Eclipse调试模式更改变量

时间:2015-01-07 00:07:50

标签: java eclipse debugging variables

使用Eclipse IDE在Java中编程时,我有时会使用调试功能。很多时候我喜欢在程序运行的同时实时更改变量。但是,我经常发现更改某些变量实际上不会影响当前正在运行的程序。

我的问题是:是否有一些调试规则?哪些变量在调试器的范围内?

如果这是一个愚蠢的问题,我很抱歉。我对Eclipse中的调试和一般的编程都很陌生。

以下代码是一个示例。我很抱歉,如果它很难阅读或其他什么,但问题是:在Ball类中,每当我更改PARTICLES_PER_CLICKSPEED等最终变量时,它们都会实时更新,我可以看到程序窗口中的差异,但是当我改变RADIUS变量时,它什么都不做,即使它与其他两个变量在同一个类中。

public class Main {

    public static final int WIDTH = 1280;
    public static final int HEIGHT = 720;
    public static Ball[] ball = new Ball[100000];
    public Main() {
        try {
            Display.setDisplayMode(new DisplayMode(WIDTH, HEIGHT));
            Display.create();
            Display.setTitle("Game Engine");

        } catch (LWJGLException e) {

            e.printStackTrace();
        }

        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(0, WIDTH, HEIGHT, 0, 1, -1);
        glMatrixMode(GL_MODELVIEW);


        boolean[] doOnce = new boolean[10];
        boolean gravity = false;
        while (!Display.isCloseRequested()) {

            if (Mouse.isButtonDown(1) || Mouse.isButtonDown(1)) {
                if (!doOnce[0]) {
                    Ball.createParticles();
                    doOnce[0]=true;
                }

            } else {
                doOnce[0] = false;
            }

            glClear(GL_COLOR_BUFFER_BIT);

            for (int i = 1; i <= Ball.ballAmount; i++) {
                ball[i].updatePosition(gravity);
                if (Mouse.isButtonDown(0)) {
                    gravity = true;
                } else {
                    gravity = false;
                }

                if (ball[i].position.x > 0 && ball[i].position.y > 0 && ball[i].position.x < WIDTH && ball[i].position.y < HEIGHT) {
                    glBegin(GL_TRIANGLE_FAN);
                    glVertex2d(ball[i].position.x, ball[i].position.y);
                    for(int u=0;u<=360;u+=5){
                        glVertex2d(ball[i].position.x+Math.cos(u)*Ball.RADIUS, ball[i].position.y+Math.sin(u)*Ball.RADIUS);
                    }
                    glEnd();
                }

            }
            System.out.println("Particle Amount: " + Ball.ballAmount);

            Display.update();
            Display.sync(60);
        }
        Display.destroy();
        System.exit(0);
    }

    public static void main(String[] args) {
        new Main();
    }
}

class Ball {

    public Vector2f position, velocity;
    public static final int RADIUS = 10;
    public static final int INITIAL_SPEED = 5;
    public static final int SPEED = 2;
    public static final int PARTICLES_PER_CLICK = 50;

    public static int ballAmount = 0;

    public double r, g, b;

    public static Random rnd = new Random();

    public Ball(double x, double y) {
        int angle = rnd.nextInt(360);
        position = new Vector2f((float) x, (float) y);
        velocity = new Vector2f((float) Math.cos(angle) * rnd.nextFloat() * INITIAL_SPEED, (float) Math.sin(angle) * rnd.nextFloat() * INITIAL_SPEED);

        this.r = rnd.nextDouble();
        this.g = rnd.nextDouble();
        this.b = rnd.nextDouble();
    }

    public void updatePosition(boolean gravity) {
        this.position.x += this.velocity.x * SPEED;
        this.position.y += this.velocity.y * SPEED;
        if (gravity) {
            double dx = this.position.x - Mouse.getX();
            double dy = this.position.y - (Main.HEIGHT - Mouse.getY());
            double distance = Math.sqrt(dx * dx + dy * dy);

            this.velocity.x -= (this.position.x - Mouse.getX()) / distance;
            this.velocity.y -= (this.position.y - (Main.HEIGHT - Mouse.getY())) / distance;
        } else {
            this.velocity.x *= 0.99;
            this.velocity.y *= 0.99;
        }

    }

    public static void createParticles() {
        for (int i = 1; i <= PARTICLES_PER_CLICK; i++) {

            ballAmount += 1;
            Main.ball[ballAmount] = new Ball(Mouse.getX(),Main.HEIGHT- Mouse.getY());
        }
    }

}

1 个答案:

答案 0 :(得分:1)

如果优化器看到最终变量,它知道它的值不会改变。它对知识的作用取决于它。它可能什么都不做(就像在你的情况下似乎发生了PARTICLES_PER_CLICK或SPEED),或者它可能只是将所有出现的变量替换为实际值。除了不更改最终变量的值之外,没有特殊规则。