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Home/ Questions/Q 6772637
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T15:34:21+00:00 2026-05-26T15:34:21+00:00

I’m trying to write a game, so every frame I call the doDraw() method

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I’m trying to write a game, so every frame I call the doDraw() method where I’m using an iterator to loop through all GameObjects and print them all on screen:

Iterator<GameObject> itr = mObjList.iterator();
    while (itr.hasNext()) {
        GameObject obj = itr.next(); // this line gives me the error
        ...
        // print object
    }

The only method that adds item to the list, is this:

public void click(int x, int y) {
    // adds new object to the list on a click event
    mObjList.add(new GameObject(x, y));
}

Most of the times it works. But sometimes I get this error:

java.util.ConcurrentModificationException

From the line with “itr.next()”. From what I’ve googled, I figured this is because the click() event sometimes happen before the draw() finishes drawing every object, so it’s changing the list while the iterator is using it. I suppose this is what’s wrong?

But I’m not experienced with threads. How could I possibly fix this? Maybe I’m doing this whole thing wrong and I should use a completely different method to print all objects on screen?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T15:34:21+00:00Added an answer on May 26, 2026 at 3:34 pm

    If the expected number of reads and traversals greatly outnumbers the number of updates to the list, use a CopyOnWriteArrayList.

    Otherwise, synchronize on the list (or a dedicated mutex object) when iterating and mutating:

    private List<GameObject> mObjList = /* whatever */;
    private final Object mListMutex = new Object();
    
    // snip...
    
    synchronized (mListMutex) {
        for (GameObject obj : mObjList) {
            // do your thang
        }
    }
    
    // snip...
    public void click(int x, int y) {
        GameObject obj = new GameObject(x, y);
        synchronized (mListMutex) {
            mObjList.add(obj);
        }
    }
    
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