每个人。
我的"生命游戏"应用程序中的下一代(链接是示例应用程序)是正确计算的。游戏运行如预期,但每次您想要新一代时都必须按"下一代"。我在实现"开始"按钮来循环生成时遇到了问题。(请参阅链接了解"下一步"one_answers"开始"之间的区别。)
很明显,我需要ActionListener类中的某种循环。当私有布尔值为true时,我尝试在actionListener递归内部调用nextGen()。程序崩溃。我也尝试过设置某种等待,但这并不重要。
如果我放置10行nextGen(),它确实会进行10次迭代;在听众的内心,所以我想我需要在这里等待。(内存问题。)
希望你能帮我
下一代是这样计算的。
ActionListener类:
public class GameOfLifeListener implements ActionListener
{
// IMPORTANT: GameOfLifeGrid contains the GameOfLife collection!
private GameOfLifeGrid gameOfLife;
public GameOfLifeListener ( GameOfLifeGrid g )
{
this.gameOfLife = g;
}
@Override
public void actionPerformed (ActionEvent e)
{
// Get actionCommand
String ac = e.getActionCommand();
if ( ac.equals("next") )
{
// Method calculates next generation
nextGen();
}
if ( ac.equals("start") )
{
// ADDED CODE: See class GameOfLifeGrid in bottom.
gameOfLife.start();
}
}
private void nextGen ( )
{
// Get Next generation
gameOfLife.getCollection().nextGen();
// Repaint
gameOfLife.repaint();
}
}
当按下按钮"next"时,actionListener在GameOfLife对象上运行nextGen()。nextGen()方法的工作原理并不重要,但这里它与GameOfLife类的一些部分一起
public class GameOfLife extends CellCollection
{
// Temporary array for new generation . We must add next generations alive cells HERE.
// Else the calculations of the current generation will fail.
private Cell[][] nextGen = null;
public void nextGen ( )
{
// Create the new Array holding next generation
prepareNextCollection();
// Iterate the whole grid
for ( int row = 0; row < super.rows; row++ )
{
for ( int col = 0; col < super.cols; col++ )
{
ruleOne(row, col);
}
}
// Set the new collection to superClass.
// Super class holds the collection that will be drawn
super.setCollection(nextGen);
}
private void ruleOne ( int row, int col )
{
// Calculations not important. It works like expected.
}
private void prepareNextCollection ( )
{
this.nextGen = new Cell[rows][cols];
}
这是GameOfLifeGrid类的选定部分。它绘制网格和活动单元格(单元格数组)。
public class GameOfLifeGrid extends Grid
{
private GameOfLife collection = null;
// ADDED MEMBERS: Timer, int
private Timer timer;
private int updateEachMilliSec = 100; // Used in program. Not in this code
@Override
public void paintComponent ( Graphics g )
{
super.paintComponent(g);
drawCells(g);
}
private void drawCells ( Graphics g )
{
for ( int row = 0; row < rows; row++ )
{
for ( int col = 0; col < cols; col++ )
{
if ( ! collection.isEmptyPos(row, col) )
{
g.fillRect(super.calcX(col), super.calcY(row), cellSize, cellSize);
}
}
}
}
// ADDED METHOD!
public void start()
{
// Create a timer object. The timer will send events each 100 ms.
// The events will be caught by the ActionListener returned from
// nextGenlistener(). VOILA!
timer = new Timer(100, nextGenlistener());
// Start sending events to be caught!
timer.start();
}
// ADDED METHOD! The ActionListener who will catch the events sent by timer.
private ActionListener nextGenlistener ()
{
return new ActionListener()
{
@Override
public void actionPerformed(ActionEvent e)
{
// Get next generation
collection.nextGen();
// Repaint
repaint();
}
};
}
问题是,当您尝试在actionPerformed方法中使用Thread.sleep()进行循环时,会阻塞事件调度线程。在您释放对线程的控制之前,任何东西都无法重新绘制,所以当您的actionPerformed方法完成时,您的重新绘制请求会同时弹出并启动。
简单的解决方案是使用javax.swing.Timer定期触发事件,大致如下:
new Timer(5000, new ActionListener(){
public void actionPerformed(ActionEvent e) {
panel.repaint();
}
}).start();