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Question by Diesign · Feb 05, 2019 at 05:45 AM · c#crashfreezefor-loopfreezing

Function runs fine the first time but crashes if I run it twice?

I have a function that runs fine the first time it executes at start but it crashes the second time I run it after an interaction. I suspect the issue may be related to for-loops similar to to the freezing described here but I think my function is just executing once. I also found this but even after 15 minutes nothing executed.

Here is the function:

     public void ShuffleCards()
     {
         print("test");
         //Choose Correct Dictionary
         foreach (object key in RandomKey(initialSoundDictQueue).Take(1))
         {
            
             correctSoundDict = key.ToString();
         }
 
 
         //Choose Correct Card
         foreach (object value in RandomValues(cardQueue).Take(1))
         {
             correctCard = (GameObject)value;
             correctCard.AddComponent<CorrectCard>();
         }
 
 
         //Reveal Correct Card
         foreach (object key in RandomKey(initialSoundDictQueue[correctSoundDict]).Take(1))
         {
             string stringKey = key.ToString();
 
             correctObject = initialSoundDictQueue[correctSoundDict][stringKey];
 
             Instantiate(correctObject, correctCard.transform.position, Quaternion.identity, correctCard.transform.GetChild(0));
 
             TextMeshPro title = correctCard.transform.GetChild(1).GetComponent<TextMeshPro>();
 
             string noSpaceTitle = stringKey.Replace(" ", string.Empty);
 
             title.text = noSpaceTitle;
 
             TextMeshPro subhead = correctCard.transform.GetChild(2).GetComponent<TextMeshPro>();
 
             subhead.text = stringKey;
 
         }
 
 
         //Choose Incorrect Dictionary
         foreach (object key in RandomKey(initialSoundDictQueue).Take(1))
         {
             incorrectSoundDict = key.ToString();
         }
 
 
         //Choose First Incorrect Card1
         foreach (object value in RandomValues(cardQueue).Take(1))
         {
             incorrectCard1 = (GameObject)value;
         }
 
 ;
         //Reveal First Incorrect Card
         foreach (object key in RandomKey(initialSoundDictQueue[incorrectSoundDict]).Take(1))
         {
             string stringKey = key.ToString();
 
 
 
             incorrectObject1 = initialSoundDictQueue[incorrectSoundDict][stringKey];
 
             Instantiate(incorrectObject1, incorrectCard1.transform.position, Quaternion.identity, incorrectCard1.transform.GetChild(0));
 
             TextMeshPro title = incorrectCard1.transform.GetChild(1).GetComponent<TextMeshPro>();
 
             string noSpaceTitle = stringKey.Replace(" ", string.Empty);
 
             title.text = noSpaceTitle;
 
             TextMeshPro subhead = incorrectCard1.transform.GetChild(2).GetComponent<TextMeshPro>();
 
             subhead.text = stringKey;
 
         }
 
         //Choose Second Incorrect Card1
         foreach (object value in RandomValues(cardQueue).Take(1))
         {
             incorrectCard2 = (GameObject)value;
         }
 
 
         //Reveal Second Incorrect Card
         foreach (object key in RandomKey(initialSoundDictQueue[incorrectSoundDict]).Take(1))
         {
             string stringKey = key.ToString();
 
             incorrectObject2 = initialSoundDictQueue[incorrectSoundDict][stringKey];
 
             Instantiate(incorrectObject2, incorrectCard2.transform.position, Quaternion.identity, incorrectCard2.transform.GetChild(0));
 
             TextMeshPro title = incorrectCard2.transform.GetChild(1).GetComponent<TextMeshPro>();
 
             string noSpaceTitle = stringKey.Replace(" ", string.Empty);
 
             title.text = noSpaceTitle;
 
             TextMeshPro subhead = incorrectCard2.transform.GetChild(2).GetComponent<TextMeshPro>();
 
             subhead.text = stringKey;
 
         }
     }
 
 
 
     public IEnumerable<TValue> RandomValues<TKey, TValue>(IDictionary<TKey, TValue> dict)
     {
         System.Random rand = new System.Random();
         List<TValue> values = Enumerable.ToList(dict.Values);
         int size = dict.Count;
         while (true)
         {
             TValue chosenValue = values[rand.Next(size)];
 
           if (vetList.Contains(chosenValue.ToString()))
             {
                 //print("Contains");
             }
             else
             {
                 vetList.Add(chosenValue.ToString());
                 yield return chosenValue;
             }
         }
     }
 
 
     public IEnumerable<TKey> RandomKey<TKey, TValue>(IDictionary<TKey, TValue> keyQueue)
     {
         System.Random rand = new System.Random();
         List<TKey> Keys = Enumerable.ToList(keyQueue.Keys);
         int size = keyQueue.Count;
         while (true)
         {
             TKey chosenKey = Keys[rand.Next(size)];
 
             if (vetList.Contains(chosenKey.ToString()))
             {
                 print("Contains");
             }
             else
             {
                 vetList.Add(chosenKey.ToString());
                 yield return chosenKey;
             }
         }
     }

This is where it freezes when I execute resetExercise() after interaction with a card. Test will print so I assume the for loop is what's freezing it? Apologies if the answer is obvious.

     public void resetExercise () {
 
         GameObject ShuffleObject = GameObject.Find("InitialSoundCardShuffler");
 
         CardShuffler = ShuffleObject.GetComponent<InitialSoundCardShuffler>();
 
         CardShuffler.initialSoundCounter++;
 
         CardShuffler.progressBar.value = CardShuffler.CalculateProgress();
 
         CardShuffler.ShuffleCards();
 
     }

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avatar image DCordoba · Feb 05, 2019 at 08:51 AM 0
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the number of calls to the random methods that are allowed before enter a infinite loop, strong depends of their respective dict size, what happen if you replace: in RandomValues()

      while (true){

by

      while (vetList.count < size)

and create a vetList$$anonymous$$ to hold the values generated in Random$$anonymous$$ey(), also change inside the while of Random$$anonymous$$ey():

      while (vetList$$anonymous$$.count<size)
      {
          T$$anonymous$$ey chosen$$anonymous$$ey = $$anonymous$$eys[rand.Next(size)];
 
          if (vetList$$anonymous$$.Contains(chosen$$anonymous$$ey.ToString()))
          {
              print("Contains");
          }
          else
          {
              vetList$$anonymous$$.Add(chosen$$anonymous$$ey.ToString());
              yield return chosen$$anonymous$$ey;
          }
      }

if you still have cpu overloads, probably will need to change some desing, like verify if you need a script to check if a card is correct (maybe you store some values there, idk) otherwise, use a bool or change tag, or use a comparer inside a list of string, maybe you cannot do the comparision of all TValues already chosen on other, more efficient way?, you know, I dont have all the proyect so I can only make assumptions about how optimize it, you are on the field :)

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Best Answer

Answer by Diesign · Feb 06, 2019 at 07:26 AM

It was because it ran out of inputs and went into an infinite loop while checking the vetlist and having not other dicts to choose from.

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