I'm having issues with getting an iteration done (and modification) through the Set, which contains Objects. I've tried so many ways of iteration (4), but none of them seem to work and still throw me the Error java.util.ConcurrentModificationException.
[Code is written in Groovy]
private void replaceRock() {
ObjectNodeManager.OBJECTS.each {
System.out.println("Going...");
if(it.getPosition().withinDistance(player.getPosition(), 30)) {
System.out.println("Found...");
Position position = it.getPosition();
ObjectNode newRock = new ObjectNode(439, position, ObjectDirection.NORTH, ObjectType.DEFAULT);
ObjectNodeManager.unregister(it);
ObjectNodeManager.register(newRock);
it.remove();
}
}
}
I've tried synchronization to prevent access from other Threads, but this also didn't work. Please help me, I'm very desperate.
First find them (this will give you basically a list of refs) and then deal with them:
ObjectNodeManager.OBJECTS.findAll {
it.getPosition().withinDistance(player.getPosition(), 30))
}.each{
ObjectNode newRock = new ObjectNode(439, it.position, ObjectDirection.NORTH, ObjectType.DEFAULT)
ObjectNodeManager.unregister(it)
ObjectNodeManager.register(newRock)
it.remove()
}
On a random site note: i'd add a replace method in the ObjectNodeManager to combine unregister, register, remove. Also working with class methods and properties is not the best thing to do (but since it looks like a game...)
The problem is that you are modifying the list of objects while you are looping through the objects.
Try iterating through a copy of the objects instead.
ArrayList<YourType> copy = new ArrayList<YourType>(ObjectNodeManager.OBJECTS);
copy.each(...)
Related
i'm getting a concurrentmodification exception, the problem is that i'm iterating through an arrayList and drawing and updating the sprites in the arraylist, while adding new sprites in another java class.
public abstract class Scene
{
ArrayList<UIElement> uiElements = new ArrayList<>();
ArrayList<GameObject> sprites = new ArrayList<>();
public ArrayList<GameObject> getSprites()
{
return sprites;
}
public ArrayList<UIElement> getUiElements()
{
return uiElements;
}
public abstract void load();
public abstract void unload();
public void update()
{
sprites.forEach(GameObject::update);
uiElements.forEach(UIElement::update);
}
public void draw(Graphics2D g2)
{
sprites.forEach(e -> e.draw(g2));
uiElements.forEach(e -> e.draw(g2));
}
}
so these are the iterating methods in the java class named Scene.java
public void onButtonsEvent(WiimoteButtonsEvent wiimoteButtonsEvent)
{
// shoot firebolt when button b is held
if( wiimoteButtonsEvent.isButtonBHeld())
{
if(updateIndexTwo % UPDATE_SPEED == 0)
{
Vector2D fireboltVector = new Vector2D(vector.getX()+SPRITE_WIDTH/2, vector.getY(), crossHair.getX() + CH_SIZE/2, crossHair.getY() + CH_SIZE/2);
Firebolt firebolt = new Firebolt(fireboltVector, damage, color, scene);
scene.getSprites().add(firebolt);
updateIndexTwo = 0;
}
updateIndexTwo++;
}
}
this is the code where the Firebolt(sprite) will be added to the sprites arraylist in Scene
i'm getting a concurrentmodification exception, the problem is that i'm iterating through an arrayList and drawing and updating the sprites in the arraylist, while adding new sprites in another java class.
The basic solution is fairly simple: don't do that. It is an intentional design feature that if an ArrayList is structurally modified, then any iterators over that list that were obtained prior to the modification are invalidated; further use of them causes ConcurrentModificationException to be thrown. This happens whether you're using Iterators directly, using an enhanced for loop, or using forEach(). The other basic collections classes (LinkedList, HashSet, etc.) all work the same way.
If indeed you must accommodate the collection being modified without breaking an ongoing iteration over it, then you need a collection class that accomodates such activity. For example, you could consider ConcurrentLinkedDeque, or one of the other collections from java.util.concurrent. It is possible to write your own, but it's tricky, and why do that when there are existing classes in the standard library that will serve?
Note also that although a solution can be found in java.util.concurrent, the problem does not depend on multiple threads being involved. In fact, if you do have multiple threads then using one of the concurrent collections serves a dual purpose: it also ensures consistent operations on the collection without need of external synchronization. If by any chance you were previously accessing the list from multiple threads without proper synchronization then getting the CME was a lucky break -- you might instead have just gotten silent malfunction.
Look at an existing thread safe class such as ArrayBlockingQueue. You can wrap your ArrayList in synchronization code but it's easier to use a data structure that already does what you want.
First off my problem is similiar to this already answered question Merging two arrayLists into a new arrayList, with no duplicates and in order, in Java.
However the difference here is that I tried to merge two lists with more than just a String together. The intention on my side was to merge two objects of the following kind (to simplify things I striped unnecessary infos from the example):
public class Data{
private int count;
private Type type;
private Key uniqueKey;
}
So that I get a new oject which has a summarized count out. This will eliminate unwanted duplicates because the uniqueKey on these objects was identical. The reason for this is that I mapped several business types to only one technical type.
The problem here is that you have to account for every possiblity in order to handle the merge correctly and don't miss an original object.
Here are some cases I tried to cover with unit test:
One normal, followed by two duplicates, and one normal = normal, merged, normal
Two duplicates, followed by two normal = merged, normal, normal
Two normal, followed by two duplicates = normal, normal, merged
and so on and so forth...
So how to solve that without going crazy?
Since I spent half a day with that problem, I thought the simple answer might be useful to someone else.
So what did I try:
I decided not to go recursive since I avoid it if I can for obvious reasons and used two nested loops
I wrote unit tests for every case I could think of
Then I tried step by step to make them all green
I banged my head against the table because everytime I made one green another one went red
I asked a colleague
He let me state the problem without showing him my "solution"
Here's the magic 15 min solution:
public static LinkedList<Data> merge(final LinkedList<Data> source) {
final HashMap<Data, Integer> temp = new HashMap<>();
for (final Data data : source) {
final int count = data.getCount();
data.setCount(0);
if (temp.get(data) == null) {
temp.put(data, count);
}
else {
temp.put(data, temp.get(data) + count);
}
}
final Set<Entry<Data, Integer>> set = temp.entrySet();
final LinkedList<Data> result = new LinkedList<>();
for (final Entry<Data, Integer> entry : set) {
final Data mergedData = entry.getKey();
mergedData.setCount(entry.getValue());
result.add(mergedData);
}
Collections.sort(result, new DataComparator());
return result;
}
I'm sure there must be a standard way to do this, but my attempts to search Stackoverflow have failed.
I have a method like:
public void processSomeWidgetsForUser(int userItemId) {
Iterator<Widgets> iter = allWidgets.values().iterator();
while(iter.hasNext()) {
Widget thisWidget = iter.next();
if (userItemId == -1 || thisWidget.getUsersItemId() == userItemId) {
widget.process();
}
}
}
As you can see -1 is a "special value" meaning process all. Doing this saves repeating the loop code in another method called processSomeWidgetsForAllUsers.
But I dislike special values like this because they are easy to misuse or misunderstand, which is exactly the situation what I'm having to fix now (where someone thought -1 meant something else).
I can only think of two ways to improve this.
have a constant, containing -1 called something like
Widget.ALLWIDGETS which at least is self-documenting, but doesn't
stop code from using a -1 (if someone integrates old code in, for
example)
change the method to take a list of all user ids to
process, which can be empty, but that doesn't seem great
performance-wise (would need to retrieve all user ids first and then loop through
removing. Also what happens if the number of widgets in the list changes between
retreiving the ids and removing
Is there a better way? I'm sure I'm missing something obvious.
The above code has been changed slightly, so may not compile, but you should get the gist.
Although somewhat redundant, a fairly neat self-documenting approach could be to have 3 methods rather than one;
Make your original method private, and make one small change which would be to add your static final int EXECUTE_ALL = -1 and use that in your original method, then add the two new methods;
public void processWidget(int wID) throws IllegalArgumentException {
if(wID == EXECUTE_ALL) throw new IllegalArgumentException();
originalMethod(wID);
}
public void processAllWidgets() {
originalMethod(EXECUTE_ALL);
}
It makes your class a little more cluttered, but as far as the exposed methods go, it is clearer and hopefully foolproof. You could alter it not to throw an exception and just ignore any invalid ids, that just depends on your situation.
This approach of course has the major downside that it changes how the class appears to other classes, breaking everything that currently uses the, now private, originalMethod().
Number 1 would work very nicely. Be sure to document what the variable is though, so future coders (possibly yourself) know what it means.
/**This is the explanation for the below variable*/
public final static int ALL_WIDGETS = -1;
Have an external method like so:
static boolean idRepresentsAll(int id) {
return id == -1;
}
In this case, if you decide to replace it with a different mechanism, you only replace your magic number one place in your code.
At the very least, you would want to do something like this:
public static final int ID_REPRESENTING_ALL = -1;
You can change the method signature to accept a boolean for when you want to process them all.
public void processSomeWidgets(boolean doAll, int userItemId) {
Iterator<Widgets> iter = allWidgets.values().iterator();
while(iter.hasNext()) {
Widget thisWidget = iter.next();
if (doAll || thisWidget.getUsersItemId() == userItemId) {
widget.process();
}
}
}
This makes it more explicit, and easier to read in my opinion as there are no special values.
I'm working on a project for school but i'm a little stuck right now
My problem is that i have an arrayList of Squares
Each Square has a value(from 0 to 100). Its starting value is 9999 so i can check if its is checked.
If a square is checked i want it to be removed from the arrayList.
So after a while there will be no Squares left.
there is a little bit of code where the first value is set so thats why i check if the value is 9999.
But i get an error. One that i havent seen before.
Exception in thread "AWT-EventQueue-0" java.util.ConcurrentModificationException
Vak = Square
this is my code:
while (!vakken.isEmpty()) { // check if empty
Iterator itrVak = vakken.iterator();
while (itrVak.hasNext()) {
Vak vak = (Vak) itrVak.next(); // here is get the error
if (vak.getValue() != 9999) {// check if square value is 9999
Collection checkVakken = vak.getNeighbour().values();
Iterator itre = checkVakken.iterator();
while (itre.hasNext()) {
Vak nextVak = (Vak) itre.next();
if (nextVak != null) {
if (nextVak.getValue() == 9999) {
nextVak.setValue(vak.getValue() + 1); // set value by its neighbour
vakken.remove(vak);
checkvakken.add(vak);
}
}
}
} else {
vakken.remove(vak);
checkvakken.add(vak);
}
}
}
You are removing elements from the collection while you are iterating it. As the iterator may produce unpredictable results in this situation, it fails fast throwing the exception you encountered.
You may only alter a collection through the iterator's methods while traversing it. There should be remove method on the iterator itself, that removes the current element and keeps the iterator intact.
While iterating, you should use Iterator instance for removing object:
itre.remove();
You can try like this:
itre.remove();
ITERATOR never lets you modify when you are iterating.. you need to use loops instead.. this happens coz you are using the Iterator, same time other thread is modifying the list...
I encountered this issue while working with the Java Collections API. Basically this is a support method for an implementation of Kruskal's algorithm for finding an MST. I created this class for implementing the union/find algorithm.
My question, as I was able to find a work around, is that does anybody know of any reason why the remove method in the "union" method would not work consistently. That is at run time it would remove some elements and not others. For example I implemented this for a task involving cities and it seemed to not like removing some cities. In particular it repeatedly stumbled on a couple of different sets, but always the same ones. I wondered whether it was a object reference issue, i.e. whether I was testing the wrong thing, but I could not get around it.
I know the rest of my work was correct as I was able to replace it with a loop that eliminated the element, and the algorithm executed perfectly. Probably with slightly worse performance, however.
I was wondering whether anybody can see a mistake. Also I should note that I called it from different class, however, the calls were made with elements that were retrieved using the find method. Note that the find method must work well, since simply altering the remove method made the whole thing work, i.e. it was finding and returning the appropriate objects.
Thanks
Oscar
/*
* A constructor for creating a new object of this class.
*/
DisjointSets()
{
underlying = new HashSet<HashSet<String>>();
}
/*
* A method for adding a set to this DisjointSets object
*/
void add(HashSet<String> h)
{
underlying.add(h);
}
/*
* A method for finding an element in this DisjointSet object.
*/
HashSet<String> find(String s)
{
// Check each set in the DisjointSets object
for(HashSet<String> h: underlying)
{
if(h.contains(s))
{
return h;
}
}
return null;
}
/*
* A method for combining to subsets of the DisjointSets
*/
void union(HashSet<String> h1, HashSet<String> h2)
{
System.out.print("CHECK ON DS\n");
System.out.print("*********************\n");
System.out.print("H1 is : { ");
for (HashSet<String> n: underlying)
{
System.out.print("Set is : { ");
for (String h : n)
{
System.out.print(h + " , ");
}
System.out.print("} \n ");
}
// Add the objects of h1 to h2
// DOES NOT WORK CONSISTENTLY
h1.addAll(h2);
underlying.remove(h2);
}
}
And I replaced it with
HashSet<HashSet<String>> temp = new HashSet<HashSet<String>>();
for(HashSet<String> f: underlying)
{
if(f != h2)
{
temp.add(f);
}
}
underlying = temp;
The problem is that when you modify the contents of one of the nested HashSets, you screw up the internals of the outer HashSet (because the hashCode() of the nested HashSet has changed). in order to maintain this collection correctly, whenever you want to modify one of the nested HashSets you must first remove it from the outer HashSet and then re-add it (if necessary).
(you don't really provide enough code to figure out if that's truly the problem, but that's my best guess).
Set<Set<String>> outerSet = new HashSet<String>();
Set<String> innerSet = new HashSet<String>();
innerSet.add("foo");
outerSet.add(innerSet);
// *** BROKEN ***
innerSet.add("bar"); // <- adding element to innerSet changes result of innerSet.hashCode()
outerSet.remove(innerSet); // <- this may or may not work because outerSet is _broken_
// *** BROKEN ***
// *** CORRECT ***
outerSet.remove(innerSet);
innerSet.add("bar");
// now you can put innerSet back in outerSet if necessary
Following up on #jtahlborn's answer, the contract for AbstractSet.hashCode() says
Returns the hash code value for this
set. The hash code of a set is defined
to be the sum of the hash codes of the
elements in the set. This ensures that
s1.equals(s2) implies that
s1.hashCode()==s2.hashCode() for any
two sets s1 and s2, as required by the
general contract of Object.hashCode.
This implementation enumerates over
the set, calling the hashCode method
on each element in the collection, and
adding up the results.
Code to demonstrate #jtahlborn's answer (which is correct)
import java.util.HashSet;
import java.util.Set;
public class TestHashSetHashCode {
public static void main(String[] args)
{
Set<String> strings = new HashSet<String>();
strings.add("one");
strings.add("two");
strings.add("three");
strings.add("four");
strings.add("five");
Set<String> test = new HashSet<String>();
System.out.println("Code "+test.hashCode());
for (String s : strings) {
test.add(s);
System.out.println("Code "+test.hashCode());
}
}
}
Outputs
Code 0
Code 115276
Code 3258622
Code 3368804
Code 113708290
Code 116857384
One more reason to add to the list to make use of immutable collections wherever possible.