nl: prepares the renderer . this method is non-blocking , and hence it may be necessary to call it more than once in order to transition the renderer into the prepared state . concode_field_sep long MATCH_LONGEST_US concode_elem_sep int STATE_UNPREPARED concode_elem_sep long UNKNOWN_TIME_US concode_elem_sep int STATE_PREPARED concode_elem_sep int STATE_ENABLED concode_elem_sep long END_OF_TRACK_US concode_elem_sep int STATE_STARTED concode_elem_sep int state concode_elem_sep int STATE_RELEASED concode_field_sep boolean doPrepare concode_elem_sep void onReleased concode_elem_sep void release concode_elem_sep boolean isReady concode_elem_sep void handleMessage concode_elem_sep void start concode_elem_sep int getTrackCount concode_elem_sep long getDurationUs concode_elem_sep void seekTo concode_elem_sep MediaClock getMediaClock concode_elem_sep int getState concode_elem_sep void onStarted concode_elem_sep void stop concode_elem_sep void enable concode_elem_sep void disable concode_elem_sep long getBufferedPositionUs concode_elem_sep void onEnabled concode_elem_sep void maybeThrowError concode_elem_sep MediaFormat getFormat concode_elem_sep void doSomeWork concode_elem_sep void onStopped concode_elem_sep void onDisabled concode_elem_sep boolean isEnded
code: int function ( long arg0 ) { Assertions . checkState ( state == STATE_UNPREPARED ) ; state = doPrepare ( arg0 ) ? STATE_PREPARED : STATE_UNPREPARED ; return state ; }