessageQueue-JNI:MessageQueue 回调中的异常:handleReceiveCallback 04-26 10:55:22.174 31562-31562/com.example.tiagosilva.amob_android E/MessageQueue-JNI: java.lang.NullPointerException: 尝试调用虚拟方法'float com.example.tiagosilva.amob_android.OpenGLRenderer.getAngle( )' 在空对象引用上 在 com.example.tiagosilva.amob_android.OpenGL$1.onTouch(OpenGL.java:95) 在 android.view.View.dispatchTouchEvent(View.java:10019) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 com.android.internal.policy.DecorView.superDispatchTouchEvent(DecorView.java:413) 在 com.android.internal.policy.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1808) 在 android.app.Activity.dispatchTouchEvent(Activity.java:3061) 在 android.support.v7.view.WindowCallbackWrapper.dispatchTouchEvent(WindowCallbackWrapper.java:71) 在 android.support.v7.view.WindowCallbackWrapper.dispatchTouchEvent(WindowCallbackWrapper.java:71) 在 com.android.internal.policy.DecorView.dispatchTouchEvent(DecorView.java:375) 在 android.view.View.dispatchPointerEvent(View.java:10243) 在 android.view.ViewRootImpl$ViewPostImeInputStage.processPointerEvent(ViewRootImpl.java:4438) 在 android.view.ViewRootImpl$ViewPostImeInputStage.onProcess(ViewRootImpl.java:4306) 在 android.view.ViewRootImpl$InputStage.deliver(ViewRootImpl.java:3853) 在 android.view.ViewRootImpl$InputStage.onDeliverToNext(ViewRootImpl.java:3906) 在 android.view.ViewRootImpl$InputStage.forward(ViewRootImpl.java:3872) 在 android.view.ViewRootImpl$AsyncInputStage.forward(ViewRootImpl.java:3999) 在 android.view.ViewRootImpl$InputStage.apply(ViewRootImpl.java:3880) 在 android.view.ViewRootImpl$AsyncInputStage.apply(ViewRootImpl.java:4056) 在 android.view.ViewRootImpl$InputStage.deliver(ViewRootImpl.java:3853) 在 android.view.ViewRootImpl$InputStage.onDeliverToNext(ViewRootImpl.java:3906) 在 android.view.ViewRootImpl$InputStage.forward(ViewRootImpl.java:3872) 在 android.view.ViewRootImpl$InputStage.apply(ViewRootImpl.java:3880) 在 android.view.ViewRootImpl$InputStage.deliver(ViewRootImpl.java:3853) 在 android.view.ViewRootImpl.deliverInputEvent(ViewRootImpl.java:6246) 在 android.view.ViewRootImpl.doProcessInputEvents(ViewRootImpl.java:6220) 在 android.view.ViewRootImpl.enqueueInputEvent(ViewRootImpl.java:6181) 在 android.view.ViewRootImpl$WindowInputEventReceiver.onInputEvent(ViewRootImpl.java:6349) 在 android.view.InputEventReceiver.dispatchInputEvent(InputEventReceiver.java:185) 在 android.os.MessageQueue.nativePollOnce(本机方法) 在 android.os.MessageQueue.next(MessageQueue.java:323) 在 android.os.Looper.loop(Looper.java:136) 在 android.app.ActivityThread.main(ActivityThread.java:6119) 在 java.lang.reflect.Method.invoke(本机方法) 在 com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:886) 在 com.android.internal.os.ZygoteInit.main(ZygoteInit.java:776) 04-26 10:55:22.204 31562-31562/com.example.tiagosilva.amob_android E/AndroidRuntime: 致命异常: main 进程:com.example.tiagosilva.amob_android,PID:31562 java.lang.NullPointerException:尝试在空对象引用上调用虚拟方法“float com.example.tiagosilva.amob_android.OpenGLRenderer.getAngle()” 在 com.example.tiagosilva.amob_android.OpenGL$1.onTouch(OpenGL.java:95) 在 android.view.View.dispatchTouchEvent(View.java:10019) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 android.view.ViewGroup.dispatchTransformedTouchEvent(ViewGroup.java:2632) 在 android.view.ViewGroup.dispatchTouchEvent(ViewGroup.java:2321) 在 com.android.internal.policy.DecorView.superDispatchTouchEvent(DecorView.java:413) 在 com.android.internal.policy.PhoneWindow.superDispatchTouchEvent(PhoneWindow.java:1808) 在 android.app.Activity.dispatchTouchEvent(Activity.java:3061) 在 android.support.v7.view.WindowCallbackWrapper.dispatchTouchEvent(WindowCallbackWrapper.java:71) 在 android.support.v7.view.WindowCallbackWrapper.dispatchTouchEvent(WindowCallbackWrapper.java:71) 在 com.android.internal.policy.DecorView.dispatchTouchEvent(DecorView.java:375) 在 android.view.View.dispatchPointerEvent(View.java:10243) 在 android.view.ViewRootImpl$ViewPostImeInputStage.processPointerEvent(ViewRootImpl.java:4438) 在 android.view.ViewRootImpl$ViewPostImeInputStage.onProcess(ViewRootImpl.java:4306) 在 android.view.ViewRootImpl$InputStage.deliver(ViewRootImpl.java:3853) 在 android.view.ViewRootImpl$InputStage.onDeliverToNext(ViewRootImpl.java:3906) 在 android.view.ViewRootImpl$InputStage.forward(ViewRootImpl.java:3872) 在 android.view.ViewRootImpl$AsyncInputStage.forward(ViewRootImpl.java:3999) 在 android.view.ViewRootImpl$InputStage.apply(ViewRootImpl.java:3880) 在 android.view.ViewRootImpl$AsyncInputStage.apply(ViewRootImpl.java:4056) 在 android.view.ViewRootImpl$InputStage.deliver(ViewRootImpl.java:3853) 在 android.view.ViewRootImpl$InputStage.onDeliverToNext(ViewRootImpl.java:3906) 在 android.view.ViewRootImpl$InputStage.forward(ViewRootImpl.java:3872) 在 android.view.ViewRootImpl$InputStage.apply(ViewRootImpl.java:3880) 在 android.view.ViewRootImpl$InputStage.deliver(ViewRootImpl.java:3853) 在 android.view.ViewRootImpl.deliverInputEvent(ViewRootImpl.java:6246) 在 android.view.ViewRootImpl.doProcessInputEvents(ViewRootImpl.java:6220) 在 android.view.ViewRootImpl.enqueueInputEvent(ViewRootImpl.java:6181) 在 android.view.ViewRootImpl$WindowInputEventReceiver.onInputEvent(ViewRootImpl.java:6349) 在 android.view.InputEventReceiver.dispatchInputEvent(InputEventReceiver.java:185) 在 android.os.MessageQueue.nativePollOnce(本机方法) 在 android.os.MessageQueue.next(MessageQueue.java:323) 在 android.os.Looper.loop(Looper.java:136) 在 android.app.ActivityThread.main(ActivityThread.java:6119) 在 java.lang.reflect.Method.invoke(本机方法) 在 com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:886) 在 com.android.internal.os.ZygoteInit.main(ZygoteInit.java:776)
【问题讨论】:
【参考方案1】:你永远不会初始化mRenderer
...变量
OpenGLRenderer mRenderer;
这就是为什么mRenderer.getAngle()
给你一个空指针异常。
java.lang.NullPointerException:尝试调用虚拟方法 '浮动 com.example.tiagosilva.amob_android.OpenGLRenderer.getAngle()' 在空对象引用上
尝试在您的 onCreateView()
中初始化它
mRenderer = new OpenGLRenderer();
【讨论】:
现在不崩溃,但也不旋转 xD 试试这个:***.com/questions/11405466/…以上是关于使用浮动使我的应用程序在 Android 中崩溃的主要内容,如果未能解决你的问题,请参考以下文章
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