Java &引用;“鬼实例”;在爪哇?
我在处理不同对象的实例时遇到问题,情况就是这样: 我已经用Java开发了一个小游戏(Swing&AWT)有一段时间了,我有以下课程:Java &引用;“鬼实例”;在爪哇?,java,swing,design-patterns,awt,instances,Java,Swing,Design Patterns,Awt,Instances,我在处理不同对象的实例时遇到问题,情况就是这样: 我已经用Java开发了一个小游戏(Swing&AWT)有一段时间了,我有以下课程: App.java Play.java Event.java GameSecene.java MenuScene.java Timer.java 其中: App扩展了JFrame,是一个具有应用程序主功能(main)的框架,此类创建游戏窗口,并且只存在这个JFrame MenuScene和GameSecene类是应用程序的场景,例如,当您看到菜单并希望看到最高
- App.java
- Play.java
- Event.java
- GameSecene.java
- MenuScene.java
- Timer.java
- App扩展了JFrame,是一个具有应用程序主功能(main)的框架,此类创建游戏窗口,并且只存在这个JFrame
- MenuScene和GameSecene类是应用程序的场景,例如,当您看到菜单并希望看到最高分数时,它是一个场景,游戏级别是一个场景,等等,但在本例中,我只有两个场景,我在JPanel中表示了它们:MenuScene扩展了JPanel并创建了游戏菜单(按钮、图像等),同样适用于GameSecene类,这也扩展了JPanel并创建了游戏
- 其他类(Play、Event、Timer)是简单类,它们具有“游戏逻辑”、键盘控制、计时器、游戏操作,并在GameSecene类的三个全局变量中实例化
public class App extends JFrame {
private JPanel rootPanel;
public App() {
//Define frame
...
runScene(new MenuScene(this));
}
public void runScene(JPanel scene) {
destroyScene();
rootPanel.setBackground(scene.getBackground());
rootPanel.add(scene);
rootPane.validate();
rootPanel.repaint();
}
private void destroyScene() {
rootPanel.removeAll();
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
new App();
}
}
public class MenuScene extends JPanel {
private App app;
public MenuScene(App app) {
this.app = app;
//Define JPanel
...
buttonStart.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new GameScene(app));
}
});
}
}
public class GameScene extends JPanel {
private App;
private Play;
private Timer;
private Event; //Define controls (keyboard)
public GameScene(App app) {
this.app = app;
//Define JPanel, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new MenuScene(app));
}
});
}
}
public class Play {
private JLabel[][] x;
public Play(JLabel[][] x) { //This matrix is important (is an reference), is instanced in GameScene, this is an problem?
this.x = x;
//Define others variables
}
}
public class App extends JFrame {
private JPanel rootPanel;
private static App app;
private App() {
super("x");
createApp();
}
public static App getInstance() {
if (app == null) {
app = new App();
}
return app;
}
private void createApp() {
//Define JFrame, rootPanel, buttons, etc ...
}
public void runScene(JPanel scene) {
rootPanel.removeAll();
rootPanel.add(scene);
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
getInstance().runScene(new MenuScene());
}
}
public class GameScene extends JPanel {
private Play p;
private Timer t;
private Event e; //Define controls (keyboard)
private JLabel[][] mat;
public GameScene() {
//Define JPanel, Matrix, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent x) {
This method is useful to create another scene for example from another instance other than this (GameScene)
changeScene(new MenuScene());
}
});
}
public void changeScene(JPanel scene) {
e.removeKeyDispatcher(); //You must create a method that allows you to move the event key dispatcher
t.stopAllTimers(); //You must create a method to stop all timers, or any object that is active.
t = null;
e = null;
p = null;
//If you have more active objects and work with other instances of other classes they should be "broken" or "stopped" and then match their instance to null
App.getInstance().runScene(scene);
}
//Optional...
public JLabel[][] getMat() {
return mat;
}
}
MenuScene.java
public class App extends JFrame {
private JPanel rootPanel;
public App() {
//Define frame
...
runScene(new MenuScene(this));
}
public void runScene(JPanel scene) {
destroyScene();
rootPanel.setBackground(scene.getBackground());
rootPanel.add(scene);
rootPane.validate();
rootPanel.repaint();
}
private void destroyScene() {
rootPanel.removeAll();
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
new App();
}
}
public class MenuScene extends JPanel {
private App app;
public MenuScene(App app) {
this.app = app;
//Define JPanel
...
buttonStart.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new GameScene(app));
}
});
}
}
public class GameScene extends JPanel {
private App;
private Play;
private Timer;
private Event; //Define controls (keyboard)
public GameScene(App app) {
this.app = app;
//Define JPanel, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new MenuScene(app));
}
});
}
}
public class Play {
private JLabel[][] x;
public Play(JLabel[][] x) { //This matrix is important (is an reference), is instanced in GameScene, this is an problem?
this.x = x;
//Define others variables
}
}
public class App extends JFrame {
private JPanel rootPanel;
private static App app;
private App() {
super("x");
createApp();
}
public static App getInstance() {
if (app == null) {
app = new App();
}
return app;
}
private void createApp() {
//Define JFrame, rootPanel, buttons, etc ...
}
public void runScene(JPanel scene) {
rootPanel.removeAll();
rootPanel.add(scene);
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
getInstance().runScene(new MenuScene());
}
}
public class GameScene extends JPanel {
private Play p;
private Timer t;
private Event e; //Define controls (keyboard)
private JLabel[][] mat;
public GameScene() {
//Define JPanel, Matrix, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent x) {
This method is useful to create another scene for example from another instance other than this (GameScene)
changeScene(new MenuScene());
}
});
}
public void changeScene(JPanel scene) {
e.removeKeyDispatcher(); //You must create a method that allows you to move the event key dispatcher
t.stopAllTimers(); //You must create a method to stop all timers, or any object that is active.
t = null;
e = null;
p = null;
//If you have more active objects and work with other instances of other classes they should be "broken" or "stopped" and then match their instance to null
App.getInstance().runScene(scene);
}
//Optional...
public JLabel[][] getMat() {
return mat;
}
}
gamesence.java
public class App extends JFrame {
private JPanel rootPanel;
public App() {
//Define frame
...
runScene(new MenuScene(this));
}
public void runScene(JPanel scene) {
destroyScene();
rootPanel.setBackground(scene.getBackground());
rootPanel.add(scene);
rootPane.validate();
rootPanel.repaint();
}
private void destroyScene() {
rootPanel.removeAll();
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
new App();
}
}
public class MenuScene extends JPanel {
private App app;
public MenuScene(App app) {
this.app = app;
//Define JPanel
...
buttonStart.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new GameScene(app));
}
});
}
}
public class GameScene extends JPanel {
private App;
private Play;
private Timer;
private Event; //Define controls (keyboard)
public GameScene(App app) {
this.app = app;
//Define JPanel, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new MenuScene(app));
}
});
}
}
public class Play {
private JLabel[][] x;
public Play(JLabel[][] x) { //This matrix is important (is an reference), is instanced in GameScene, this is an problem?
this.x = x;
//Define others variables
}
}
public class App extends JFrame {
private JPanel rootPanel;
private static App app;
private App() {
super("x");
createApp();
}
public static App getInstance() {
if (app == null) {
app = new App();
}
return app;
}
private void createApp() {
//Define JFrame, rootPanel, buttons, etc ...
}
public void runScene(JPanel scene) {
rootPanel.removeAll();
rootPanel.add(scene);
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
getInstance().runScene(new MenuScene());
}
}
public class GameScene extends JPanel {
private Play p;
private Timer t;
private Event e; //Define controls (keyboard)
private JLabel[][] mat;
public GameScene() {
//Define JPanel, Matrix, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent x) {
This method is useful to create another scene for example from another instance other than this (GameScene)
changeScene(new MenuScene());
}
});
}
public void changeScene(JPanel scene) {
e.removeKeyDispatcher(); //You must create a method that allows you to move the event key dispatcher
t.stopAllTimers(); //You must create a method to stop all timers, or any object that is active.
t = null;
e = null;
p = null;
//If you have more active objects and work with other instances of other classes they should be "broken" or "stopped" and then match their instance to null
App.getInstance().runScene(scene);
}
//Optional...
public JLabel[][] getMat() {
return mat;
}
}
Play.java
public class App extends JFrame {
private JPanel rootPanel;
public App() {
//Define frame
...
runScene(new MenuScene(this));
}
public void runScene(JPanel scene) {
destroyScene();
rootPanel.setBackground(scene.getBackground());
rootPanel.add(scene);
rootPane.validate();
rootPanel.repaint();
}
private void destroyScene() {
rootPanel.removeAll();
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
new App();
}
}
public class MenuScene extends JPanel {
private App app;
public MenuScene(App app) {
this.app = app;
//Define JPanel
...
buttonStart.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new GameScene(app));
}
});
}
}
public class GameScene extends JPanel {
private App;
private Play;
private Timer;
private Event; //Define controls (keyboard)
public GameScene(App app) {
this.app = app;
//Define JPanel, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new MenuScene(app));
}
});
}
}
public class Play {
private JLabel[][] x;
public Play(JLabel[][] x) { //This matrix is important (is an reference), is instanced in GameScene, this is an problem?
this.x = x;
//Define others variables
}
}
public class App extends JFrame {
private JPanel rootPanel;
private static App app;
private App() {
super("x");
createApp();
}
public static App getInstance() {
if (app == null) {
app = new App();
}
return app;
}
private void createApp() {
//Define JFrame, rootPanel, buttons, etc ...
}
public void runScene(JPanel scene) {
rootPanel.removeAll();
rootPanel.add(scene);
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
getInstance().runScene(new MenuScene());
}
}
public class GameScene extends JPanel {
private Play p;
private Timer t;
private Event e; //Define controls (keyboard)
private JLabel[][] mat;
public GameScene() {
//Define JPanel, Matrix, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent x) {
This method is useful to create another scene for example from another instance other than this (GameScene)
changeScene(new MenuScene());
}
});
}
public void changeScene(JPanel scene) {
e.removeKeyDispatcher(); //You must create a method that allows you to move the event key dispatcher
t.stopAllTimers(); //You must create a method to stop all timers, or any object that is active.
t = null;
e = null;
p = null;
//If you have more active objects and work with other instances of other classes they should be "broken" or "stopped" and then match their instance to null
App.getInstance().runScene(scene);
}
//Optional...
public JLabel[][] getMat() {
return mat;
}
}
非常感谢您的帮助。我找到了一个有点奇怪的解决方案,但我不知道它是否是最好的: 最好的方法是,由于GC不选择活动计时器,因此最好停止它们,并将其他对象匹配为null。使用Singleton模式,我有一个帧的单个实例,该实例将用于希望运行另一个场景的任何类(场景),这里是一个实现: App.java
public class App extends JFrame {
private JPanel rootPanel;
public App() {
//Define frame
...
runScene(new MenuScene(this));
}
public void runScene(JPanel scene) {
destroyScene();
rootPanel.setBackground(scene.getBackground());
rootPanel.add(scene);
rootPane.validate();
rootPanel.repaint();
}
private void destroyScene() {
rootPanel.removeAll();
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
new App();
}
}
public class MenuScene extends JPanel {
private App app;
public MenuScene(App app) {
this.app = app;
//Define JPanel
...
buttonStart.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new GameScene(app));
}
});
}
}
public class GameScene extends JPanel {
private App;
private Play;
private Timer;
private Event; //Define controls (keyboard)
public GameScene(App app) {
this.app = app;
//Define JPanel, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new MenuScene(app));
}
});
}
}
public class Play {
private JLabel[][] x;
public Play(JLabel[][] x) { //This matrix is important (is an reference), is instanced in GameScene, this is an problem?
this.x = x;
//Define others variables
}
}
public class App extends JFrame {
private JPanel rootPanel;
private static App app;
private App() {
super("x");
createApp();
}
public static App getInstance() {
if (app == null) {
app = new App();
}
return app;
}
private void createApp() {
//Define JFrame, rootPanel, buttons, etc ...
}
public void runScene(JPanel scene) {
rootPanel.removeAll();
rootPanel.add(scene);
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
getInstance().runScene(new MenuScene());
}
}
public class GameScene extends JPanel {
private Play p;
private Timer t;
private Event e; //Define controls (keyboard)
private JLabel[][] mat;
public GameScene() {
//Define JPanel, Matrix, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent x) {
This method is useful to create another scene for example from another instance other than this (GameScene)
changeScene(new MenuScene());
}
});
}
public void changeScene(JPanel scene) {
e.removeKeyDispatcher(); //You must create a method that allows you to move the event key dispatcher
t.stopAllTimers(); //You must create a method to stop all timers, or any object that is active.
t = null;
e = null;
p = null;
//If you have more active objects and work with other instances of other classes they should be "broken" or "stopped" and then match their instance to null
App.getInstance().runScene(scene);
}
//Optional...
public JLabel[][] getMat() {
return mat;
}
}
gamesence.java
public class App extends JFrame {
private JPanel rootPanel;
public App() {
//Define frame
...
runScene(new MenuScene(this));
}
public void runScene(JPanel scene) {
destroyScene();
rootPanel.setBackground(scene.getBackground());
rootPanel.add(scene);
rootPane.validate();
rootPanel.repaint();
}
private void destroyScene() {
rootPanel.removeAll();
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
new App();
}
}
public class MenuScene extends JPanel {
private App app;
public MenuScene(App app) {
this.app = app;
//Define JPanel
...
buttonStart.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new GameScene(app));
}
});
}
}
public class GameScene extends JPanel {
private App;
private Play;
private Timer;
private Event; //Define controls (keyboard)
public GameScene(App app) {
this.app = app;
//Define JPanel, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
app.runScene(new MenuScene(app));
}
});
}
}
public class Play {
private JLabel[][] x;
public Play(JLabel[][] x) { //This matrix is important (is an reference), is instanced in GameScene, this is an problem?
this.x = x;
//Define others variables
}
}
public class App extends JFrame {
private JPanel rootPanel;
private static App app;
private App() {
super("x");
createApp();
}
public static App getInstance() {
if (app == null) {
app = new App();
}
return app;
}
private void createApp() {
//Define JFrame, rootPanel, buttons, etc ...
}
public void runScene(JPanel scene) {
rootPanel.removeAll();
rootPanel.add(scene);
rootPanel.revalidate();
rootPanel.repaint();
}
public static void main(String[] args) { //Main
getInstance().runScene(new MenuScene());
}
}
public class GameScene extends JPanel {
private Play p;
private Timer t;
private Event e; //Define controls (keyboard)
private JLabel[][] mat;
public GameScene() {
//Define JPanel, Matrix, Play, Timer and Event
...
buttonBackMenu.addActionListener(new ActionListener() {
@Override
public void actionPerformed(ActionEvent x) {
This method is useful to create another scene for example from another instance other than this (GameScene)
changeScene(new MenuScene());
}
});
}
public void changeScene(JPanel scene) {
e.removeKeyDispatcher(); //You must create a method that allows you to move the event key dispatcher
t.stopAllTimers(); //You must create a method to stop all timers, or any object that is active.
t = null;
e = null;
p = null;
//If you have more active objects and work with other instances of other classes they should be "broken" or "stopped" and then match their instance to null
App.getInstance().runScene(scene);
}
//Optional...
public JLabel[][] getMat() {
return mat;
}
}
Play.java、Event.java、Timer.java(X)
当你从游戏中按back键时,你应该拆除/销毁游戏控件,特别是计时器,你还应该取消对app变量的引用,以防止任何循环引用1)“我给你一个最重要类的概述:”为了更快地获得更好的帮助,请发布或。2)
rootPanel.removeAll();rootPanel.revalidate();rootPanel.repaint()代码>使用,如中所示。