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UI_E_END_KEYFRAME_NOT_DETERMINED
UI_E_END_KEYFRAME_NOT_DETERMINED belongs to Windows Animation Manager. It marks the storyboard cannot guarantee an end keyframe time when the start is reached. The useful starting point is the exact API, object and state transition that returned 0x802A0104, because a shell or application message can hide that boundary.
Where this result is raised
Windows Animation is a stateful COM subsystem., animation variables, transitions and storyboards are created under a manager, scheduled against a monotonic animation time, updated before drawing, and eventually sealed or released. During a this result investigation, a visible glitch can therefore be downstream of a lifecycle, ownership, timeline, callback, or numeric contract failure.
When it is returned, a keyframe can depend on transition completion or another unresolved timing event. During a this result investigation, if the end remains open at the moment the start becomes active, scheduling cannot establish a safe interval.
The first owner to inspect is the animation manager, storyboard, transition, timer, or callback that returned the HRESULT.
Evidence worth collecting
- End keyframe dependency chain. for this HRESULT, this pins the event to an object or resource generation within the Windows Animation Manager boundary.
- Transition duration mode. for this HRESULT, this places the event on the lifecycle or transaction timeline within the Windows Animation Manager boundary.
- Start keyframe resolution time. for this HRESULT, this separates caller input from environment and service state within the Windows Animation Manager boundary.
- Callbacks that supply dynamic duration. for this HRESULT, this creates a stable comparison across retries or another machine within the Windows Animation Manager boundary.
A controlled diagnostic sequence
During a this result investigation, reduce the case while preserving the condition described by the HRESULT.
- First: Replace dynamic duration with a fixed value as a control.
- Next: Resolve predecessor keyframes before scheduling dependents.
- Then: Log the first unresolved dependency.
- Finally: Test the graph before adding loops or overlaps.
How to interpret comparison tests
| Control | Interpretation | Hold constant |
|---|---|---|
| Same input, fresh object or connection | If the result disappears, retained lifecycle or ownership state is implicated. | While diagnosing this result, keep the original data, account, device, or timeline parameters unchanged. |
| Same object, reduced operation | If the result follows one specific transition, statement, file, or ceremony step, the failure is localized. | While diagnosing it, remove only unrelated work and keep the first failing boundary visible. |
| Same operation, controlled environment | If the result follows one machine, account, volume, network, or device, environment matters. | While diagnosing it, keep versions and identity explicit rather than comparing only the final message. |
What this code does not justify
UI_E_START_KEYFRAME_AFTER_END has resolved or potentially ordered times; this code is about indeterminacy.
Do not assign an arbitrary end time after scheduling has begun.
Verification after correction
Treat it as corrected only when all end dependencies are determinable before their corresponding start keyframes are reached; retain the original negative case so fallback cannot be mistaken for repair.
Technical references
The references below define the API family or storage/protocol behavior used to interpret it.
- Microsoft: Windows Animation error codes
- Microsoft: IUIAnimationManager interface
- Microsoft: IUIAnimationStoryboard interface
- Microsoft: IUIAnimationTransition interface
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