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conway's game of life doesn't work as expected

I was trying to create conway's game of live in java. I've no trouble with my code, but with the output of the game. The still lifes pattern work as expected, but all the moving sructures are ending up in something different.

For example: 1 is a living cell; 0 is a dead cell

On the wiki page there is an oscillator, the blinker. in my case it behaves like this:

生活游戏问题

I'm doing all the stuff in an applet, which i add to a jframe. Here's the applet code (ignore the german comments, unless you're german :P):

import java.applet.Applet;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;

public class Canvas extends Applet implements MouseListener{
    private static final long serialVersionUID = -9195952699213522986L;

    private boolean[][] cells; //True lebt; false ist tod
    private int cellWidth;
    private int margin = 2;
    private int step = 0;
    private boolean isRunning = false;

    public Canvas(int size, int cv){ //size = 50; cv = 10;
        addMouseListener(this);
        cells = new boolean[size][size];
        cellWidth = cv;
        //Zellen Füllen
        for(int i = 0; i < cells.length; i++){
            for(int j = 0; j < cells[0].length; j++){
                cells[i][j] = false;
            }
        }
    }

    @Override
    public void paint(Graphics g){
        //Updaten
        if(isRunning)
            update();
        //Hintergrund
        g.setColor(Color.BLACK);
        g.fillRect(0, 0, getWidth(), getHeight());

        //Punkte zeichnen
        for(int i = 0; i < cells.length; i++){
            for(int j = 0; j < cells[0].length; j++){
                if(cells[i][j]){
                    g.setColor(Color.GREEN);
                    g.fillRect(i * cellWidth + margin, j * cellWidth + margin, cellWidth - margin, cellWidth - margin);
                }
                else if(!cells[i][j]){
                    g.setColor(new Color(0x222222));
                    g.fillRect(i * cellWidth + margin, j * cellWidth + margin, cellWidth - margin, cellWidth - margin);
                }
            }
        }
        repaint();
    }

    private void update(){
        try {
            Thread.sleep(100);
        } catch (InterruptedException e) {
            e.printStackTrace();
        }
        //Für jede Zelle Spielregeln anwenden ( siehe Wikipedia: http://de.wikipedia.org/wiki/Conways_Spiel_des_Lebens )
        //Wichtig:
        //Die Matrix muss komplett bearbeitet und neu gespeichert werden, deswegen newCells
        boolean[][] newCells = cells.clone();
        for(int i = 0; i < cells.length; i++){
            for(int j = 0; j < cells[0].length; j++){

                //Nachbarn
                int neighbors = countNeighbors(i, j);
                //Lebende Zelle
                if(cells[i][j]){
                    //Einsamkeit
                    if(neighbors < 2){
                        newCells[i][j] = false;
                    }
                    //Überbevölkerung
                    else if(neighbors > 3){
                        newCells[i][j] = false;
                    }
                    //alles ok
                    else if(neighbors == 2 || neighbors == 3){
                        newCells[i][j] = true;
                    }
                }
                //Tote Zelle
                else if(!cells[i][j]){
                    //Neue Zellen wird geboren
                    if(neighbors == 3){
                        newCells[i][j] = true;
                    }
                }
            }
        }
        cells = newCells;
        System.out.println("Step #" + (++step));
    }

    private int countNeighbors(int x, int y){
        int neighbors = 0;
        for(int i = x-1; i <= x+1; i++){
            for(int j = y-1; j <= y+1; j++){
                if(x == i && y == j) //Dieselbe Zelle
                    continue;
                try{
                    if(cells[i][j])
                        neighbors++;

                } catch(java.lang.ArrayIndexOutOfBoundsException e){
                }
            }
        }
        return neighbors;
    }

    //Double Buffering
        @Override
        public void update(Graphics g){
                Graphics offgc;
                Image offscreen = null;
                Dimension d = getSize();

                // create the offscreen buffer and associated Graphics
                offscreen = createImage(d.width, d.height);
                offgc = offscreen.getGraphics();
                // clear the exposed area
                offgc.setColor(getBackground());
                offgc.fillRect(0, 0, d.width, d.height);
                offgc.setColor(getForeground());
                // do normal redraw
                paint(offgc);
                // transfer offscreen to window
                g.drawImage(offscreen, 0, 0, this);
        }

        @Override
        public void mouseClicked(MouseEvent e) {

        }

        @Override
        public void mouseEntered(MouseEvent e) {
            // TODO Auto-generated method stub

        }

        @Override
        public void mouseExited(MouseEvent e) {
            // TODO Auto-generated method stub

        }

        @Override
        public void mousePressed(MouseEvent e) {
            if(e.isMetaDown()){
                isRunning = !isRunning;
            }
            else if(!isRunning){
                int x = e.getX() / cellWidth;
                int y = e.getY() / cellWidth;
                cells[x][y] = !cells[x][y];
            }   
        }

        @Override
        public void mouseReleased(MouseEvent e) {
            // TODO Auto-generated method stub

        }
}

It is a complex algorithm so I can't ensure you that it will work after this, but the rest of the code looks ok.

boolean[][] newCells = cells.clone();

Ok, clone() performs a shadow copy which works well for primitives. But it does not work for a bidimensional array (which acts as a onedimensional array of onedimensional arrays). So, you have still a shallow copy.

After doing that, you are really overwritting the old array before all the calculations are over. For static situations (no new pixels die/live), it is ok because new and old array are expected to be the same, for the others cases you find the error.

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