Android-错误膨胀类

Android-错误膨胀类,android,layout-inflater,setcontentview,Android,Layout Inflater,Setcontentview,我从android studio复制粘贴了一个基本的android snake游戏代码 但我明白了 java.lang.RuntimeException: Unable to start activity ComponentInfo..........Snake}: android.view.InflateException: Binary XML file line #5: Error inflating class com.example.android.snake.SnakeView 错

我从android studio复制粘贴了一个基本的android snake游戏代码

但我明白了

java.lang.RuntimeException: Unable to start activity ComponentInfo..........Snake}:
android.view.InflateException: Binary XML file line #5: Error inflating class com.example.android.snake.SnakeView
错误行显示
setContentView(R.layout.activity_main)有错误

我在stackoverflow中检查了各种类似的问题,但作为一个绝对的初学者,我无法理解实际的问题是什么

编辑

下面是snake.java

package com.example.bharatchamakuri.snakefinal;

import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.support.v7.app.AppCompatActivity;
import android.view.View;
import android.view.Window;
import android.widget.TextView;


public class Snake extends Activity {

    private SnakeView mSnakeView;

    private static String ICICLE_KEY = "snake-view";

    /**
     * Called when Activity is first created. Turns off the title bar, sets up
     * the content views, and fires up the SnakeView.
     *
     */
    @Override
    public void onCreate(Bundle savedInstanceState) {
        super.onCreate(savedInstanceState);

        // No Title bar
        requestWindowFeature(Window.FEATURE_NO_TITLE);

        setContentView(R.layout.activity_main);

        mSnakeView = (SnakeView) findViewById(R.id.snake);
        mSnakeView.setTextView((TextView) findViewById(R.id.text));

        // Register the listener
        mSnakeView.setOnTouchListener((View.OnTouchListener) mSnakeView);

        if (savedInstanceState == null) {
            // We were just launched -- set up a new game
            mSnakeView.setMode(SnakeView.READY);
        } else {
            // We are being restored
            Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
            if (map != null) {
                mSnakeView.restoreState(map);
            } else {
                mSnakeView.setMode(SnakeView.PAUSE);
            }
        }
    }

    @Override
    protected void onPause() {
        super.onPause();
        // Pause the game along with the activity
        mSnakeView.setMode(SnakeView.PAUSE);
    }

    @Override
    public void onSaveInstanceState(Bundle outState) {
        // Store the game state
        outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
    }

}
snakeview.java文件:

package com.example.bharatchamakuri.snakefinal;

import android.content.Context;
import android.content.res.Resources;
import android.os.Bundle;
import android.os.Handler;
import android.os.Message;
import android.util.AttributeSet;
import android.util.Log;
import android.view.KeyEvent;
import android.view.MotionEvent;
import android.view.View;
import android.widget.TextView;

import java.util.ArrayList;
import java.util.Random;

/**
     * Current mode of application: READY to run, RUNNING, or you have already
     * lost. static final ints are used instead of an enum for performance
     * reasons.
     */

public class SnakeView extends TileView   {
    private static final String TAG = "SnakeView";


    private int mMode = READY;
    public static final int PAUSE = 0;
    public static final int READY = 1;
    public static final int RUNNING = 2;
    public static final int LOSE = 3;

/**
 * Current direction the snake is headed.
 */
private int mDirection = NORTH;
private int mNextDirection = NORTH;
private static final int NORTH = 1;
private static final int SOUTH = 2;
private static final int EAST = 3;
private static final int WEST = 4;

/**
 * Labels for the drawables that will be loaded into the TileView class
 */
private static final int RED_STAR = 1;
private static final int YELLOW_STAR = 2;
private static final int GREEN_STAR = 3;

/**
 * mScore: used to track the number of apples captured mMoveDelay: number of
 * milliseconds between snake movements. This will decrease as apples are
 * captured.
 */
private long mScore = 0;
private long mMoveDelay = 600;
/**
 * mLastMove: tracks the absolute time when the snake last moved, and is
 * used to determine if a move should be made based on mMoveDelay.
 */
private long mLastMove;

/**
 * mStatusText: text shows to the user in some run states
 */
private TextView mStatusText;

/**
 * mSnakeTrail: a list of Coordinates that make up the snake's body
 * mAppleList: the secret location of the juicy apples the snake craves.
 */
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();

/**
 * Everyone needs a little randomness in their life
 */
private static final Random RNG = new Random();

/**
 * Create a simple handler that we can use to cause animation to happen. We
 * set ourselves as a target and we can use the sleep() function to cause an
 * update/invalidate to occur at a later date.
 */
private RefreshHandler mRedrawHandler = new RefreshHandler();

class RefreshHandler extends Handler {

    @Override
    public void handleMessage(Message msg) {
        SnakeView.this.update();
        SnakeView.this.invalidate();
    }

    public void sleep(long delayMillis) {
        this.removeMessages(0);
        sendMessageDelayed(obtainMessage(0), delayMillis);
    }
};

/**
 * Constructs a SnakeView based on inflation from XML
 *
 * @param context
 * @param attrs
 */
public SnakeView(Context context, AttributeSet attrs) {
    super(context, attrs);
    initSnakeView();
}

public SnakeView(Context context, AttributeSet attrs, int defStyle) {
    super(context, attrs, defStyle);
    initSnakeView();
}

private void initSnakeView() {
    setFocusable(true);

    Resources r = this.getContext().getResources();

    resetTiles(4);
    loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
    loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
    loadTile(GREEN_STAR, r.getDrawable(R.drawable.bluestar));

}

private void initNewGame() {
    mSnakeTrail.clear();
    mAppleList.clear();

    // For now we're just going to load up a short default eastbound snake
    // that's just turned north

    mSnakeTrail.add(new Coordinate(7, 7));
    mSnakeTrail.add(new Coordinate(6, 7));
    mSnakeTrail.add(new Coordinate(5, 7));
    mSnakeTrail.add(new Coordinate(4, 7));
    mSnakeTrail.add(new Coordinate(3, 7));
    mSnakeTrail.add(new Coordinate(2, 7));
    mNextDirection = NORTH;

    // Two apples to start with
    addRandomApple();
    addRandomApple();

    mMoveDelay = 600;
    mScore = 0;
}

/**
 * Given a ArrayList of coordinates, we need to flatten them into an array
 * of ints before we can stuff them into a map for flattening and storage.
 *
 * @param cvec
 *            : a ArrayList of Coordinate objects
 * @return : a simple array containing the x/y values of the coordinates as
 *         [x1,y1,x2,y2,x3,y3...]
 */
private int[] coordArrayListToArray(ArrayList<Coordinate> cvec) {
    int count = cvec.size();
    int[] rawArray = new int[count * 2];
    for (int index = 0; index < count; index++) {
        Coordinate c = cvec.get(index);
        rawArray[2 * index] = c.x;
        rawArray[2 * index + 1] = c.y;
    }
    return rawArray;
}

/**
 * Save game state so that the user does not lose anything if the game
 * process is killed while we are in the background.
 *
 * @return a Bundle with this view's state
 */
public Bundle saveState() {
    Bundle map = new Bundle();

    map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
    map.putInt("mDirection", mDirection);
    map.putInt("mNextDirection", mNextDirection);
    map.putLong("mMoveDelay", mMoveDelay);
    map.putLong("mScore", mScore);
    map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));

    return map;
}

/**
 * Given a flattened array of ordinate pairs, we reconstitute them into a
 * ArrayList of Coordinate objects
 *
 * @param rawArray
 *            : [x1,y1,x2,y2,...]
 * @return a ArrayList of Coordinates
 */
private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray) {
    ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();

    int coordCount = rawArray.length;
    for (int index = 0; index < coordCount; index += 2) {
        Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
        coordArrayList.add(c);
    }
    return coordArrayList;
}

/**
 * Restore game state if our process is being relaunched
 *
 * @param icicle
 *            a Bundle containing the game state
 */
public void restoreState(Bundle icicle) {
    setMode(PAUSE);

    mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
    mDirection = icicle.getInt("mDirection");
    mNextDirection = icicle.getInt("mNextDirection");
    mMoveDelay = icicle.getLong("mMoveDelay");
    mScore = icicle.getLong("mScore");
    mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
}

/*
 * handles key events in the game. Update the direction our snake is
 * traveling based on the DPAD. Ignore events that would cause the snake to
 * immediately turn back on itself.
 *
 * (non-Javadoc)
 *
 * @see android.view.View#onKeyDown(int, android.os.KeyEvent)
 */
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg) {

    if (keyCode == KeyEvent.KEYCODE_DPAD_UP) {
        if (mMode == READY | mMode == LOSE) {
    /*
     * At the beginning of the game, or the end of a previous one,
     * we should start a new game.
     */
            initNewGame();
            setMode(RUNNING);
            update();
            return (true);
        }

        if (mMode == PAUSE) {
    /*
     * If the game is merely paused, we should just continue where
     * we left off.
     */
            setMode(RUNNING);
            update();
            return (true);
        }

        if (mDirection != SOUTH) {
            mNextDirection = NORTH;
        }
        return (true);
    }

    if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN) {
        if (mDirection != NORTH) {
            mNextDirection = SOUTH;
        }
        return (true);
    }

    if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT) {
        if (mDirection != EAST) {
            mNextDirection = WEST;
        }
        return (true);
    }

    if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT) {
        if (mDirection != WEST) {
            mNextDirection = EAST;
        }
        return (true);
    }

    return super.onKeyDown(keyCode, msg);
}


public boolean onTouch (View v, MotionEvent event)
{
    float x = event.getX();
    float y = event.getY();
    float height = this.getHeight();
    float width = this.getWidth();
    float slope = height/width;

    // Only process DOWN action, so it responds as soon as the
    // screen is touched.
    if (event.getAction()==MotionEvent.ACTION_DOWN)
    {
        // Touch event UP
        if ((y < slope*x) && (y < -slope*x + height)) {
            if (mMode == READY | mMode == LOSE) {
                // At the beginning of the game, or the end of a previous one,
                // we should start a new game.
                initNewGame();
                setMode(RUNNING);
                update();
                return (true);
            }

            if (mMode == PAUSE) {
                // If the game is merely paused, we should just continue where
                // we left off.
                setMode(RUNNING);
                update();
                return (true);
            }

            if (mDirection != SOUTH) {
                mNextDirection = NORTH;
            }
            return (true);
        }

        // Touch event DOWN
        if ((y > slope*x) && (y > -slope*x + height)) {
            if (mDirection != NORTH) {
                mNextDirection = SOUTH;
            }
            return (true);
        }

        // Touch event LEFT
        if ((y > slope*x) && (y < (-slope*x + height))) {
            if (mDirection != EAST) {
                mNextDirection = WEST;
            }
            return (true);
        }

        // Touch event RIGHT
        if ((y < slope*x) && (y > -slope*x + height)) {
            if (mDirection != WEST) {
                mNextDirection = EAST;
            }
            return (true);
        }
    }

    return false;
}
/**
 * Sets the TextView that will be used to give information (such as "Game
 * Over" to the user.
 *
 * @param newView
 */
public void setTextView(TextView newView) {
    mStatusText = newView;
}

/**
 * Updates the current mode of the application (RUNNING or PAUSED or the
 * like) as well as sets the visibility of textview for notification
 *
 * @param newMode
 */
public void setMode(int newMode) {
    int oldMode = mMode;
    mMode = newMode;

    if (newMode == RUNNING & oldMode != RUNNING) {
        mStatusText.setVisibility(View.INVISIBLE);
        update();
        return;
    }

    Resources res = getContext().getResources();
    CharSequence str = "";
    if (newMode == PAUSE) {
        str = res.getText(R.string.mode_pause);
    }
    if (newMode == READY) {
        str = res.getText(R.string.mode_ready);
    }
    if (newMode == LOSE) {
        str = res.getString(R.string.mode_lose_prefix) + mScore
                + res.getString(R.string.mode_lose_suffix);
    }

    mStatusText.setText(str);
    mStatusText.setVisibility(View.VISIBLE);
}

/**
 * Selects a random location within the garden that is not currently covered
 * by the snake. Currently _could_ go into an infinite loop if the snake
 * currently fills the garden, but we'll leave discovery of this prize to a
 * truly excellent snake-player.
 *
 */
private void addRandomApple() {
    Coordinate newCoord = null;
    boolean found = false;
    while (!found) {
        // Choose a new location for our apple
        int newX = 1 + RNG.nextInt(mXTileCount - 2);
        int newY = 1 + RNG.nextInt(mYTileCount - 2);
        newCoord = new Coordinate(newX, newY);

        // Make sure it's not already under the snake
        boolean collision = false;
        int snakelength = mSnakeTrail.size();
        for (int index = 0; index < snakelength; index++) {
            if (mSnakeTrail.get(index).equals(newCoord)) {
                collision = true;
            }
        }
        // if we're here and there's been no collision, then we have
        // a good location for an apple. Otherwise, we'll circle back
        // and try again
        found = !collision;
    }
    if (newCoord == null) {
        Log.e(TAG, "Somehow ended up with a null newCoord!");
    }
    mAppleList.add(newCoord);
}

/**
 * Handles the basic update loop, checking to see if we are in the running
 * state, determining if a move should be made, updating the snake's
 * location.
 */
public void update() {
    if (mMode == RUNNING) {
        long now = System.currentTimeMillis();

        if (now - mLastMove > mMoveDelay) {
            clearTiles();
            updateWalls();
            updateSnake();
            updateApples();
            mLastMove = now;
        }
        mRedrawHandler.sleep(mMoveDelay);
    }

}

/**
 * Draws some walls.
 *
 */
private void updateWalls() {
    for (int x = 0; x < mXTileCount; x++) {
        setTile(GREEN_STAR, x, 0);
        setTile(GREEN_STAR, x, mYTileCount - 1);
    }
    for (int y = 1; y < mYTileCount - 1; y++) {
        setTile(GREEN_STAR, 0, y);
        setTile(GREEN_STAR, mXTileCount - 1, y);
    }
}

/**
 * Draws some apples.
 *
 */
private void updateApples() {
    for (Coordinate c : mAppleList) {
        setTile(YELLOW_STAR, c.x, c.y);
    }
}

/**
 * Figure out which way the snake is going, see if he's run into anything
 * (the walls, himself, or an apple). If he's not going to die, we then add
 * to the front and subtract from the rear in order to simulate motion. If
 * we want to grow him, we don't subtract from the rear.
 *
 */
private void updateSnake() {
    boolean growSnake = false;

    // grab the snake by the head
    Coordinate head = mSnakeTrail.get(0);
    Coordinate newHead = new Coordinate(1, 1);

    mDirection = mNextDirection;

    switch (mDirection) {
        case EAST: {
            newHead = new Coordinate(head.x + 1, head.y);
            break;
        }
        case WEST: {
            newHead = new Coordinate(head.x - 1, head.y);
            break;
        }
        case NORTH: {
            newHead = new Coordinate(head.x, head.y - 1);
            break;
        }
        case SOUTH: {
            newHead = new Coordinate(head.x, head.y + 1);
            break;
        }
    }

    // Collision detection
    // For now we have a 1-square wall around the entire arena
    if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
            || (newHead.y > mYTileCount - 2)) {
        setMode(LOSE);
        return;

    }

    // Look for collisions with itself
    int snakelength = mSnakeTrail.size();
    for (int snakeindex = 0; snakeindex < snakelength; snakeindex++) {
        Coordinate c = mSnakeTrail.get(snakeindex);
        if (c.equals(newHead)) {
            setMode(LOSE);
            return;
        }
    }

    // Look for apples
    int applecount = mAppleList.size();
    for (int appleindex = 0; appleindex < applecount; appleindex++) {
        Coordinate c = mAppleList.get(appleindex);
        if (c.equals(newHead)) {
            mAppleList.remove(c);
            addRandomApple();

            mScore++;
            mMoveDelay *= 0.9;

            growSnake = true;
        }
    }

    // push a new head onto the ArrayList and pull off the tail
    mSnakeTrail.add(0, newHead);
    // except if we want the snake to grow
    if (!growSnake) {
        mSnakeTrail.remove(mSnakeTrail.size() - 1);
    }

    int index = 0;
    for (Coordinate c : mSnakeTrail) {
        if (index == 0) {
            setTile(YELLOW_STAR, c.x, c.y);
        } else {
            setTile(RED_STAR, c.x, c.y);
        }
        index++;
    }

}

/**
 * Simple class containing two integer values and a comparison function.
 * There's probably something I should use instead, but this was quick and
 * easy to build.
 *
 */
private class Coordinate {
    public int x;
    public int y;

    public Coordinate(int newX, int newY) {
        x = newX;
        y = newY;
    }

    public boolean equals(Coordinate other) {
        if (x == other.x && y == other.y) {
            return true;
        }
        return false;
    }

    @Override
    public String toString() {
        return "Coordinate: [" + x + "," + y + "]";
    }
}
错误显示为“错误膨胀类com.example.android.snake.SnakeView”,但您的SnakeView类为“com.example.bhartchamakuri.snakefinal.SnakeView”。这些是不同的,这就是为什么它不能加载类


您是否忘记更改布局文件中SnakeView类的名称了?

请提供更多详细信息,同时发布日志。从导致此问题的活动中链接onCreate方法的内容(Snake?)请发布代码可能
SnakeView
不在
com.example.android.Snake
包中。查看您复制的内容后,看起来应该是
app.test.SnakeView
您发布的SnakeView java文件显然不完整-我们需要查看整个内容,尤其是顶部的package和import语句。我们需要查看您试图从中实例化SnakeView的活动。
package com.example.bharatchamakuri.snakenewww;


import android.content.Context;
import android.content.res.TypedArray;
import android.graphics.Bitmap;
import android.graphics.Canvas;
import android.graphics.Paint;
import android.graphics.drawable.Drawable;
import android.util.AttributeSet;
import android.view.View;

/**
 * TileView: a View-variant designed for handling arrays of "icons" or other
 * drawables.
 *
 */
class TileView extends View {
/**
 * Parameters controlling the size of the tiles and their range within view.
 * Width/Height are in pixels, and Drawables will be scaled to fit to these
 * dimensions. X/Y Tile Counts are the number of tiles that will be drawn.
 */

protected static int mTileSize;

protected static int mXTileCount;
protected static int mYTileCount;

private static int mXOffset;
private static int mYOffset;

/**
 * A hash that maps integer handles specified by the subclasser to the
 * drawable that will be used for that reference
 */
private Bitmap[] mTileArray;

/**
 * A two-dimensional array of integers in which the number represents the
 * index of the tile that should be drawn at that locations
 */
private int[][] mTileGrid;

private final Paint mPaint = new Paint();

public TileView(Context context, AttributeSet attrs, int defStyle) {
    super(context, attrs, defStyle);

    TypedArray a = context.obtainStyledAttributes(attrs,
            R.styleable.TileView);

    mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);

    a.recycle();
}

public TileView(Context context, AttributeSet attrs) {
    super(context, attrs);

    TypedArray a = context.obtainStyledAttributes(attrs,
            R.styleable.TileView);

    mTileSize = a.getInt(R.styleable.TileView_tileSize, 12);

    a.recycle();
}

/**
 * Rests the internal array of Bitmaps used for drawing tiles, and sets the
 * maximum index of tiles to be inserted
 *
 * @param tilecount
 */

public void resetTiles(int tilecount) {
    mTileArray = new Bitmap[tilecount];
}

@Override
protected void onSizeChanged(int w, int h, int oldw, int oldh) {
    mXTileCount = (int) Math.floor(w / mTileSize);
    mYTileCount = (int) Math.floor(h / mTileSize);

    mXOffset = ((w - (mTileSize * mXTileCount)) / 2);
    mYOffset = ((h - (mTileSize * mYTileCount)) / 2);

    mTileGrid = new int[mXTileCount][mYTileCount];
    clearTiles();
}

/**
 * Function to set the specified Drawable as the tile for a particular
 * integer key.
 *
 * @param key
 * @param tile
 */
public void loadTile(int key, Drawable tile) {
    Bitmap bitmap = Bitmap.createBitmap(mTileSize, mTileSize,
            Bitmap.Config.ARGB_8888);
    Canvas canvas = new Canvas(bitmap);
    tile.setBounds(0, 0, mTileSize, mTileSize);
    tile.draw(canvas);

    mTileArray[key] = bitmap;
}

/**
 * Resets all tiles to 0 (empty)
 *
 */
public void clearTiles() {
    for (int x = 0; x < mXTileCount; x++) {
        for (int y = 0; y < mYTileCount; y++) {
            setTile(0, x, y);
        }
    }
}

/**
 * Used to indicate that a particular tile (set with loadTile and referenced
 * by an integer) should be drawn at the given x/y coordinates during the
 * next invalidate/draw cycle.
 *
 * @param tileindex
 * @param x
 * @param y
 */
public void setTile(int tileindex, int x, int y) {
    mTileGrid[x][y] = tileindex;
}

@Override
public void onDraw(Canvas canvas) {
    super.onDraw(canvas);
    for (int x = 0; x < mXTileCount; x += 1) {
        for (int y = 0; y < mYTileCount; y += 1) {
            if (mTileGrid[x][y] > 0) {
                canvas.drawBitmap(mTileArray[mTileGrid[x][y]], mXOffset + x
                        * mTileSize, mYOffset + y * mTileSize, mPaint);
            }
        }
    }

}
> 11-13 00:38:43.336  29231-29231/com.example.bharatchamakuri.snakefinal
> E/AndroidRuntime﹕ FATAL EXCEPTION: main
>     Process: com.example.bharatchamakuri.snakefinal, PID: 29231
>     java.lang.RuntimeException: Unable to start activity ComponentInfo{com.example.bharatchamakuri.snakefinal/com.example.bharatchamakuri.snakefinal.Snake}:
> android.view.InflateException: Binary XML file line #5: Error
> inflating class com.example.android.snake.SnakeView
>             at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2338)
>             at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2390)
>             at android.app.ActivityThread.access$800(ActivityThread.java:151)
>             at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1321)
>             at android.os.Handler.dispatchMessage(Handler.java:110)
>             at android.os.Looper.loop(Looper.java:193)
>             at android.app.ActivityThread.main(ActivityThread.java:5292)
>             at java.lang.reflect.Method.invokeNative(Native Method)
>             at java.lang.reflect.Method.invoke(Method.java:515)
>             at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:824)
>             at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:640)
>             at de.robv.android.xposed.XposedBridge.main(XposedBridge.java:132)
>             at dalvik.system.NativeStart.main(Native Method)
>      Caused by: android.view.InflateException: Binary XML file line #5: Error inflating class com.example.android.snake.SnakeView
>             at android.view.LayoutInflater.createViewFromTag(LayoutInflater.java:707)
>             at android.view.LayoutInflater.rInflate(LayoutInflater.java:755)
>             at android.view.LayoutInflater.inflate(LayoutInflater.java:492)
>             at de.robv.android.xposed.XposedBridge.invokeOriginalMethodNative(Native
> Method)
>             at de.robv.android.xposed.XposedBridge.handleHookedMethod(XposedBridge.java:631)
>             at android.view.LayoutInflater.inflate(Native Method)
>             at android.view.LayoutInflater.inflate(LayoutInflater.java:397)
>             at android.view.LayoutInflater.inflate(LayoutInflater.java:353)
>             at com.android.internal.policy.impl.PhoneWindow.setContentView(PhoneWindow.java:305)
>             at android.app.Activity.setContentView(Activity.java:1944)
>             at com.example.bharatchamakuri.snakefinal.Snake.onCreate(Snake.java:55)
>             at android.app.Activity.performCreate(Activity.java:5264)
>             at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1088)
>             at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2302)
>             at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2390)
>             at android.app.ActivityThread.access$800(ActivityThread.java:151)
>             at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1321)
>             at android.os.Handler.dispatchMessage(Handler.java:110)
>             at android.os.Looper.loop(Looper.java:193)
>             at android.app.ActivityThread.main(ActivityThread.java:5292)
>             at java.lang.reflect.Method.invokeNative(Native Method)
>             at java.lang.reflect.Method.invoke(Method.java:515)
>             at