首页 \ 问答 \ ConcurrentModificationException即使在使用synchronized时也是如此(ConcurrentModificationException even when using synchronized)

ConcurrentModificationException即使在使用synchronized时也是如此(ConcurrentModificationException even when using synchronized)

我有两个线程:第一个是渲染线程,第二个线程是我处理UI操作的主线程。

我收到以下错误:

java.util.ConcurrentModificationException at java.util.AbstractList$SimpleListIterator.next(AbstractList.java:95) at com.convekta.android.chessboard.ChessBoard.renderGamerPieces(ChessBoard.java:424) at com.convekta.android.chessboard.ChessBoard.render(ChessBoard.java:162) at com.convekta.android.chessboard.ChessDrawThread.run(ChessDrawThread.java:41)

ConcurrentModification异常的常见原因是迭代列表的更改,但我只在renderGamerPieces函数中读取它。 mGamerPieces可能改变的唯一地方是loadPosition方法,但loadPositionrenderGamerPieces都在synchronized块内调用

也许我不明白的东西..那么这个错误可能会出现怎么样?

我的代码:

private final List<DrawablePiece> mGamerPieces = new ArrayList<DrawablePiece>();
private final Object mGamerPiecesLock = new Object();

public void loadPosition(byte[] pieces, byte[] places) {
        synchronized (mGamerPiecesLock) {
            mPicked = null;
            mGamerPieces.clear();
            for (int i = 0; i < pieces.length; i++) {
                byte p = GamerUtils.UncastleRook(pieces[i]);
                if (p != GamerPieces.EMPTY) {
                    byte pl = places[i];
                    if (pl <= GAME_BOARDSIZE)
                        mGamerPieces.add(new DrawablePiece(p,
                                GamerUtils.columnByCell(pl), GamerUtils.rowByCell(pl,
                                        true)));
                }
            }
        }
    }

public void renderGamerPieces(Canvas canvas) {
    ...
    Rect r = new Rect(0, 0, mCellSize, mCellSize);
    List<DrawablePiece> over = new ArrayList<DrawablePiece>();

    for (DrawablePiece d : mGamerPieces) {
        if (d.isFloating()) {
            over.add(d);
        } else {
            r.offsetTo(invert(d.getBoardCol()) * mCellSize,
                    invert(d.getBoardRow()) * mCellSize);
            r.offset(mBoardRegion.left, mBoardRegion.top);
            Bitmap pic = mPieceFactory.getBitmapPiece(d.getPiece(),
                    mCellSize);
            if (null != pic)
                canvas.drawBitmap(pic, null, r, null);
        }
    }
    ...
 }

public void render(Canvas canvas) {
        ...
        synchronized (mGamerPiecesLock) {
            renderGamerPieces(canvas);
        }
        ...
}

谢谢你的评论! 我将整理我的代码 - 在renderGamerPieces添加同步块,并检查可以从另一个同步块调用loadPosition


I have two threads: first one is an render thread, the second thread is the main thread in which I handle UI actions.

I get the following error:

java.util.ConcurrentModificationException at java.util.AbstractList$SimpleListIterator.next(AbstractList.java:95) at com.convekta.android.chessboard.ChessBoard.renderGamerPieces(ChessBoard.java:424) at com.convekta.android.chessboard.ChessBoard.render(ChessBoard.java:162) at com.convekta.android.chessboard.ChessDrawThread.run(ChessDrawThread.java:41)

The usual reason of ConcurrentModification exception is changing of iterated list, but I only read it in renderGamerPieces function. The only place where mGamerPieces may change is loadPosition method, but both loadPosition and renderGamerPieces are called inside synchronized blocks

Maybe I didn't understand something.. So how this error may appear?

My code:

private final List<DrawablePiece> mGamerPieces = new ArrayList<DrawablePiece>();
private final Object mGamerPiecesLock = new Object();

public void loadPosition(byte[] pieces, byte[] places) {
        synchronized (mGamerPiecesLock) {
            mPicked = null;
            mGamerPieces.clear();
            for (int i = 0; i < pieces.length; i++) {
                byte p = GamerUtils.UncastleRook(pieces[i]);
                if (p != GamerPieces.EMPTY) {
                    byte pl = places[i];
                    if (pl <= GAME_BOARDSIZE)
                        mGamerPieces.add(new DrawablePiece(p,
                                GamerUtils.columnByCell(pl), GamerUtils.rowByCell(pl,
                                        true)));
                }
            }
        }
    }

public void renderGamerPieces(Canvas canvas) {
    ...
    Rect r = new Rect(0, 0, mCellSize, mCellSize);
    List<DrawablePiece> over = new ArrayList<DrawablePiece>();

    for (DrawablePiece d : mGamerPieces) {
        if (d.isFloating()) {
            over.add(d);
        } else {
            r.offsetTo(invert(d.getBoardCol()) * mCellSize,
                    invert(d.getBoardRow()) * mCellSize);
            r.offset(mBoardRegion.left, mBoardRegion.top);
            Bitmap pic = mPieceFactory.getBitmapPiece(d.getPiece(),
                    mCellSize);
            if (null != pic)
                canvas.drawBitmap(pic, null, r, null);
        }
    }
    ...
 }

public void render(Canvas canvas) {
        ...
        synchronized (mGamerPiecesLock) {
            renderGamerPieces(canvas);
        }
        ...
}

Thank you for comments! I will tidy up my code - add synchronization block in renderGamerPieces, and check can loadPosition be called from another synchronized block.


原文:https://stackoverflow.com/questions/26544241
更新时间:2024-03-06 10:03

最满意答案

使用git stash 。 它是为了这个目的而制作的。 如果您的仓库处于不洁净状态,但您想要结账另一个分支,或者几乎做任何git动作,那么存储就是可行的方法。 Stash创建的提交与您可以还原到任何分支的任何分支无关。 查看文档了解更多信息: https//git-scm.com/book/no-nb/v1/Git-Tools-Stashing


Use git stash. It was made for this exact purpose. If your repo is in an unclean state, but you want to checkout another branch, or pretty much do any git action, then stash is the way to go. Stash creates a commit not related to any branch which you can restore to any branch. Check the docs for more info: https://git-scm.com/book/no-nb/v1/Git-Tools-Stashing

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