反复启动和停止多个线程

时间:2015-03-06 22:37:50

标签: java multithreading

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! :)

2 个答案:

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。