/**
* Set the scrolled position of your view. This will cause a call to
* {@link #onScrollChanged(int, int, int, int)} and the view will be
* invalidated.
* @param x the x position to scroll to
* @param y the y position to scroll to
*/
public void scrollTo(int x, int y) {
if (mScrollX != x || mScrollY != y) {
int oldX = mScrollX;
int oldY = mScrollY;
mScrollX = x;
mScrollY = y;
invalidateParentCaches();
onScrollChanged(mScrollX, mScrollY, oldX, oldY);
if (!awakenScrollBars()) {
postInvalidateOnAnimation();
}
}
}
/**
* The offset, in pixels, by which the content of this view is scrolled
* horizontally.
* {@hide}
*/
@ViewDebug.ExportedProperty(category = "scrolling")
protected int mScrollX;
/**
* The offset, in pixels, by which the content of this view is scrolled
* vertically.
* {@hide}
*/
@ViewDebug.ExportedProperty(category = "scrolling")
protected int mScrollY;
scrollTo()方法就是将一个视图移动到指定位置,偏移量 mScrollX、mScrollY就是视图初始位置的距离,默认是情况下当然是0。如果视图要发生移动,比如要移动到(x,y),首先要检查这个点的坐标是否和偏移量一样,因为 scrollTo()是移动到指定的点,如果这次移动的点的坐标和上次偏移量一样,也就是说这次移动和上次移动的坐标是同一个,那么就没有必要进行移动了。这也是这个方法为什么进行 if (mScrollX != x || mScrollY != y) {这样一个判断的原因。接下来再看一下scrollBy()的源码,
/**
* Move the scrolled position of your view. This will cause a call to
* {@link #onScrollChanged(int, int, int, int)} and the view will be
* invalidated.
* @param x the amount of pixels to scroll by horizontally
* @param y the amount of pixels to scroll by vertically
*/
public void scrollBy(int x, int y) {
scrollTo(mScrollX + x, mScrollY + y);
}
public void draw(Canvas canvas) {
if (mClipBounds != null) {
canvas.clipRect(mClipBounds);
}
final int privateFlags = mPrivateFlags;
final boolean dirtyOpaque = (privateFlags & PFLAG_DIRTY_MASK) == PFLAG_DIRTY_OPAQUE &&
(mAttachInfo == null || !mAttachInfo.mIgnoreDirtyState);
mPrivateFlags = (privateFlags & ~PFLAG_DIRTY_MASK) | PFLAG_DRAWN;
/*
* Draw traversal performs several drawing steps which must be executed
* in the appropriate order:
*
* 1. Draw the background
* 2. If necessary, save the canvas' layers to prepare for fading
* 3. Draw view's content
* 4. Draw children
* 5. If necessary, draw the fading edges and restore layers
* 6. Draw decorations (scrollbars for instance)
*/
// Step 1, draw the background, if needed
int saveCount;
protected final void onDrawScrollBars(Canvas canvas) {
// scrollbars are drawn only when the animation is running
final ScrollabilityCache cache = mScrollCache;
if (cache != null) {
int state = cache.state;
if (state == ScrollabilityCache.OFF) {
return;
}
boolean invalidate = false;
if (state == ScrollabilityCache.FADING) {
// We're fading -- get our fade interpolation
if (cache.interpolatorValues == null) {
cache.interpolatorValues = new float[1];
}
float[] values = cache.interpolatorValues;
// Stops the animation if we're done
if (cache.scrollBarInterpolator.timeToValues(values) ==
Interpolator.Result.FREEZE_END) {
cache.state = ScrollabilityCache.OFF;
} else {
cache.scrollBar.setAlpha(Math.round(values[0]));
}
// This will make the scroll bars inval themselves after
// drawing. We only want this when we're fading so that
// we prevent excessive redraws
invalidate = true;
} else {
// We're just on -- but we may have been fading before so
// reset alpha
cache.scrollBar.setAlpha(255);
}
final int viewFlags = mViewFlags;
final boolean drawHorizontalScrollBar =
(viewFlags & SCROLLBARS_HORIZONTAL) == SCROLLBARS_HORIZONTAL;
final boolean drawVerticalScrollBar =
(viewFlags & SCROLLBARS_VERTICAL) == SCROLLBARS_VERTICAL
&& !isVerticalScrollBarHidden();
if (drawVerticalScrollBar || drawHorizontalScrollBar) {
final int width = mRight - mLeft;
final int height = mBottom - mTop;
final ScrollBarDrawable scrollBar = cache.scrollBar;
final int scrollX = mScrollX;
final int scrollY = mScrollY;
final int inside = (viewFlags & SCROLLBARS_OUTSIDE_MASK) == 0 ? ~0 : 0;
int left;
int top;
int right;
int bottom;
if (drawHorizontalScrollBar) {
int size = scrollBar.getSize(false);
if (size <= 0) {
size = cache.scrollBarSize;
}
scrollBar.setParameters(computeHorizontalScrollRange(),
computeHorizontalScrollOffset(),
computeHorizontalScrollExtent(), false);
final int verticalScrollBarGap = drawVerticalScrollBar ?
getVerticalScrollbarWidth() : 0;
top = scrollY + height - size - (mUserPaddingBottom & inside);
left = scrollX + (mPaddingLeft & inside);
right = scrollX + width - (mUserPaddingRight & inside) - verticalScrollBarGap;
bottom = top + size;
onDrawHorizontalScrollBar(canvas, scrollBar, left, top, right, bottom);
if (invalidate) {
invalidate(left, top, right, bottom);
}
}
if (drawVerticalScrollBar) {
int size = scrollBar.getSize(true);
if (size <= 0) {
size = cache.scrollBarSize;
}
scrollBar.setParameters(computeVerticalScrollRange(),
computeVerticalScrollOffset(),
computeVerticalScrollExtent(), true);
int verticalScrollbarPosition = mVerticalScrollbarPosition;
if (verticalScrollbarPosition == SCROLLBAR_POSITION_DEFAULT) {
verticalScrollbarPosition = isLayoutRtl() ?
SCROLLBAR_POSITION_LEFT : SCROLLBAR_POSITION_RIGHT;
}
switch (verticalScrollbarPosition) {
default:
case SCROLLBAR_POSITION_RIGHT:
left = scrollX + width - size - (mUserPaddingRight & inside);
break;
case SCROLLBAR_POSITION_LEFT:
left = scrollX + (mUserPaddingLeft & inside);
break;
}
top = scrollY + (mPaddingTop & inside);
right = left + size;
bottom = scrollY + height - (mUserPaddingBottom & inside);
onDrawVerticalScrollBar(canvas, scrollBar, left, top, right, bottom);
if (invalidate) {
invalidate(left, top, right, bottom);
}
}
}
}
}
public void invalidate(int l, int t, int r, int b) {
if (skipInvalidate()) {
return;
}
if ((mPrivateFlags & (PFLAG_DRAWN | PFLAG_HAS_BOUNDS)) == (PFLAG_DRAWN | PFLAG_HAS_BOUNDS) ||
(mPrivateFlags & PFLAG_DRAWING_CACHE_VALID) == PFLAG_DRAWING_CACHE_VALID ||
(mPrivateFlags & PFLAG_INVALIDATED) != PFLAG_INVALIDATED) {
mPrivateFlags &= ~PFLAG_DRAWING_CACHE_VALID;
mPrivateFlags |= PFLAG_INVALIDATED;
mPrivateFlags |= PFLAG_DIRTY;
final ViewParent p = mParent;
final AttachInfo ai = mAttachInfo;
//noinspection PointlessBooleanExpression,ConstantConditions
if (!HardwareRenderer.RENDER_DIRTY_REGIONS) {
if (p != null && ai != null && ai.mHardwareAccelerated) {
// fast-track for GL-enabled applications; just invalidate the whole hierarchy
// with a null dirty rect, which tells the ViewAncestor to redraw everything
p.invalidateChild(this, null);
return;
}
}
if (p != null && ai != null && l < r && t < b) {
final int scrollX = mScrollX;
final int scrollY = mScrollY;
final Rect tmpr = ai.mTmpInvalRect;
tmpr.set(l - scrollX, t - scrollY, r - scrollX, b - scrollY);
p.invalidateChild(this, tmpr);
}
}
}
在这个方法的最后,可以看到 tmpr.set(l - scrollX, t - scrollY, r - scrollX, b - scrollY),真相终于大白,相信也都清楚为什么会是反方向的了。也会明白当向右移动视图时候,为什么getScrollX()返回值会是负的了。下面做一个测试的demo,来练习一下这两个方法的使用。
/**
* Called by a parent to request that a child update its values for mScrollX
* and mScrollY if necessary. This will typically be done if the child is
* animating a scroll using a {@link android.widget.Scroller Scroller}
* object.
*/
public void computeScroll() {
}
// Step 4, draw the children
dispatchDraw(canvas);
正是绘制子视图,然后看一下这个方法,
/**
* Called by draw to draw the child views. This may be overridden
* by derived classes to gain control just before its children are drawn
* (but after its own view has been drawn).
* @param canvas the canvas on which to draw the view
*/
protected void dispatchDraw(Canvas canvas) {
}
public class Scroller {
private int mMode;
private int mStartX;
private int mStartY;
private int mFinalX;
private int mFinalY;
private int mMinX;
private int mMaxX;
private int mMinY;
private int mMaxY;
private int mCurrX;
private int mCurrY;
private long mStartTime;
private int mDuration;
private float mDurationReciprocal;
private float mDeltaX;
private float mDeltaY;
private boolean mFinished;
private Interpolator mInterpolator;
private float mVelocity;
private float mCurrVelocity;
private int mDistance;
private float mFlingFriction = ViewConfiguration.getScrollFriction();
private static final int DEFAULT_DURATION = 250;
private static final int SCROLL_MODE = 0;
private static final int FLING_MODE = 1;
/**
* Create a Scroller with the default duration and interpolator.
*/
public Scroller(Context context) {
this(context, null);
}
/**
* Create a Scroller with the specified interpolator. If the interpolator is
* null, the default (viscous) interpolator will be used. "Flywheel" behavior will
* be in effect for apps targeting Honeycomb or newer.
*/
public Scroller(Context context, Interpolator interpolator) {
this(context, interpolator,
context.getApplicationInfo().targetSdkVersion >= Build.VERSION_CODES.HONEYCOMB);
}
/**
* Create a Scroller with the specified interpolator. If the interpolator is
* null, the default (viscous) interpolator will be used. Specify whether or
* not to support progressive "flywheel" behavior in flinging.
*/
public Scroller(Context context, Interpolator interpolator, boolean flywheel) {
mFinished = true;
mInterpolator = interpolator;
mPpi = context.getResources().getDisplayMetrics().density * 160.0f;
mDeceleration = computeDeceleration(ViewConfiguration.getScrollFriction());
mFlywheel = flywheel;
mPhysicalCoeff = computeDeceleration(0.84f); // look and feel tuning
}
/**
* Call this when you want to know the new location. If it returns true,
* the animation is not yet finished.
*/
public boolean computeScrollOffset() {
if (mFinished) {
return false;
}
int timePassed = (int)(AnimationUtils.currentAnimationTimeMillis() - mStartTime);
if (timePassed < mDuration) {
switch (mMode) {
case SCROLL_MODE:
float x = timePassed * mDurationReciprocal;
if (mInterpolator == null)
x = viscousFluid(x);
else
x = mInterpolator.getInterpolation(x);
mCurrX = mStartX + Math.round(x * mDeltaX);
mCurrY = mStartY + Math.round(x * mDeltaY);
break;
case FLING_MODE:
final float t = (float) timePassed / mDuration;
final int index = (int) (NB_SAMPLES * t);
float distanceCoef = 1.f;
float velocityCoef = 0.f;
if (index < NB_SAMPLES) {
final float t_inf = (float) index / NB_SAMPLES;
final float t_sup = (float) (index + 1) / NB_SAMPLES;
final float d_inf = SPLINE_POSITION[index];
final float d_sup = SPLINE_POSITION[index + 1];
velocityCoef = (d_sup - d_inf) / (t_sup - t_inf);
distanceCoef = d_inf + (t - t_inf) * velocityCoef;
}
mCurrVelocity = velocityCoef * mDistance / mDuration * 1000.0f;
mCurrX = mStartX + Math.round(distanceCoef * (mFinalX - mStartX));
// Pin to mMinX <= mCurrX <= mMaxX
mCurrX = Math.min(mCurrX, mMaxX);
mCurrX = Math.max(mCurrX, mMinX);
mCurrY = mStartY + Math.round(distanceCoef * (mFinalY - mStartY));
// Pin to mMinY <= mCurrY <= mMaxY
mCurrY = Math.min(mCurrY, mMaxY);
mCurrY = Math.max(mCurrY, mMinY);
if (mCurrX == mFinalX && mCurrY == mFinalY) {
mFinished = true;
}
break;
}
}
else {
mCurrX = mFinalX;
mCurrY = mFinalY;
mFinished = true;
}
return true;
}
/**
* Start scrolling by providing a starting point and the distance to travel.
* The scroll will use the default value of 250 milliseconds for the
* duration.
*
* @param startX Starting horizontal scroll offset in pixels. Positive
* numbers will scroll the content to the left.
* @param startY Starting vertical scroll offset in pixels. Positive numbers
* will scroll the content up.
* @param dx Horizontal distance to travel. Positive numbers will scroll the
* content to the left.
* @param dy Vertical distance to travel. Positive numbers will scroll the
* content up.
*/
public void startScroll(int startX, int startY, int dx, int dy) {
startScroll(startX, startY, dx, dy, DEFAULT_DURATION);
}
/**
* Start scrolling by providing a starting point, the distance to travel,
* and the duration of the scroll.
*
* @param startX Starting horizontal scroll offset in pixels. Positive
* numbers will scroll the content to the left.
* @param startY Starting vertical scroll offset in pixels. Positive numbers
* will scroll the content up.
* @param dx Horizontal distance to travel. Positive numbers will scroll the
* content to the left.
* @param dy Vertical distance to travel. Positive numbers will scroll the
* content up.
* @param duration Duration of the scroll in milliseconds.
*/
public void startScroll(int startX, int startY, int dx, int dy, int duration) {
mMode = SCROLL_MODE;
mFinished = false;
mDuration = duration;
mStartTime = AnimationUtils.currentAnimationTimeMillis();
mStartX = startX;
mStartY = startY;
mFinalX = startX + dx;
mFinalY = startY + dy;
mDeltaX = dx;
mDeltaY = dy;
mDurationReciprocal = 1.0f / (float) mDuration;
}
/**
* Start scrolling based on a fling gesture. The distance travelled will
* depend on the initial velocity of the fling.
*
* @param startX Starting point of the scroll (X)
* @param startY Starting point of the scroll (Y)
* @param velocityX Initial velocity of the fling (X) measured in pixels per
* second.
* @param velocityY Initial velocity of the fling (Y) measured in pixels per
* second
* @param minX Minimum X value. The scroller will not scroll past this
* point.
* @param maxX Maximum X value. The scroller will not scroll past this
* point.
* @param minY Minimum Y value. The scroller will not scroll past this
* point.
* @param maxY Maximum Y value. The scroller will not scroll past this
* point.
*/
public void fling(int startX, int startY, int velocityX, int velocityY,
int minX, int maxX, int minY, int maxY) {
// Continue a scroll or fling in progress
if (mFlywheel && !mFinished) {
float oldVel = getCurrVelocity();
float dx = (float) (mFinalX - mStartX);
float dy = (float) (mFinalY - mStartY);
float hyp = FloatMath.sqrt(dx * dx + dy * dy);
float ndx = dx / hyp;
float ndy = dy / hyp;
float oldVelocityX = ndx * oldVel;
float oldVelocityY = ndy * oldVel;
if (Math.signum(velocityX) == Math.signum(oldVelocityX) &&
Math.signum(velocityY) == Math.signum(oldVelocityY)) {
velocityX += oldVelocityX;
velocityY += oldVelocityY;
}
}
mMode = FLING_MODE;
mFinished = false;
float velocity = FloatMath.sqrt(velocityX * velocityX + velocityY * velocityY);
mVelocity = velocity;
mDuration = getSplineFlingDuration(velocity);
mStartTime = AnimationUtils.currentAnimationTimeMillis();
mStartX = startX;
mStartY = startY;
float coeffX = velocity == 0 ? 1.0f : velocityX / velocity;
float coeffY = velocity == 0 ? 1.0f : velocityY / velocity;
double totalDistance = getSplineFlingDistance(velocity);
mDistance = (int) (totalDistance * Math.signum(velocity));
mMinX = minX;
mMaxX = maxX;
mMinY = minY;
mMaxY = maxY;
mFinalX = startX + (int) Math.round(totalDistance * coeffX);
// Pin to mMinX <= mFinalX <= mMaxX
mFinalX = Math.min(mFinalX, mMaxX);
mFinalX = Math.max(mFinalX, mMinX);
mFinalY = startY + (int) Math.round(totalDistance * coeffY);
// Pin to mMinY <= mFinalY <= mMaxY
mFinalY = Math.min(mFinalY, mMaxY);
mFinalY = Math.max(mFinalY, mMinY);
}
}
Scroller有三个构造方法,其中二、三可以使用动画插值器。除了构造方法外,Scroller还有以下几个重要方法:computeScrollOffset()、startScroll(int startX, int startY, int dx, int dy, int duration)、 fling(int startX, int startY, int velocityX, int velocityY,
int minX, int maxX, int minY, int maxY) 等。
startScroll(int startX, int startY, int dx, int dy, int duration)从方法名字来看应该是滑动开始的地方,事实上我们在使用的时候也是先调用这个方法的,它的作用是:(startX , startY)在duration时间内前进(dx,dy)个单位,即到达坐标为(startX+dx , startY+dy) 但是从源码来看,
原文地址:http://www.cnblogs.com/Kavlez/p/4268601.html Enumeration
于Java 1.5增加的enum type...enum type是由一组固定的常量组成的类型,比如四个季节、扑克花色。在出现enum type之前,通常用一组int常量表示枚举类型。比如这样:
public static final int APPLE_FUJI = 0
第二章 Getting Started
1.Hive最大的局限性是什么?一是不支持行级别的增删改(insert, delete, update)二是查询性能非常差(基于Hadoop MapReduce),不适合延迟小的交互式任务三是不支持事务2. Hive MetaStore是干什么的?Hive persists table schemas and other system metadata.
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var curWwwPath=window.document.locati
在Linux下面部 署应用的时候,有时候会遇上Socket/File: Can’t open so many files的问题;这个值也会影响服务器的最大并发数,其实Linux是有文件句柄限制的,而且Linux默认不是很高,一般都是1024,生产服务器用 其实很容易就达到这个数量。下面说的是,如何通过正解配置来改正这个系统默认值。因为这个问题是我配置Nginx+php5时遇到了,所以我将这篇归纳进