Problems with Rendering Multiple Entities

Started by EB5473, July 05, 2012, 21:21:59

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Fool Running

It looks like Entity.tick() can remove itself from the entities list? If that's the case, then you would need to keep a separate list of entities that were deleted and delete them after running through the tick() loop. Alternately, if an entity can only ever delete itself, you could do a reverse 'for' loop (instead of a foreach) which would keep the removed item from affecting the tick() loop.
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Only problem I can see with that is the fact that it would seem EVERYTHING needs to run through the tick() loop to actually run. I'll see what I can engineer, and maybe I'm not understanding it quite right, but let's see.
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I'm not figuring it out. Anyone else have an idea on how to fix this?
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This question seems to have morphed. Can you restate the issue you're working against now?


Sorry, your right...
I'm working against a ConcurrentModificationError
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you have probably a nested remove() in a iteration over the list itself.

you can use a list or set that works with concurrent access or you have to que all read and write properly in you game loop.