我正在将 Java Maze 应用程序移植到 Android 中。这意味着我正在使用给我的 Java 代码(我没有编写这部分),重写了一些类(即,将 Java 图形更改为 Android 图形,以便它可以在 Android 上运行,并且我已经创建了 Android UI 活动已经。
我的问题是……据我所知,迷宫是用“buildthread”建造的。我试图在迷宫构建过程线程(buildthread)期间进行干预,以更新我的生成活动的进度条。但是当我在我的 Mazebuilder 类中声明我的生成活动,然后使用我的“生成活动”变量 (GA) 尝试将更新的进度号发送回我的 android UI 类时,它会抛出一个空指针预期。
我很确定我在下面的代码中声明了变量并对其进行了初始化。
public GeneratingActivity GA;
/**
* Constructor for a randomized maze generation
*/
public MazeBuilder(){
random = new Random();
}
public MazeBuilder(GeneratingActivity activity){
random = new Random();
GA = activity ;
}
此处抛出错误(GA.increaseprogress(...)):
private Seg findPartitionCandidate(Vector<Seg> sl) {
Seg pe = null ;
int bestgrade = 5000; // used to compute the minimum of all observed grade values, set to some high initial value
int maxtries = 50; // constant, only used to determine skip
// consider a subset of segments proportional to the number of tries, here 50, seems to randomize the access a bit
int skip = (sl.size() / maxtries);
if (skip == 0)
skip = 1;
for (int i = 0; i < sl.size(); i += skip) {
Seg pk = (Seg) sl.elementAt(i);
if (pk.partition)
continue;
partiters++;
if ((partiters & 31) == 0) {
// During maze generation, the most time consuming part needs to occasionally update the current screen
//
if (GA.increaseProgress(partiters*100/expected_partiters))
{
// give main thread a chance to process keyboard events
try {
Thread.currentThread().sleep(10);
} catch (Exception e) { }
}
}
int grade = grade_partition(sl, pk);
if (grade < bestgrade) {
bestgrade = grade;
pe = pk; // determine segment with smallest grade
}
}
return pe;
}
这是我的生成活动 android 类,它启动迷宫构建过程并具有 increaseprogress 方法:
package edu.wm.cs.cs301.KatzAMaze;
public class GeneratingActivity extends Activity {
private ProgressBar progressBar1;
private int progressBarStatus = 0;
public MazeBuilder mazeBuilder;
public Maze maze;
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.activity_generating);
progressBar1 = (ProgressBar) findViewById(R.id.progressBar1);
Intent intent = getIntent();
int mazeDifficulty = intent.getIntExtra("difficulty", 0);
String mazeAlgorithm = intent.getStringExtra("algorithm");
if (mazeAlgorithm == "Prim's"){
mazeBuilder = new MazeBuilderPrim();
mazeBuilder.build(maze, mazeBuilder.skill_x[mazeDifficulty], mazeBuilder.skill_y[mazeDifficulty],
mazeBuilder.skill_rooms[mazeDifficulty], mazeBuilder.skill_partct[mazeDifficulty]); // changed THIS to maze
}
else {
mazeBuilder = new MazeBuilder();
mazeBuilder.build(maze, mazeBuilder.skill_x[mazeDifficulty], mazeBuilder.skill_y[mazeDifficulty],
mazeBuilder.skill_rooms[mazeDifficulty], mazeBuilder.skill_partct[mazeDifficulty]); // changed THIS to maze
}
}
public boolean increaseProgress(int percentage){
progressBar1.setProgress(percentage);
return true ;
}
@Override
public boolean onCreateOptionsMenu(Menu menu) {
getMenuInflater().inflate(R.menu.activity_generating, menu);
return true;
}
// Configures the Back button to bring the user to the Title Screen
public boolean onKeyDown(int keyCode, KeyEvent event) {
if (keyCode == KeyEvent.KEYCODE_BACK && event.getRepeatCount() == 0) {
Toast.makeText(this, "Going back to Title Screen", Toast.LENGTH_SHORT).show();
Log.i("GeneratingActivity", "You have selected to return to the Title Screen");
}
return super.onKeyDown(keyCode, event);
}
public void finishGenerating (View view) {
Button generatingButton = (Button) findViewById(R.id.button1);
generatingButton.isClickable();
switch(view.getId()) {
case R.id.button1:
if (generatingButton.isPressed()) {
Toast.makeText(this, "You have selected to Play", Toast.LENGTH_SHORT).show();
Log.i("GeneratingActivity", "You have selected to Play");
}
break;
}
Intent intent = new Intent(this, PlayActivity.class);
startActivity(intent);
}
}
谢谢你的帮助。