I'm trying to remove objects that are outside of the JPanel. However, when I do that I get this error
and my program crashes. I was told by my lecturer that it's because two Threads are accessing the ArrayList that stores my objects.
I did to synchronize the functions but it didn't work.
Bullet
public void move(){
if(y< -height){
synchronized (this) {
bullet.remove(this);
}
}
y-=5;
}
Relevant Classes:
Application
import javax.swing.*;
public class Application {
public static String path ="C:\\Users\\jarek\\OneDrive\\NUIG Private\\(2) Semester 2 2019\\Next Generation Technologies II CT255\\Assignment 3\\";
private Application(){
JFrame frame = new JFrame("Ihsan The Defender");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
GamePanel gamePanel= new GamePanel();
frame.add(gamePanel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
new Thread(gamePanel).start();
}
public static void main (String args[]){
new Application();
}
}
GamePanel
import javax.swing.*;
import java.awt.*;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.security.Key;
import java.util.ArrayList;
public class GamePanel extends JPanel implements Runnable, KeyListener{
private String path = Application.path;
Image gameOverImg = new ImageIcon(path+"//images//gameover1.png").getImage();
private Ihsan ihsan;
private ArrayList <David> david = new ArrayList<>();
private int enemies=5;
private boolean pause=false;
private boolean gameOver=false;
GamePanel(){
ihsan = new Ihsan(this);
for(int i=0; i<enemies; i++){
david.add(new David(this));
}
setFocusable(true);
requestFocusInWindow();
addKeyListener(this);
}
@Override
public void run() {
while (!pause){
repaint();
for(David david:david){
david.move();
}
for(Bullet bullet:Bullet.bullet){
bullet.move();
}
try{Thread.sleep(30);}
catch (InterruptedException e){}
}
}
public void paint(Graphics g){
Graphics2D g2d = (Graphics2D) g.create();
g2d.setColor(Color.GRAY);
g2d.fillRect(0,0 ,getWidth(), getHeight());
for(David david : david){
g2d.drawImage(david.getImg(), david.getX(), david.getY(), null);
}
g2d.drawImage(ihsan.getImg(), ihsan.getX(), ihsan.getY(), null);
for (Bullet bullet:Bullet.bullet){
g2d.drawImage(bullet.getImg(), bullet.getX(), bullet.getY(), null);
}
if(gameOver){
g2d.drawImage(gameOverImg,0,getHeight()/4,null);
}
}
private static final Dimension DESIRED_SIZE = new Dimension(600,700);
@Override
public Dimension getPreferredSize(){
return DESIRED_SIZE;
}
public void setGameOver(boolean gameOver) {
this.gameOver = gameOver;
}
@Override
public void keyPressed(KeyEvent e) {
int key=e.getKeyCode();
if (key==KeyEvent.VK_D || key==KeyEvent.VK_RIGHT){
ihsan.move(4,0);
System.out.println("Right Key");
}
if (key==KeyEvent.VK_A || key== KeyEvent.VK_LEFT){
ihsan.move(-4,0);
System.out.println("Left Key");
}
if(key==KeyEvent.VK_SPACE){
Bullet.bullet.add(new Bullet(this,ihsan.getX()+(ihsan.getWidth()/2), ihsan.getY()));
}
}
@Override
public void keyTyped(KeyEvent e) { }
@Override
public void keyReleased(KeyEvent e) { }
public boolean getGameOver(){
return gameOver;
}
}
Bullet
import javax.swing.*;
import java.awt.*;
import java.util.ArrayList;
public class Bullet {
//Environment
public static ArrayList<Bullet> bullet = new ArrayList<>();
private String path = Application.path;
private GamePanel gp;
//properties
private int x,y;
private int width,height;
private int yVector;
private Image image;
Bullet(GamePanel gp, int x, int y){
image = new ImageIcon(path+"\\images\\javaicon.png").getImage();
width=image.getWidth(null);
height=image.getHeight(null);
this.gp=gp;
this.x=x;
this.y=y;
yVector=5;
}
public void move(){
if(y< -height){
bullet.remove(this);
}
y-=5;
}
public Image getImg(){
return image;
}
public int getX(){
return x;
}
public int getY(){
return y;
}
}
The synchronized
block must be around every piece of code that accessed or modifies the ArrayList
. The object put in the parenthesis must be the same: It's the lock.
Create a field of type Object
named bulletLock
for example, and use it as a lock, every time you access bullet
.
The error occurs because you're removing a bullet while another thread is in a for-loop on the list. As there is a concurrent modification, it can't continue safely.
Another solution would be to make a copy of the ArrayList
before your for-loop.
Your current problem is not with synchronization, but that you modify the bullet list while iterating over it:
// GamePanel.java#run():
for (Bullet bullet:Bullet.bullet) { //your code is iterating over Bullet.bullet here
bullet.move(); //you call Bullet#move here
}
// Bullet.java#move():
public void move(){
if(y< -height){
bullet.remove(this); //this will remove the current bullet from Bullet.bullet
// ultimately causing the ConcurrrentModificationException in GamePanel.run()
}
y-=5;
}
Synchronization won't help, since both actions occur within the same thread.
To solve this issue the Bullet.move()
method needs to return a boolean indicating whether it should be removed from the list. And GamePanel.run()
must not use an enhanced for loop but an iterator (removing an element from a list using Iterator.remove()
is safe if this is the only active Iterator
):
// Bullet.java#move():
public boolean move(){
if(y< -height){
return true; // instruct GamePanel.run() to remove this bullet
}
y-=5;
return false; // keep this bullet
}
// GamePanel.java#run():
Iterator<Bullet> it = Bullet.bullet.iterator();
while (it.hasNext()) {
Bullet bullet = it.next();
if (bullet.move()) { // if bullet should be removed
it.remove(); // remove it from the list
}
}
There are other issues too:
#repaint()
from your own thread instead of the Swing EDTBullet.bullet
list without synchronization (which may lead to a ConcurrentModificationException
within GamePanel.paint()
)A simple solution to the problem described in Thomas Kläger answer could be:
for(Bullet bullet: new ArrayList(Bullet.bullet) ){ //iterate over a copy
bullet.move();
}
Alternatively:
Iterator<Bullet> it = Bullet.bullet.iterator();
while (it.hasNext()) {
Bullet bullet = it.next();
bullet.move();
}
without changing other parts of the code.
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