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Neighbor count not updating in real - time. Values are behind one generation when the simulation is ran. Initially shows up correctly. Falls behind one

Neighbor count not updating in real-time. Values are behind one generation when the simulation is ran. Initially shows up correctly. Falls behind one generation when the simulation is ran.void MainWindow::CalculateNextGeneration()
{
std::vector> sandbox(gameBoard.size(), std::vector(gameBoard[0].size(), false));
std::vector> newNeighborCount(gameBoard.size(), std::vector(gameBoard[0].size(),0));
int newLivingCellCount =0;
// Calculate new neighbor counts and update cell states
for (int i =0; i < gameBoard.size(); i++)
{
for (int j =0; j < gameBoard[i].size(); j++)
{
int neighbors = CalculateLivingNeighbors(i, j);
newNeighborCount[i][j]= neighbors;
if (gameBoard[i][j])
{
if (neighbors <2|| neighbors >3)
{
sandbox[i][j]= false; // Cell dies
}
else
{
sandbox[i][j]= true; // Cell lives
newLivingCellCount++;
}
}
else
{
if (neighbors ==3)
{
sandbox[i][j]= true; // Cell becomes alive
newLivingCellCount++;
}
else
{
sandbox[i][j]= false; // Cell remains dead
}
}
}
}
// Update the neighbor count, living cell count, and generations
livingCells = newLivingCellCount;
generations++;
drawingPanel->UpdateNeighborCount(newNeighborCount);
// Update the game board with the new generation
gameBoard.swap(sandbox);
// Update status text
UpdateStatusBar();
// Update the neighbor count, living cell count, and generations in the drawing panel
drawingPanel->UpdateLivingCellCount(livingCells);
drawingPanel->UpdateGenerations(generations);
// Refresh the drawing panel
Refresh();
}

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