我有一个网格(矩阵)。每个单元格都是一个对象。在开始时,有五个(随机的)这些细胞被选为“跳跃细胞”,其中用户可以跳跃以逃离敌人。每个单元格都有一个随机倒计时。如果倒计时变为0,则单元格变为正常单元格,并且玩家不能再跳入其中。如果用户按Enter键,则播放器跳入当前的“跳转单元”之一,同时随机选择新的跳转单元。
有时,当我正在玩这个游戏并按Enter键时,我得到一个ConcurrentModificationException
,我不知道为什么。
有可能按下Esc以重置网格状态(创建新的5个跳转单元格)。 如果我反复按Esc按钮,通常会发生一些新的跳跃单元不会减少其倒计时。
以下是代码:
细胞
public class Cell implements Runnable {
/** indicates whether this cell is the target cell */
private boolean isTarget;
/** indicates whether this cell is a jump cell */
private boolean isJumpCell;
/** associated number to this cell */
private int number;
/** living time of this cell */
private int countdown;
/** coordinates of this cell in the grid */
private int i;
private int j;
private boolean running;
private boolean alreadyStarted;
private Thread countdownT;
public Cell(int i, int j) {
this.i = i;
this.j = j;
countdown = (int)(Math.random() * 6) + 3;
countdownT = new Thread(this);
}
/**
* Starts the thread or restart if already started in the past
*/
public void start() {
if(alreadyStarted) {
restart();
} else {
countdownT.start();
running = true;
alreadyStarted = true;
isJumpCell = true;
}
}
/**
* This cell is restarted
*/
public void restart() {
isJumpCell = true;
running = true;
countdown = (int)(Math.random() * 6) + 3;
}
/**
* Stops the update of this cell (is not a jump cell anymore)
*/
public void stop() {
isJumpCell = false;
running = false;
}
@Override
public void run() {
while (running) {
try {
Thread.sleep(1000);
countdown--;
// if the countdown becomes 0, stop running
// not a jump cell anymore
if (countdown == 0) {
running = false;
isJumpCell = false;
}
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
网格
我把基本代码
public Grid(RedEnemy p) {
this.p = p;
grid = new Cell[ROWS][COLS];
for(int i = 0; i < ROWS; i++) {
for(int j = 0; j < COLS; j++) {
grid[i][j] = new Cell(i,j);
}
}
jumpCells = new ArrayList<Cell>();
// initial setup
numJumpCells = 5;
grid[target_y][target_x].setTarget(true);
for(int n = 0; n < numJumpCells; n++) {
int i = (int) (Math.random() * (ROWS - 1));
int j = (int) (Math.random() * (COLS - 1));
grid[i][j].setTarget(false);
grid[i][j].setNumber(n + 1);
jumpCells.add(grid[i][j]);
jumpCells.get(n).start();
}
}
public void reset() {
for(Cell cell : jumpCells) {
cell.stop();
}
jumpCells.clear();
target_x = 0;
target_y = 0;
numJumpCells = 5;
for(int n = 0; n < numJumpCells; n++) {
int i = (int) (Math.random() * (ROWS - 1));
int j = (int) (Math.random() * (COLS - 1));
grid[i][j].setTarget(false);
grid[i][j].setNumber(n + 1);
jumpCells.add(grid[i][j]);
jumpCells.get(n).start();
}
}
/**
* Performs the jump
*/
public void jump() {
// always jumps in the first jump cell among the current ones
Cell jumpCell = jumpCells.get(0);
// updates the position of the player
target_y = jumpCell.getI();
target_x = jumpCell.getJ();
// updates the cell in the grid
grid[jumpCell.getI()][jumpCell.getJ()].setJumpCell(false);
grid[jumpCell.getI()][jumpCell.getJ()].setTarget(true);
// stop the cell in which the player is jumped
jumpCells.get(0).stop();
// removes the cell from the list of the jump cells
jumpCells.remove(0);
// updates the position of the player in the enemy class
p.setTargetY(target_y * SIZE);
p.setTargetX(target_x * SIZE);
// create a new jump cell at random
int i = (int) (Math.random() * (ROWS - 1));
int j = (int) (Math.random() * (COLS - 1));
//grid[i][j].setJumpCell(true);
grid[i][j].setTarget(false);
grid[i][j].setNumber(jumpCells.size() - 1);
jumpCells.add(grid[i][j]);
jumpCells.get(jumpCells.size() - 1).start();
}
// UPDATE
public void update(float delta) {
for(Iterator<Cell> it = jumpCells.iterator(); it.hasNext();) {
Cell c = it.next();
if(!c.isJumpCell()) {
it.remove();
numJumpCells--;
}
}
}
// DRAW
public void draw(Graphics dbg) {
// draw the grid
dbg.setColor(Color.BLACK);
int heightOfRow = GamePanel.PHEIGHT / ROWS;
for (int i = 0; i < ROWS; i++)
dbg.drawLine(0, i * heightOfRow, GamePanel.PWIDTH, i * heightOfRow);
int widthdOfRow = GamePanel.PWIDTH / COLS;
for (int i = 0; i < COLS; i++)
dbg.drawLine(i * widthdOfRow, 0, i * widthdOfRow, GamePanel.PHEIGHT);
// draw jump cells
dbg.setColor(Color.RED);
dbg.setFont(new Font("TimesRoman", Font.PLAIN, 25));
for(Iterator<Cell> it = jumpCells.iterator(); it.hasNext();) {
Cell c = it.next();
dbg.drawRect(c.getJ() * SIZE, c.getI() * SIZE, SIZE, SIZE);
dbg.setColor(Color.BLUE);
dbg.drawString(String.valueOf(c.getCountdown()), c.getJ() * SIZE + SIZE/2, c.getI() * SIZE + SIZE/2);
dbg.setColor(Color.RED);
}
// draw target
dbg.setColor(Color.BLUE);
dbg.fillRect(target_x * SIZE, target_y * SIZE, SIZE, SIZE);
}
修改
TimerThread
public class TimerThread implements Runnable {
private Grid grid;
private boolean isRunning;
public TimerThread(Grid grid) {
this.grid = grid;
}
public void start() {
isRunning = true;
}
public void stop() {
isRunning = false;
}
@Override
public void run() {
while(isRunning) {
// retrieves the list of the jump cells
ArrayList<Cell> jumpCells = (ArrayList<Cell>) grid.getJumpCells();
// wait one second
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
// updates the jump cells
for(Cell c : jumpCells) {
if(c.getCountdown() > 0) {
c.decreaseCountdown();
} else {
c.setJumpCell(false);
}
}
}
}
或者...
@Override
public void run() {
while(isRunning) {
// retrieves all the cells
Cell[][] cells = grid.getGrid();
// wait one second
try {
Thread.sleep(1000);
} catch (InterruptedException e) {
e.printStackTrace();
}
// updates the cells
for(int i = 0; i < cells.length; i++) {
for(int j = 0; j < cells[0].length; j++) {
if(cells[i][j].isJumpCell()) {
if(cells[i][j].getCountdown() > 0) {
cells[i][j].decreaseCountdown();
} else {
cells[i][j].setJumpCell(false);
}
}
}
}
}
}
好的,这最后一次更新似乎工作正常! :)
答案 0 :(得分:2)
这只是一个猜测,因为你没有跟踪我们的堆栈跟踪,但我怀疑当你得到ConcurrentModificationException
时发生的事情就是你&# 39;在您尝试计算跳转效果(并删除其中一个jumpCells
)的同时,重新执行更新(迭代jumpCells
)。这是不允许的。
您可以使用并发集合来允许这样的内容,但这只会强制阻止,并且对于您尝试执行的操作并不是很干净。
您应该只在更新期间更改跳转单元格。您可以通过让jump方法设置一些在更新期间检查的变量来实现此目的。
最好的办法是不要多线程定时器。在这个应用程序中没有理由使用这么多线程。
相反,使用单个计时器线程,每秒(甚至每100毫秒)迭代所有单元格并更新它们。向单元格添加同步锁定,以确保它们不会被游戏循环和计时器同时修改。
完整的堆栈跟踪有助于诊断您遇到的确切问题。并且,如果您必须多线程,请学习使用调试器。
答案 1 :(得分:0)
您的异常的原因是,当jumpCells
方法迭代列表时,您有多个线程可能更新draw
列表。这同样适用于update
方法......它也在更新列表(通过it.remove
)。如果更新和迭代在时间上重叠,您将获得ConcurrentModificationException
。
(快速失败&#34;检查标准的非并发列表类,用于检测同时迭代和更新列表的情况。它旨在消除更加隐蔽的问题并且很难找到;例如列表数据结构的损坏。)
您对单元格的操作也存在潜在的并发问题...除非getter和setter正确同步。