Summary:
changelog: [internal]
Add more clang tidy rules to prevent common class of bugs.
Reviewed By: javache
Differential Revision: D39245194
fbshipit-source-id: 5521c5c4653d7005b96ebba494e810ba5075afbc
Summary:
Fix todo and inconsistency across codebase. It's better to have just one way to refer to these types.
Changelog: [Internal]
Reviewed By: philIip
Differential Revision: D37653146
fbshipit-source-id: e82f09caa6cd6eec5512b78f413708d9c04a7a83
Summary:
If you don't list `Cxx` as a supported platform, we will use Android builds, even when using `buck run` for local execution.
Changelog: [Internal]
Reviewed By: derolf
Differential Revision: D37600464
fbshipit-source-id: 6ba8566cde4180524351c9d8c647ce1d4ac5279d
Summary:
The new C++ Differ has been validated on Android and iOS. Delete the old code path.
Changelog: [Internal]
Reviewed By: sammy-SC
Differential Revision: D28904330
fbshipit-source-id: 2e0d8682f6b2a79f9758ed8b7b92809060835815
Summary:
Root nodes doesn't have a ComponentDescriptor that can be looked up via this mechanism, and we probably shouldn't be animating Root nodes anyway (?). This is a debug-only assert but could be causing issues in production.
The fix is simple - just don't animate any changes to a root node.
Changelog: [Internal]
Reviewed By: Nick177
Differential Revision: D28856396
fbshipit-source-id: 43fa0aa723b03b031fee22e0563eb63cc86239b3
Summary:
Builds on previous diff. Instead of running a single animation to completion, queues up an animation and then spams mutations that could conflict with the animation.
Changelog: [Internal]
Reviewed By: sammy-SC
Differential Revision: D28357892
fbshipit-source-id: 6ca83a56dded629d8a1444360f1d02037661a5ef
Summary:
Add unit tests for Layout Animations.
This first batch generates a random mutation, then animates it to completion.
I found one issue with UPDATE+REMOVE+INSERT animation consistency. That shouldn't cause any crashes in production, but is a chance to improve consistency of mutations overall - and could in theory point to memory corruption, though it's somewhat unlikely.
I ran with randomized seeds, found issues, fixed them, re-ran to ensure issues were fixed, rinsed and repeated. At the end I was able to run dozens of times (with random seeds) and found nothing.
The next step is to repeatedly generate mutations that conflict with ongoing animations.
Changelog: [Internal]
Reviewed By: sammy-SC
Differential Revision: D28343750
fbshipit-source-id: c1c60d89a31be3ac05d57482f0af3c482b866abe