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1  Game Development / Newbie & Debugging Questions / Re: Java 1.4.2, Calendar Bug (Gregorian Calendar). on: 2006-04-15 18:59:57
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    /**
     * Field number for <code>get</code> and <code>set</code> indicating the
     * month. This is a calendar-specific value. The first month of the year is
     * <code>JANUARY</code> which is 0; the last depends on the number of months in a year.
     *
     */

    public final static int MONTH = 2;

2  Game Development / Newbie & Debugging Questions / Re: issue with keyPressed and keyReleased on: 2006-04-15 16:54:35
really? that's pretty messed up
Yes, it's really annoying  Cry

This is what I do now:

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public class Game implements KeyListener
{
   private class Keyvent
   {
      public KeyEvent _event;

      public boolean _pressed;

      public Keyvent(KeyEvent event, boolean pressed)
      {
         _event = event;
         _pressed = pressed;
      }
   }

   private Queue<Keyvent> _keyvents;

   public Game()
   {
      _keyvents = new LinkedList<Keyvent>();
   }

   public void keyPressed(KeyEvent e)
   {
      _keyvents.add(new Keyvent(e, true));
   }

   public void keyReleased(KeyEvent e)
   {
      _keyvents.add(new Keyvent(e, false));
   }

   public void update()
   {
      if (!_keyvents.isEmpty())
      {
         Iterator<Keyvent> it = _keyvents.iterator();
         Keyvent a = it.next();
         while (it.hasNext())
         {
            Keyvent b = it.next();
            if (a._event.getKeyCode() == b._event.getKeyCode()
                  && !a._pressed && b._pressed
                  && a._event.getWhen() == b._event.getWhen())
            {
               if (it.hasNext())
               {
                  a = it.next();
               }
               else
               {
                  a = null;
               }
            }
            else
            {
               processKeyvent(a);
               a = b;
            }
         }
         if (a != null)
         {
            processKeyvent(a);
         }
         _keyvents.clear();
      }
   }

   private void processKeyvent(Keyvent keyvent)
   {
      if (keyvent._pressed)
      {
         // do something with pressed key
     }
      else
      {
         // do something with released key
     }
   }
}


The problem is that update() does not run in the same thread as keyPressed and keyReleased. Sometimes update() gets invoked after the "fake" keyReleased has been put into the Queue, but the corresponding "fake" keyPressed has not yet been, and so the fake pair is not recognised as such.

Is there really no simple way such as a method like disableKeyRepeat() or something? Cry
3  Game Development / Newbie & Debugging Questions / issue with keyPressed and keyReleased on: 2006-04-15 15:40:10
I have a class that implements the KeyListener interface. When I press a key down and release it after a couple of seconds, I would expect the keyPressed method to be invoked exactly once and the keyReleased method to be invoked exactly once.

But what happens is that both methods get invoked very often, although I do not release the key. Is there any way to prevent this and obtain the desired behaviour described above?
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