Android一个动画,连续运行80个小时之后会停止,没发现有异常log,应用也没有死掉。

Android一个动画,连续运行80个小时之后会停止,没发现有异常log,应用也没有死掉。
动画是一个六面正方体来回旋转,开始正常旋转,但是在连续旋转80个小时之后,正方体就会停止旋转,静止在一个状态,但是应用程序并没有死掉,可以正常退出,并且没有异常log,代码如下:
代码在楼下的回答里边,这个问答加代码总是格式不正确。

public class CuteSurfaceView extends GLSurfaceView {
public float rotateX; // 用于正方体x轴的旋转;
public float rotateY; // 用于正方体y轴的旋转;
public float rotateZ; // 用于正方体z轴的旋转;
private boolean bAutoRotate = true;
public CuteSurfaceView(Context context) {
    super(context);
    // TODO Auto-generated constructor stub
    setRenderer(new GuteRender());      
}
private class GuteRender implements Renderer {
    private int one = 0x10000;
    private int[] quarter = { -one, -one, one, one, -one, one, one, one,
            one, -one, one, one,

            -one, -one, -one, -one, one, -one, one, one, -one, one, -one,
            -one,
            -one, one, -one, -one, one, one, one, one, one, one, one, -one,
            -one, -one, -one, one, -one, -one, one, -one, one, -one, -one,
            one,
            one, -one, -one, one, one, -one, one, one, one, one, -one, one,
            -one, -one, -one, -one, -one, one, -one, one, one, -one, one,
            -one, };
    private int[] texCoords = { one, 0, 0, 
            0,  0, one, 
            one, one,0, 
            0, 0,one,               
            one, one, one, 
            0,one, one, 
            one, 0, 0, 
            0, 0, one,              
            0, one, one, 
            one,one, 0, 
            0, 0, 0, 
            0, 0, one,              
            one, one, one, 0, 
            one, 0, 0, 0,
            0, one, one, one, };
    // 三角形索引数据
    ByteBuffer indices1 = ByteBuffer.wrap(new byte[] { 0, 1, 3, 2, 0, 0, 0,
            0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, });
    ByteBuffer indices2 = ByteBuffer.wrap(new byte[] { 0, 0, 0, 0, 4, 5, 7,
            6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, });
    ByteBuffer indices3 = ByteBuffer.wrap(new byte[] { 0, 0, 0, 0, 0, 0, 0,
            0, 8, 9, 11, 10, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, });
    ByteBuffer indices4 = ByteBuffer.wrap(new byte[] { 0, 0, 0, 0, 0, 0, 0,
            0, 0, 0, 0, 0, 12, 13, 15, 14, 0, 0, 0, 0, 0, 0, 0, 0, });
    ByteBuffer indices5 = ByteBuffer.wrap(new byte[] { 0, 0, 0, 0, 0, 0, 0,
            0, 0, 0, 0, 0, 0, 0, 0, 0, 16, 17, 19, 18, 0, 0, 0, 0, });
    ByteBuffer indices6 = ByteBuffer.wrap(new byte[] { 0, 0, 0, 0, 0, 0, 0,
            0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 21, 23, 22, });
    Bitmap[] bmp = new Bitmap[6];
    int[] tex_id = new int[6];
    public GuteRender() {
        bmp[0] = BitmapFactory.decodeResource(getResources(),
                R.drawable.img1);
        bmp[1] = BitmapFactory.decodeResource(getResources(),
                R.drawable.img2);
        bmp[2] = BitmapFactory.decodeResource(getResources(),
                R.drawable.img3);
        bmp[3] = BitmapFactory.decodeResource(getResources(),
                R.drawable.img4);
        bmp[4] = BitmapFactory.decodeResource(getResources(),
                R.drawable.img5);
        bmp[5] = BitmapFactory.decodeResource(getResources(),
                R.drawable.img6);
        setFocusable(true);
    }
    @Override
    public void onDrawFrame(GL10 gl) {
        // TODO Auto-generated method stub
        // 清楚屏幕和深度缓存
        gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
        // 重置当前的观察模型矩阵
        gl.glLoadIdentity();
        // 现将屏幕向里移动,用来画正方体
        gl.glTranslatef(0.0f, 0.0f, -6.0f);
        if (bAutoRotate) {
//              rotateX += 0.5;
//              rotateY += 0.6;
//              // rotateZ+=0.3;                
            rotateX += 0.5;
            rotateY += 0.5;
//              rotateZ +=10.5;             
        }
        // 设置3个方向的旋转
        gl.glRotatef(rotateX*10, 1.0f, 0.0f, 0.0f);
        gl.glRotatef(rotateY*10, 0.0f, 1.0f, 0.0f);
        gl.glRotatef(rotateZ*10, 0.0f, 0.0f, 1.0f);
        gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
        // 纹理的使用与开启颜色渲染一样,需要开启纹理功能
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
        // 设置正方体 各顶点
        gl.glVertexPointer(3, GL10.GL_FIXED, 0, BufferUtil.iBuffer(quarter));
        gl.glTexCoordPointer(2, GL10.GL_FIXED, 0,BufferUtil.iBuffer(texCoords));
        // 绘制立方体并绑定纹理
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[0]);
        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 4, GL10.GL_UNSIGNED_BYTE,
                indices1);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[1]);
        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 8, GL10.GL_UNSIGNED_BYTE,
                indices2);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[2]);
        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 12,
                GL10.GL_UNSIGNED_BYTE, indices3);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[3]);
        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 16,
                GL10.GL_UNSIGNED_BYTE, indices4);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[4]);
        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 20,
                GL10.GL_UNSIGNED_BYTE, indices5);
        gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[5]);
        gl.glDrawElements(GL10.GL_TRIANGLE_STRIP, 24,
                GL10.GL_UNSIGNED_BYTE, indices6);

        gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
        gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    }
    // 当窗口改变时,调用,至少在创建窗口时调用一次,这边设置下场景大小
    @Override
    public void onSurfaceChanged(GL10 gl, int width, int height) {
        // TODO Auto-generated method stub
        // 设置OpenGL场景大小
        float ratio = (float) width / height;
        gl.glViewport(0, 0, width, height);
        gl.glMatrixMode(GL10.GL_PROJECTION);// 设置为投影矩阵模式
        gl.glLoadIdentity();// 重置
        gl.glFrustumf(-ratio, ratio, -1, 1, 2, 10);// 设置视角
        gl.glMatrixMode(GL10.GL_MODELVIEW);
        gl.glLoadIdentity();
    }
    // 当窗口被创建时我们可以做些初始化工作
    @Override
    public void onSurfaceCreated(GL10 gl, EGLConfig config) {
        // TODO Auto-generated method stub          
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        // 设置清除屏幕时所用的颜色,参数依次为红、绿、蓝、Alpha值
        // gl.glClearColor(0, 0, 0, 0);
        gl.glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
        gl.glEnable(GL10.GL_CULL_FACE);
        // 启用阴影平滑
        gl.glShadeModel(GL10.GL_SMOOTH);
        gl.glEnable(GL10.GL_DEPTH_TEST);// 启用深度测试
        // 以下是关于深度缓存的设置,非常重要
        gl.glClearDepthf(1.0f);// 设置深度缓存
        gl.glDepthFunc(GL10.GL_LEQUAL);// 所做深度测试的类型
        // 告诉系统对透视进行修正
        gl.glHint(GL10.GL_PERSPECTIVE_CORRECTION_HINT, GL10.GL_FASTEST);
        // 允许2D贴图
        gl.glEnable(GL10.GL_TEXTURE_2D);
        // gl.glGenTextures(6, tex_id, 0);
        IntBuffer textureBuffer = IntBuffer.allocate(6);
        gl.glGenTextures(6, textureBuffer);
        tex_id = textureBuffer.array();
        for (int i = 0; i < 6; i++) {
            gl.glBindTexture(GL10.GL_TEXTURE_2D, tex_id[i]);
            GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bmp[i], 0);
            gl.glTexParameterx(GL10.GL_TEXTURE_2D,
                    GL10.GL_TEXTURE_MIN_FILTER, GL10.GL_LINEAR);
            gl.glTexParameterx(GL10.GL_TEXTURE_2D,
                    GL10.GL_TEXTURE_MAG_FILTER, GL10.GL_LINEAR);
        }           
         if(flag == 1)
            {
             rotateX += 2.0f;
            }else if(flag == 2)
            {
                rotateX -= 2.0f;
            }else if(flag == 3)
            {
                rotateY += 2.0f;
            }else if(flag == 4)
            {
                rotateY -= 2.0f;
            }
            if(flag == 1 || flag == 2)
            if((int)(rotateX%90)==0)
            {
                flag = 0;
            }
            if(flag == 3 || flag == 4)
            if((int)(rotateY%90) ==0)
            {
                flag =0;
            }
    }
}
public static class BufferUtil {
    public static IntBuffer intBuffer;
    public static IntBuffer iBuffer(int[] a) {
        // 先初始化buffer,数组的长度*4,因为一个float占4个字节
        ByteBuffer mbb = ByteBuffer.allocateDirect(a.length * 4);
        // 数组排列用nativeOrder
        mbb.order(ByteOrder.nativeOrder());
        intBuffer = mbb.asIntBuffer();
        intBuffer.put(a);
        intBuffer.position(0);
        return intBuffer;
    }
}
int flag=0;
int tag=0;
float last_x;
float last_y;
float flagx;
float flagy;
long mm;
}