我有一个抽象的CycleActivity,它扩展了Activity。我还有一些其他活动可以扩展CycleActivity。 当我创建其中一个活动时,我会收到:
07-28 19:42:20.850: E/AndroidRuntime(21162): FATAL EXCEPTION: main
07-28 19:42:20.850: E/AndroidRuntime(21162): java.lang.StackOverflowError
07-28 19:42:20.850: E/AndroidRuntime(21162): at gospo.plaga.GameActivity.onCreate(GameActivity.java:23)
07-28 19:42:20.850: E/AndroidRuntime(21162): at gospo.plaga.CycleActivity.onCreate(CycleActivity.java:29)
07-28 19:42:20.850: E/AndroidRuntime(21162): at gospo.plaga.GameActivity.onCreate(GameActivity.java:23)
07-28 19:42:20.850: E/AndroidRuntime(21162): at gospo.plaga.CycleActivity.onCreate(CycleActivity.java:29)
07-28 19:42:20.850: E/AndroidRuntime(21162): at gospo.plaga.GameActivity.onCreate(GameActivity.java:23)
这种行为的原因是什么?
CycleActivity.java
package gospo.plaga;
import gospo.plaga.game.Game;
import gospo.plaga.game.GameState;
import java.util.Timer;
import java.util.TimerTask;
import android.app.Activity;
import android.content.Intent;
import android.os.Bundle;
import android.view.Menu;
public abstract class CycleActivity extends Activity
{
private GameState finishAfterGameState;
private Class<?> nextActivityClass;
private Timer gameStateChangeHandler;
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState);
}
protected void onCreate(Bundle savedInstanceState,
GameState finishAfterGameState, Class<?> nextActivityClass)
{
onCreate(savedInstanceState);
this.finishAfterGameState = finishAfterGameState;
this.nextActivityClass = nextActivityClass;
gameStateChangeHandler = new Timer();
TimerTask gameStateChangeHandlerTask = new TimerTask()
{
@Override
public void run()
{
handleGameStateChange();
}
};
final int GameStateChangeHandlePeriod = 1000;// TODO:
gameStateChangeHandler.schedule(gameStateChangeHandlerTask, 0,
GameStateChangeHandlePeriod);
}
private void handleGameStateChange()
{
Game game = Game.getInstance();
long finishesAt = 0;
GameState[] gameStates = GameState.values();
for (GameState gameState : gameStates)
{
finishesAt += gameState.getDuration();
if (gameState.equals(finishAfterGameState))
{
break;
}
}
if (game.getGameTime() > finishesAt)
{
gameStateChangeHandler.cancel();
runOnUiThread(new Runnable()
{
@Override
public void run()
{
Intent intent = new Intent(getApplicationContext(),
nextActivityClass);
startActivity(intent);
finish();
}
});
}
}
@Override
public boolean onCreateOptionsMenu(Menu menu)
{
// Inflate the menu; this adds items to the action bar if it is present.
getMenuInflater().inflate(R.menu.result, menu);
return true;
}
}
GameActivity.java
...
@Override
protected void onCreate(Bundle savedInstanceState)
{
super.onCreate(savedInstanceState, GameState.Tour, ResultActivity.class);
...
答案 0 :(得分:3)
你在这里有一个循环引用的东西。您的CycleActivity会创建GameActivity,反之亦然,因此无限递归会导致堆栈耗尽。