In our unit tests, an active timer remaining at the end of the test leads to a test failure.
If a widget with an active FlareActor is present in a unit test, the test fails due to a timer still being active at the end, unless the animation controller is allowed to complete. If completing the animation triggers another animation, this means we have to remove the widget, pump until it's gone, then one more pump(durationOfAnimationOrMore) to allow the timer to complete.
The timer should be canceled when the widget is disposed.
In our unit tests, an active timer remaining at the end of the test leads to a test failure.
If a widget with an active FlareActor is present in a unit test, the test fails due to a timer still being active at the end, unless the animation controller is allowed to complete. If completing the animation triggers another animation, this means we have to remove the widget, pump until it's gone, then one more pump(durationOfAnimationOrMore) to allow the timer to complete.
The timer should be canceled when the widget is disposed.