Program: 19961
Project: 19961
Buggy source:
/** 
 * Suoritt�� s�ikeen. Android kutsuu t�t� automaattisesti kun GameThread on k�ynnistetty thread-funktiolla (sis�ltyy Thread-luokkaan).
 */
@Override public void run(){
  EffectManager.getInstance();
  MessageManager.getInstance();
  hud=new Hud(context,weaponManager);
  touchManager=new TouchManager(dm,surfaceView,context,hud,weaponManager);
  gameMode=new GameMode(gameActivity,dm,context,weaponManager);
  allLoaded=true;
  waveStartTime=android.os.SystemClock.uptimeMillis();
  lastMovementUpdate=waveStartTime;
  lastAiUpdateStateOne=waveStartTime;
  lastAiUpdateStateTwo=waveStartTime;
  lastAiUpdateStateThree=waveStartTime;
  lastAiUpdateStateFour=waveStartTime;
  lastCooldownUpdate=waveStartTime;
  lastGameModeUpdate=waveStartTime;
  lastCollisionUpdate=waveStartTime;
  lastArmorUpdate=waveStartTime;
  lastBoundCheck=waveStartTime;
  lastGuideArrowUpdate=waveStartTime;
  lastRadarUpdate=waveStartTime;
  while (running) {
    long currentTime=android.os.SystemClock.uptimeMillis();
    if (currentTime - lastBoundCheck >= 1500) {
      lastBoundCheck=currentTime;
      gameMode.checkBounds();
    }
    if (currentTime - lastMovementUpdate >= 10) {
      updateMovement(currentTime);
      updateBackgroundStars();
    }
    if (currentTime - waveStartTime >= 3000) {
      updateSpeedUp=2;
    }
    if (wrapper.player != null) {
      updateAi(currentTime);
    }
    if (currentTime - lastCollisionUpdate >= 50) {
      checkCollisions(currentTime);
    }
    updateEffectPositions();
    updateWeaponCooldowns(currentTime);
    recoverWeaponArmor(currentTime);
    updateGameMode(currentTime);
    updateGuideArrows(currentTime);
    updateRadar(currentTime);
    try {
      Thread.sleep(20);
    }
 catch (    InterruptedException e) {
      e.printStackTrace();
    }
  }
}

Fixed version (ground truth):
/** 
 * Suoritt�� s�ikeen. Android kutsuu t�t� automaattisesti kun GameThread on k�ynnistetty thread-funktiolla (sis�ltyy Thread-luokkaan).
 */
@Override public void run(){
  EffectManager.getInstance();
  MessageManager.getInstance();
  hud=new Hud(context,weaponManager);
  touchManager=new TouchManager(dm,surfaceView,context,hud,weaponManager);
  gameMode=new GameMode(gameActivity,dm,context,hud,weaponManager);
  allLoaded=true;
  waveStartTime=android.os.SystemClock.uptimeMillis();
  lastMovementUpdate=waveStartTime;
  lastAiUpdateStateOne=waveStartTime;
  lastAiUpdateStateTwo=waveStartTime;
  lastAiUpdateStateThree=waveStartTime;
  lastAiUpdateStateFour=waveStartTime;
  lastCooldownUpdate=waveStartTime;
  lastGameModeUpdate=waveStartTime;
  lastCollisionUpdate=waveStartTime;
  lastArmorUpdate=waveStartTime;
  lastBoundCheck=waveStartTime;
  lastGuideArrowUpdate=waveStartTime;
  lastRadarUpdate=waveStartTime;
  while (running) {
    long currentTime=android.os.SystemClock.uptimeMillis();
    if (currentTime - lastBoundCheck >= 1500) {
      lastBoundCheck=currentTime;
      gameMode.checkBounds();
    }
    if (currentTime - lastMovementUpdate >= 10) {
      updateMovement(currentTime);
      updateBackgroundStars();
    }
    if (currentTime - waveStartTime >= 3000) {
      updateSpeedUp=2;
    }
    if (wrapper.player != null) {
      updateAi(currentTime);
    }
    if (currentTime - lastCollisionUpdate >= 50) {
      checkCollisions(currentTime);
    }
    updateEffectPositions();
    updateWeaponCooldowns(currentTime);
    recoverWeaponArmor(currentTime);
    updateGameMode(currentTime);
    updateGuideArrows(currentTime);
    updateRadar(currentTime);
    try {
      Thread.sleep(20);
    }
 catch (    InterruptedException e) {
      e.printStackTrace();
    }
  }
}