prateekarora / java-universal-tween-engine

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Sometime tween are not added/started #22

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
I don't know the exact steps to reproduce the bug
but in my case i have just tried to do 6 tweens and then
again 6 tweens on the same objects interpolating the same property on each of 
theme
and the result was that the second time the first tween was not started/added 
while
the others interpolated normally.

What is the expected output? What do you see instead?
I see all the 6 objects moving on screen the first time,
and just 5 of them (the first is the one not moving) the second time.

What version of the product are you using? On what operating system?
The last version 6.3.3 on Mac OSX 10.8.4

I did so many tests to check if this bug was related to my code.
I have also developed a small tween system and as result, using my code, 
all the objects move both the first and the second time so i'm sure 
this is related to the universal tween engine.
Furthermore i have seen some tweens just get discarded sporadicly and this
could be probably the general bug which should be fixed. 

Original issue reported on code.google.com by infernal...@gmail.com on 26 Jul 2013 at 9:18

GoogleCodeExporter commented 9 years ago
I got this issue also. Sometimes tweens just dont play at all, sometimes they 
stop at the middle and don't play until the end altough callbacks still being 
called when its finishes.

Original comment by andrei.d...@gmail.com on 16 Aug 2013 at 5:41

GoogleCodeExporter commented 9 years ago
exactly the same issue, making me crazy.
sometimes tweens don't play but callbacks are called.

Original comment by thomas.s...@gmail.com on 1 Oct 2013 at 8:05

GoogleCodeExporter commented 9 years ago
I have a little something for you..!

The bug is related to the pool, as everyone was thinking.
So I made a quick fix to solve this : dynamic pool (source attached)
So add the new pool to your project (or replace the existing one) and add this 
line when you initialize your tween manager :
Tween.ensurePoolCapacity(0);

And that's all !
A pool capacity of 0 now means the pool is dynamic.
Which solves the problem, pool is now smaller than before but there is a little 
overhead for memory allocation (which may be a problem on android, but not on 
pc)
Tell me if it is working fine on pc and android !

Original comment by thomas.s...@gmail.com on 16 Oct 2013 at 1:53

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