I've been delving into the usage of `aborted` and `inTimePulse` as mentioned by John and gleaned the following:

1. stop makes a best effort to abort the 'animation' if it is in the process of execution.
2. `aborted` and `inTimePulse` are reset with every pulse.

As to the options that John mentioned there's also a fourth:

Accept my original proposal of fixing the NPE which is a known problem and not worry about potential synchronization issues. I mean does it really matter if play, stop, or pause miss a beat due to synchronization, as the API does say this could happen. Furthermore it doesn't appear as though the animation code can be left in some strange inconsistent state as a result of this.

Jurgen


On Mon, 22 Jan 2024 17:58:20 +0200, John Hendrikx <john.hendr...@gmail.com> wrote:


This seems like a reasonable use case, and perhaps this was the original intent of the "asynchronous call" documentation.

The problem though is that the play/stop code does not seem to take into account being called from a different thread (there are several >synchronization issues when I delved into that code).

So then there's a choice to make I think, either:

- Disallow it completely, and have users wrap it into Platform.runLater()
- Have play/stop do the wrapping itself
- Make the methods thread safe by fixing the synchronization issues

--John

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