/* * Copyright (C) 2010 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package android.view; import android.graphics.Matrix; import android.graphics.Outline; /** *
A display list records a series of graphics related operations and can replay * them later. Display lists are usually built by recording operations on a * {@link HardwareCanvas}. Replaying the operations from a display list avoids * executing application code on every frame, and is thus much more efficient.
* *Display lists are used internally for all views by default, and are not * typically used directly. One reason to consider using a display is a custom * {@link View} implementation that needs to issue a large number of drawing commands. * When the view invalidates, all the drawing commands must be reissued, even if * large portions of the drawing command stream stay the same frame to frame, which * can become a performance bottleneck. To solve this issue, a custom View might split * its content into several display lists. A display list is updated only when its * content, and only its content, needs to be updated.
* *A text editor might for instance store each paragraph into its own display list. * Thus when the user inserts or removes characters, only the display list of the * affected paragraph needs to be recorded again.
* *Display lists can only be replayed using a {@link HardwareCanvas}. They are not * supported in software. Always make sure that the {@link android.graphics.Canvas} * you are using to render a display list is hardware accelerated using * {@link android.graphics.Canvas#isHardwareAccelerated()}.
* ** HardwareRenderer renderer = myView.getHardwareRenderer(); * if (renderer != null) { * DisplayList displayList = renderer.createDisplayList(); * HardwareCanvas canvas = displayList.start(width, height); * try { * // Draw onto the canvas * // For instance: canvas.drawBitmap(...); * } finally { * displayList.end(); * } * } ** *
* protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas; * hardwareCanvas.drawDisplayList(mDisplayList); * } * } ** *
This step is not mandatory but recommended if you want to release resources * held by a display list as soon as possible.
** // Mark this display list invalid, it cannot be used for drawing anymore, * // and release resources held by this display list * displayList.clear(); ** *
In addition, a display list offers several properties, such as
* {@link #setScaleX(float)} or {@link #setLeft(int)}, that can be used to affect all
* the drawing commands recorded within. For instance, these properties can be used
* to move around a large number of images without re-issuing all the individual
* drawBitmap()
calls.
* private void createDisplayList() { * mDisplayList = DisplayList.create("MyDisplayList"); * HardwareCanvas canvas = mDisplayList.start(width, height); * try { * for (Bitmap b : mBitmaps) { * canvas.drawBitmap(b, 0.0f, 0.0f, null); * canvas.translate(0.0f, b.getHeight()); * } * } finally { * displayList.end(); * } * } * * protected void onDraw(Canvas canvas) { * if (canvas.isHardwareAccelerated()) { * HardwareCanvas hardwareCanvas = (HardwareCanvas) canvas; * hardwareCanvas.drawDisplayList(mDisplayList); * } * } * * private void moveContentBy(int x) { * // This will move all the bitmaps recorded inside the display list * // by x pixels to the right and redraw this view. All the commands * // recorded in createDisplayList() won't be re-issued, only onDraw() * // will be invoked and will execute very quickly * mDisplayList.offsetLeftAndRight(x); * invalidate(); * } ** *
Display lists must be created on and manipulated from the UI thread only.
* * @hide */ public class RenderNode { /** * Flag used when calling * {@link HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int)} * When this flag is set, draw operations lying outside of the bounds of the * display list will be culled early. It is recommeneded to always set this * flag. * * @hide */ public static final int FLAG_CLIP_CHILDREN = 0x1; // NOTE: The STATUS_* values *must* match the enum in DrawGlInfo.h /** * Indicates that the display list is done drawing. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * * @hide */ public static final int STATUS_DONE = 0x0; /** * Indicates that the display list needs another drawing pass. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * * @hide */ public static final int STATUS_DRAW = 0x1; /** * Indicates that the display list needs to re-execute its GL functors. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * @see HardwareCanvas#callDrawGLFunction(long) * * @hide */ public static final int STATUS_INVOKE = 0x2; /** * Indicates that the display list performed GL drawing operations. * * @see HardwareCanvas#drawDisplayList(RenderNode, android.graphics.Rect, int) * * @hide */ public static final int STATUS_DREW = 0x4; private boolean mValid; private final long mNativeDisplayList; private HardwareRenderer mRenderer; private RenderNode(String name) { mNativeDisplayList = nCreate(); nSetDisplayListName(mNativeDisplayList, name); } /** * Creates a new display list that can be used to record batches of * drawing operations. * * @param name The name of the display list, used for debugging purpose. May be null. * * @return A new display list. * * @hide */ public static RenderNode create(String name) { return new RenderNode(name); } /** * Starts recording the display list. All operations performed on the * returned canvas are recorded and stored in this display list. * * Calling this method will mark the display list invalid until * {@link #end()} is called. Only valid display lists can be replayed. * * @param width The width of the display list's viewport * @param height The height of the display list's viewport * * @return A canvas to record drawing operations. * * @see #end() * @see #isValid() */ public HardwareCanvas start(int width, int height) { HardwareCanvas canvas = GLES20RecordingCanvas.obtain(); canvas.setViewport(width, height); // The dirty rect should always be null for a display list canvas.onPreDraw(null); return canvas; } /** * Ends the recording for this display list. A display list cannot be * replayed if recording is not finished. Calling this method marks * the display list valid and {@link #isValid()} will return true. * * @see #start(int, int) * @see #isValid() */ public void end(HardwareRenderer renderer, HardwareCanvas endCanvas) { if (!(endCanvas instanceof GLES20RecordingCanvas)) { throw new IllegalArgumentException("Passed an invalid canvas to end!"); } GLES20RecordingCanvas canvas = (GLES20RecordingCanvas) endCanvas; canvas.onPostDraw(); long displayListData = canvas.finishRecording(); if (renderer != mRenderer) { // If we are changing renderers first destroy with the old // renderer, then set with the new one destroyDisplayListData(); } mRenderer = renderer; setDisplayListData(displayListData); canvas.recycle(); mValid = true; } /** * Reset native resources. This is called when cleaning up the state of display lists * during destruction of hardware resources, to ensure that we do not hold onto * obsolete resources after related resources are gone. * * @hide */ public void destroyDisplayListData() { if (!mValid) return; setDisplayListData(0); mRenderer = null; mValid = false; } private void setDisplayListData(long newData) { if (mRenderer != null) { mRenderer.setDisplayListData(mNativeDisplayList, newData); } else { throw new IllegalStateException("Trying to set data without a renderer! data=" + newData); } } /** * Returns whether the display list is currently usable. If this returns false, * the display list should be re-recorded prior to replaying it. * * @return boolean true if the display list is able to be replayed, false otherwise. */ public boolean isValid() { return mValid; } long getNativeDisplayList() { if (!mValid) { throw new IllegalStateException("The display list is not valid."); } return mNativeDisplayList; } /////////////////////////////////////////////////////////////////////////// // DisplayList Property Setters /////////////////////////////////////////////////////////////////////////// /** * Set the caching property on the display list, which indicates whether the display list * holds a layer. Layer display lists should avoid creating an alpha layer, since alpha is * handled in the drawLayer operation directly (and more efficiently). * * @param caching true if the display list represents a hardware layer, false otherwise. * * @hide */ public void setCaching(boolean caching) { nSetCaching(mNativeDisplayList, caching); } /** * Set whether the display list should clip itself to its bounds. This property is controlled by * the view's parent. * * @param clipToBounds true if the display list should clip to its bounds */ public void setClipToBounds(boolean clipToBounds) { nSetClipToBounds(mNativeDisplayList, clipToBounds); } /** * Sets whether the display list should be drawn immediately after the * closest ancestor display list where isolateZVolume is true. If the * display list itself satisfies this constraint, changing this attribute * has no effect on drawing order. * * @param shouldProject true if the display list should be projected onto a * containing volume. */ public void setProjectBackwards(boolean shouldProject) { nSetProjectBackwards(mNativeDisplayList, shouldProject); } /** * Sets whether the display list is a projection receiver - that its parent * DisplayList should draw any descendent DisplayLists with * ProjectBackwards=true directly on top of it. Default value is false. */ public void setProjectionReceiver(boolean shouldRecieve) { nSetProjectionReceiver(mNativeDisplayList, shouldRecieve); } /** * Sets the outline, defining the shape that casts a shadow, and the path to * be clipped if setClipToOutline is set. * * Deep copies the data into native to simplify reference ownership. */ public void setOutline(Outline outline) { if (outline == null) { nSetOutlineEmpty(mNativeDisplayList); } else if (!outline.isValid()) { throw new IllegalArgumentException("Outline must be valid"); } else if (outline.mRect != null) { nSetOutlineRoundRect(mNativeDisplayList, outline.mRect.left, outline.mRect.top, outline.mRect.right, outline.mRect.bottom, outline.mRadius); } else if (outline.mPath != null) { nSetOutlineConvexPath(mNativeDisplayList, outline.mPath.mNativePath); } } /** * Enables or disables clipping to the outline. * * @param clipToOutline true if clipping to the outline. */ public void setClipToOutline(boolean clipToOutline) { nSetClipToOutline(mNativeDisplayList, clipToOutline); } /** * Controls the RenderNode's circular reveal clip. */ public void setRevealClip(boolean shouldClip, boolean inverseClip, float x, float y, float radius) { nSetRevealClip(mNativeDisplayList, shouldClip, inverseClip, x, y, radius); } /** * Set the static matrix on the display list. The specified matrix is combined with other * transforms (such as {@link #setScaleX(float)}, {@link #setRotation(float)}, etc.) * * @param matrix A transform matrix to apply to this display list * * @see #getMatrix(android.graphics.Matrix) * @see #getMatrix() */ public void setStaticMatrix(Matrix matrix) { nSetStaticMatrix(mNativeDisplayList, matrix.native_instance); } /** * Set the Animation matrix on the display list. This matrix exists if an Animation is * currently playing on a View, and is set on the display list during at draw() time. When * the Animation finishes, the matrix should be cleared by sendingnull
* for the matrix parameter.
*
* @param matrix The matrix, null indicates that the matrix should be cleared.
*
* @hide
*/
public void setAnimationMatrix(Matrix matrix) {
nSetAnimationMatrix(mNativeDisplayList,
(matrix != null) ? matrix.native_instance : 0);
}
/**
* Sets the translucency level for the display list.
*
* @param alpha The translucency of the display list, must be a value between 0.0f and 1.0f
*
* @see View#setAlpha(float)
* @see #getAlpha()
*/
public void setAlpha(float alpha) {
nSetAlpha(mNativeDisplayList, alpha);
}
/**
* Returns the translucency level of this display list.
*
* @return A value between 0.0f and 1.0f
*
* @see #setAlpha(float)
*/
public float getAlpha() {
return nGetAlpha(mNativeDisplayList);
}
/**
* Sets whether the display list renders content which overlaps. Non-overlapping rendering
* can use a fast path for alpha that avoids rendering to an offscreen buffer. By default
* display lists consider they do not have overlapping content.
*
* @param hasOverlappingRendering False if the content is guaranteed to be non-overlapping,
* true otherwise.
*
* @see android.view.View#hasOverlappingRendering()
* @see #hasOverlappingRendering()
*/
public void setHasOverlappingRendering(boolean hasOverlappingRendering) {
nSetHasOverlappingRendering(mNativeDisplayList, hasOverlappingRendering);
}
/**
* Indicates whether the content of this display list overlaps.
*
* @return True if this display list renders content which overlaps, false otherwise.
*
* @see #setHasOverlappingRendering(boolean)
*/
public boolean hasOverlappingRendering() {
//noinspection SimplifiableIfStatement
return nHasOverlappingRendering(mNativeDisplayList);
}
/**
* Sets the translation value for the display list on the X axis.
*
* @param translationX The X axis translation value of the display list, in pixels
*
* @see View#setTranslationX(float)
* @see #getTranslationX()
*/
public void setTranslationX(float translationX) {
nSetTranslationX(mNativeDisplayList, translationX);
}
/**
* Returns the translation value for this display list on the X axis, in pixels.
*
* @see #setTranslationX(float)
*/
public float getTranslationX() {
return nGetTranslationX(mNativeDisplayList);
}
/**
* Sets the translation value for the display list on the Y axis.
*
* @param translationY The Y axis translation value of the display list, in pixels
*
* @see View#setTranslationY(float)
* @see #getTranslationY()
*/
public void setTranslationY(float translationY) {
nSetTranslationY(mNativeDisplayList, translationY);
}
/**
* Returns the translation value for this display list on the Y axis, in pixels.
*
* @see #setTranslationY(float)
*/
public float getTranslationY() {
return nGetTranslationY(mNativeDisplayList);
}
/**
* Sets the translation value for the display list on the Z axis.
*
* @see View#setTranslationZ(float)
* @see #getTranslationZ()
*/
public void setTranslationZ(float translationZ) {
nSetTranslationZ(mNativeDisplayList, translationZ);
}
/**
* Returns the translation value for this display list on the Z axis.
*
* @see #setTranslationZ(float)
*/
public float getTranslationZ() {
return nGetTranslationZ(mNativeDisplayList);
}
/**
* Sets the rotation value for the display list around the Z axis.
*
* @param rotation The rotation value of the display list, in degrees
*
* @see View#setRotation(float)
* @see #getRotation()
*/
public void setRotation(float rotation) {
nSetRotation(mNativeDisplayList, rotation);
}
/**
* Returns the rotation value for this display list around the Z axis, in degrees.
*
* @see #setRotation(float)
*/
public float getRotation() {
return nGetRotation(mNativeDisplayList);
}
/**
* Sets the rotation value for the display list around the X axis.
*
* @param rotationX The rotation value of the display list, in degrees
*
* @see View#setRotationX(float)
* @see #getRotationX()
*/
public void setRotationX(float rotationX) {
nSetRotationX(mNativeDisplayList, rotationX);
}
/**
* Returns the rotation value for this display list around the X axis, in degrees.
*
* @see #setRotationX(float)
*/
public float getRotationX() {
return nGetRotationX(mNativeDisplayList);
}
/**
* Sets the rotation value for the display list around the Y axis.
*
* @param rotationY The rotation value of the display list, in degrees
*
* @see View#setRotationY(float)
* @see #getRotationY()
*/
public void setRotationY(float rotationY) {
nSetRotationY(mNativeDisplayList, rotationY);
}
/**
* Returns the rotation value for this display list around the Y axis, in degrees.
*
* @see #setRotationY(float)
*/
public float getRotationY() {
return nGetRotationY(mNativeDisplayList);
}
/**
* Sets the scale value for the display list on the X axis.
*
* @param scaleX The scale value of the display list
*
* @see View#setScaleX(float)
* @see #getScaleX()
*/
public void setScaleX(float scaleX) {
nSetScaleX(mNativeDisplayList, scaleX);
}
/**
* Returns the scale value for this display list on the X axis.
*
* @see #setScaleX(float)
*/
public float getScaleX() {
return nGetScaleX(mNativeDisplayList);
}
/**
* Sets the scale value for the display list on the Y axis.
*
* @param scaleY The scale value of the display list
*
* @see View#setScaleY(float)
* @see #getScaleY()
*/
public void setScaleY(float scaleY) {
nSetScaleY(mNativeDisplayList, scaleY);
}
/**
* Returns the scale value for this display list on the Y axis.
*
* @see #setScaleY(float)
*/
public float getScaleY() {
return nGetScaleY(mNativeDisplayList);
}
/**
* Sets all of the transform-related values of the display list
*
* @param alpha The alpha value of the display list
* @param translationX The translationX value of the display list
* @param translationY The translationY value of the display list
* @param rotation The rotation value of the display list
* @param rotationX The rotationX value of the display list
* @param rotationY The rotationY value of the display list
* @param scaleX The scaleX value of the display list
* @param scaleY The scaleY value of the display list
*
* @hide
*/
public void setTransformationInfo(float alpha,
float translationX, float translationY, float translationZ,
float rotation, float rotationX, float rotationY, float scaleX, float scaleY) {
nSetTransformationInfo(mNativeDisplayList, alpha,
translationX, translationY, translationZ,
rotation, rotationX, rotationY, scaleX, scaleY);
}
/**
* Sets the pivot value for the display list on the X axis
*
* @param pivotX The pivot value of the display list on the X axis, in pixels
*
* @see View#setPivotX(float)
* @see #getPivotX()
*/
public void setPivotX(float pivotX) {
nSetPivotX(mNativeDisplayList, pivotX);
}
/**
* Returns the pivot value for this display list on the X axis, in pixels.
*
* @see #setPivotX(float)
*/
public float getPivotX() {
return nGetPivotX(mNativeDisplayList);
}
/**
* Sets the pivot value for the display list on the Y axis
*
* @param pivotY The pivot value of the display list on the Y axis, in pixels
*
* @see View#setPivotY(float)
* @see #getPivotY()
*/
public void setPivotY(float pivotY) {
nSetPivotY(mNativeDisplayList, pivotY);
}
/**
* Returns the pivot value for this display list on the Y axis, in pixels.
*
* @see #setPivotY(float)
*/
public float getPivotY() {
return nGetPivotY(mNativeDisplayList);
}
/**
* Sets the camera distance for the display list. Refer to
* {@link View#setCameraDistance(float)} for more information on how to
* use this property.
*
* @param distance The distance in Z of the camera of the display list
*
* @see View#setCameraDistance(float)
* @see #getCameraDistance()
*/
public void setCameraDistance(float distance) {
nSetCameraDistance(mNativeDisplayList, distance);
}
/**
* Returns the distance in Z of the camera of the display list.
*
* @see #setCameraDistance(float)
*/
public float getCameraDistance() {
return nGetCameraDistance(mNativeDisplayList);
}
/**
* Sets the left position for the display list.
*
* @param left The left position, in pixels, of the display list
*
* @see View#setLeft(int)
* @see #getLeft()
*/
public void setLeft(int left) {
nSetLeft(mNativeDisplayList, left);
}
/**
* Returns the left position for the display list in pixels.
*
* @see #setLeft(int)
*/
public float getLeft() {
return nGetLeft(mNativeDisplayList);
}
/**
* Sets the top position for the display list.
*
* @param top The top position, in pixels, of the display list
*
* @see View#setTop(int)
* @see #getTop()
*/
public void setTop(int top) {
nSetTop(mNativeDisplayList, top);
}
/**
* Returns the top position for the display list in pixels.
*
* @see #setTop(int)
*/
public float getTop() {
return nGetTop(mNativeDisplayList);
}
/**
* Sets the right position for the display list.
*
* @param right The right position, in pixels, of the display list
*
* @see View#setRight(int)
* @see #getRight()
*/
public void setRight(int right) {
nSetRight(mNativeDisplayList, right);
}
/**
* Returns the right position for the display list in pixels.
*
* @see #setRight(int)
*/
public float getRight() {
return nGetRight(mNativeDisplayList);
}
/**
* Sets the bottom position for the display list.
*
* @param bottom The bottom position, in pixels, of the display list
*
* @see View#setBottom(int)
* @see #getBottom()
*/
public void setBottom(int bottom) {
nSetBottom(mNativeDisplayList, bottom);
}
/**
* Returns the bottom position for the display list in pixels.
*
* @see #setBottom(int)
*/
public float getBottom() {
return nGetBottom(mNativeDisplayList);
}
/**
* Sets the left and top positions for the display list
*
* @param left The left position of the display list, in pixels
* @param top The top position of the display list, in pixels
* @param right The right position of the display list, in pixels
* @param bottom The bottom position of the display list, in pixels
*
* @see View#setLeft(int)
* @see View#setTop(int)
* @see View#setRight(int)
* @see View#setBottom(int)
*/
public void setLeftTopRightBottom(int left, int top, int right, int bottom) {
nSetLeftTopRightBottom(mNativeDisplayList, left, top, right, bottom);
}
/**
* Offsets the left and right positions for the display list
*
* @param offset The amount that the left and right positions of the display
* list are offset, in pixels
*
* @see View#offsetLeftAndRight(int)
*/
public void offsetLeftAndRight(float offset) {
nOffsetLeftAndRight(mNativeDisplayList, offset);
}
/**
* Offsets the top and bottom values for the display list
*
* @param offset The amount that the top and bottom positions of the display
* list are offset, in pixels
*
* @see View#offsetTopAndBottom(int)
*/
public void offsetTopAndBottom(float offset) {
nOffsetTopAndBottom(mNativeDisplayList, offset);
}
/**
* Outputs the display list to the log. This method exists for use by
* tools to output display lists for selected nodes to the log.
*
* @hide
*/
public void output() {
nOutput(mNativeDisplayList);
}
///////////////////////////////////////////////////////////////////////////
// Native methods
///////////////////////////////////////////////////////////////////////////
private static native long nCreate();
private static native void nDestroyDisplayList(long displayList);
private static native void nSetDisplayListName(long displayList, String name);
// Properties
private static native void nOffsetTopAndBottom(long displayList, float offset);
private static native void nOffsetLeftAndRight(long displayList, float offset);
private static native void nSetLeftTopRightBottom(long displayList, int left, int top,
int right, int bottom);
private static native void nSetBottom(long displayList, int bottom);
private static native void nSetRight(long displayList, int right);
private static native void nSetTop(long displayList, int top);
private static native void nSetLeft(long displayList, int left);
private static native void nSetCameraDistance(long displayList, float distance);
private static native void nSetPivotY(long displayList, float pivotY);
private static native void nSetPivotX(long displayList, float pivotX);
private static native void nSetCaching(long displayList, boolean caching);
private static native void nSetClipToBounds(long displayList, boolean clipToBounds);
private static native void nSetProjectBackwards(long displayList, boolean shouldProject);
private static native void nSetProjectionReceiver(long displayList, boolean shouldRecieve);
private static native void nSetOutlineRoundRect(long displayList, int left, int top,
int right, int bottom, float radius);
private static native void nSetOutlineConvexPath(long displayList, long nativePath);
private static native void nSetOutlineEmpty(long displayList);
private static native void nSetClipToOutline(long displayList, boolean clipToOutline);
private static native void nSetRevealClip(long displayList,
boolean shouldClip, boolean inverseClip, float x, float y, float radius);
private static native void nSetAlpha(long displayList, float alpha);
private static native void nSetHasOverlappingRendering(long displayList,
boolean hasOverlappingRendering);
private static native void nSetTranslationX(long displayList, float translationX);
private static native void nSetTranslationY(long displayList, float translationY);
private static native void nSetTranslationZ(long displayList, float translationZ);
private static native void nSetRotation(long displayList, float rotation);
private static native void nSetRotationX(long displayList, float rotationX);
private static native void nSetRotationY(long displayList, float rotationY);
private static native void nSetScaleX(long displayList, float scaleX);
private static native void nSetScaleY(long displayList, float scaleY);
private static native void nSetTransformationInfo(long displayList, float alpha,
float translationX, float translationY, float translationZ,
float rotation, float rotationX, float rotationY, float scaleX, float scaleY);
private static native void nSetStaticMatrix(long displayList, long nativeMatrix);
private static native void nSetAnimationMatrix(long displayList, long animationMatrix);
private static native boolean nHasOverlappingRendering(long displayList);
private static native float nGetAlpha(long displayList);
private static native float nGetLeft(long displayList);
private static native float nGetTop(long displayList);
private static native float nGetRight(long displayList);
private static native float nGetBottom(long displayList);
private static native float nGetCameraDistance(long displayList);
private static native float nGetScaleX(long displayList);
private static native float nGetScaleY(long displayList);
private static native float nGetTranslationX(long displayList);
private static native float nGetTranslationY(long displayList);
private static native float nGetTranslationZ(long displayList);
private static native float nGetRotation(long displayList);
private static native float nGetRotationX(long displayList);
private static native float nGetRotationY(long displayList);
private static native float nGetPivotX(long displayList);
private static native float nGetPivotY(long displayList);
private static native void nOutput(long displayList);
///////////////////////////////////////////////////////////////////////////
// Finalization
///////////////////////////////////////////////////////////////////////////
@Override
protected void finalize() throws Throwable {
try {
destroyDisplayListData();
nDestroyDisplayList(mNativeDisplayList);
} finally {
super.finalize();
}
}
}