At first I did this:
public SpaceCanvas(){
new Thread(new Runnable () {//this is the thread that triggers updates, no kidding
int fcount = 0;
@Override
public void run() {
System.out.println("Update thread started!");
while(!Thread.interrupted()){
fcount++;
while(players.iterator().hasNext()){
players.iterator().next().update(fcount);
}
while(entities.iterator().hasNext()){
entities.iterator().next().update(fcount);
}
System.out.println("About to paint");
repaint();
System.out.println("Done with paints");
try {
Thread.sleep(500);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}).start();
players.add(new LocalPlayer(0, 9001, 0, 0, 0, 0, this, null));
}
in the initializer of a thing I call a SpaceCanvas. However, that doesn't allow the canvas, and therefore the applet it is within, to be created, because the Thread doesn't actually run asynchronously. Then, I replaced ".start()" with ".run()" and the thread only ran once, but the SpaceCanvas initialized perfectly.
What did I do wrong, and how do I fix this?
I'm not sure this sort of code works the way you expect it to:
while(players.iterator().hasNext()){
players.iterator().next().update(fcount);
players.iterator()
gets a new iterator for the players
collection. If there are 0 items in the collection then it will be false
but if there are any items, you will be in an infinite loop, creating a new iterator each time. The iterator()
call inside of players
generates another new iterator object as well.
I think you should doing something like:
Iterator iterator = players.iterator();
while (iterator.hasNext()) {
iterator.next().update(fcount);
}
This is the same with your entities
loop as well. A better pattern (as of Java 5) is to use the for
loop:
for (Player player : players) {
player.update(fcount);
}
Also, if multiple threads are accessing these collections, they have to be somehow synchronized
. You can either use a concurrent collection or you have to make sure every access (read and write) is within a synchronized
block.
synchronized (players) {
for (Player player : players) {
player.update(fcount);
}
}
...
// down in the outer thread
synchronized (players) {
players.add(new LocalPlayer(0, 9001, 0, 0, 0, 0, this, null));
}
Obviously the entities
will need to be synchronized
in the same manner.