AStar Search Logic (Bug)

I have been working on a simple implementation of the A* Search Algorithm. I thought it was working, but apparently I didn't test it enough with different terrain movement costs (grass is easier to pass through than mountains, etc.). And now I'm wondering if my logic is even correct:
loop through each waypoint:
    do until next waypoint is found:
        do for each adjacent node:
            if checked node is on the closed list:
                if checked node is not on the open list:
                    make the checked node's parent = the current node
                    put the checked node on the open list
                    checked node g cost = parent node g cost + 1 (straight) or sqrt of 2 (diagonal)
                if checked node is on the open list:
                    if the checked node's g cost < the parent node's g cost:
                        --------Should I do this next line?--------
                        switch the two nodes (in terms of parent)
                        checked node g cost = parent node g cost + 1 (straight) or sqrt of 2 (diagonal)
    let h cost = distance between current node and next waypoint
    let f cost = g cost + h cost
    make the current node the node with the lowest f cost
    put it on the closed list and remove it from the openI think that just about covers it.
I can't seem to find good documentation on A*, so I tried several similar ways (particularly regarding the parent values), but none seem to work. The full source code can be found at http://students.hightechhigh.org/~dturnbull/11thGradeDP/Programming/AStar/AStar.zip (along with the Jar itself). A screenshot of the bug and the corresponding debug log can be found at http://students.hightechhigh.org/~dturnbull/11thGradeDP/Programming/AStar/Debug/.
(In the screenshot, the other two paths should have the same f cost as going through the middle disregarding terrain cost. Why then, would it choose to go through the high movement cost terrain?)
Can someone please point me in the right direction?

First I'd like to say that, considering you're an 11th grade student, you really did a nice job! Your aplication looks nice and you have even commented your code with Javadoc standards.
But now the criticism. ; )
You have one big problem: your AStar class. It's far too big (almost 2000 lines!) and has far too much responsibility: it's handling events, the GUI, game logic, etc. Some of the methods are over 100 lines long(!), making them very hard to follow.
It's best to create a non-GUI application first and when your game logic is done (and works), build a GUI around it [1].
When creating a larger application, it can be helpfull to underline all nouns and verbs in the problem description: the nouns are your classes and the verbs are the methods from those classes.
You could end up with these five classes:
|                                                                      |
| + TerrainType: enum                                                  |
|______________________________________________________________________|
|                                                                      |
| - cost: int                                                          |
| - passable: boolean                                                  |
| - label: char                                                        |
|______________________________________________________________________|
|                                                                      |
| -TerrainType(cost: int, passable: boolean, label: char) << constr >> |
| + getCost(): int                                                     |
| + isPassable(): boolean                                              |
| + getLabel(): char                                                   |
| + toString(): String                                                 |
|______________________________________________________________________|
|                                            |
| + Coordinate                               |
|____________________________________________|
|                                            |
| x: int                                     |
| y: int                                     |
| Direction: enum                            |
|____________________________________________|
|                                            |
| + Coordinate(x: int, y: int): << constr >> |
| + distance(that: Coordinate): int          |
| + equals(o: Object): boolean               |
| + get(direction: Direction): Coordinate    |
| + toString(): String                       |
|____________________________________________|
|                                                  |
| + Tile                                           |
|__________________________________________________|
|                                                  |
| - coordinate: Coordinate                         |
| - terrainType: TerrainType                       |
|__________________________________________________|
|                                                  |
| + Tile(x: int, y: int, type: char): << constr >> |
| + equals(o: Object): boolean                     |
| + getCoordinate(): Coordinate                    |
| + getTerrainType(): TerrainType                  |
| + hashCode(): int                                |
| + toString(): String                             |
|__________________________________________________|
|                                       |
| + Path                                |
|_______________________________________|
|                                       |
| - tiles: List<Tile>                   |
| - end: Coordinate                     |
| - cost: int                           |
| - estimate: int                       |
|_______________________________________|
|                                       |
| + Path(end: Coordinate): << constr >> |
| + Path(that: Path): << constr >>      |
| + add(tile: Tile): void               |
| + compareTo(that: Path): int          |
| + contains(tile: Tile): boolean       |
| + getLastTile(): Tile                 |
| + reachedEndCoordinate(): boolean     |
| + toString(): String                  |
|_______________________________________|
|                                                               |
| + Grid                                                        |
|_______________________________________________________________|
|                                                               |
| - grid: Tile[][]                                              |
| - width: int                                                  |
| - height: int                                                 |
|_______________________________________________________________|
|                                                               |
| + Grid(width: int, height: int, data: String[]): << constr >> |
| + findPath(start: Coordinate, end: Coordinate): Path          |
| + getNeighbours(tile: Tile): List<Tile>                       |
| + getTile(c: Coordinate): Tile                                |
| - processData(data: String[]): void                           |
| + toString(): String                                          |
|_______________________________________________________________|Note that the TerrainType is an enum [2].
I used the following data for the grid:// 'b'=brick, 'X'=building, 'm'=mud, '.'=dummy
String[] data = {
    "bbbbbbbbbbbbbbbb",
    "bXXXXbXXXXXXXXXb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XmX.......Xb",
    "bX..XmX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bX..XbX.......Xb",
    "bXXXXbXXXXXXXXXb",
    "bbbbbbbbbbbbbbbb"
}And the algorithm in the Grid class for finding a 'cheapest' path between two points (the A* algorithm) could be written as:public Path findPath(Coordinate start, Coordinate end) {
  Queue<Path> allPaths = new PriorityQueue<Path>();
  Set<Tile> visited = new HashSet<Tile>();
  Path firstPath = new Path(end);
  firstPath.add(getTile(start));
  allPaths.offer(firstPath);
  visited.add(getTile(start));
  while(!allPaths.isEmpty()) {
    Path cheapestPath = allPaths.poll();
    Tile lastTile = cheapestPath.getLastTile();
    List<Tile> neighbours = getNeighbours(lastTile);
    for(Tile tile : neighbours) {
      if(visited.add(tile)) {
        Path copy = new Path(cheapestPath);
        copy.add(tile);
        allPaths.add(copy);
        if(copy.reachedEndCoordinate()) return copy;
  return null;
}Due to the fact that all paths are stored in a PriorityQueue, I always get the cheapest path. Of course the Path class needs to implement the Comparable interface in order to let the PriorityQueue order the paths correctly [3].
So, I'm sorry I cannot help you with the bug in your code, but perhaps this is of help to you.
Good luck.
[1] Google for "MVC pattern".
[2] If you're new to enum's, read this tutorial: http://java.sun.com/docs/books/tutorial/java/javaOO/enum.html
[3] This tutorial explain how to do that: http://java.sun.com/docs/books/tutorial/collections/interfaces/order.html

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    well. the simplest of rules to follow is that if you have a project 'x' with a deadline 'y', then system updates can and should wait until after 'y'. at the end of the day, we are the professionals responsible for getting the work done, nobody else. if the machine is working, then don't mess with it till you have the time to backup (or even better, clone) your system and then carefully dedicate some time to doing an update. and even then, you should only do it after you've waited for the dust to settle, to make sure that there aren't any reports of big problems with the update, and after you've done the rounds of all your 3rd party plug in websites to make sure they haven't got big flashing warning signs all over their site screaming 'our plug ins aren't ready for system x.y.z yet!'.. or at the very least, they may have updates for you to get first.
    in the case of this OS update, it really does look like the only legit problem being reported so far is the new AU val causing some plug ins to fail validation. the cause seems to be only that developers knew this new AU val version was coming, but weren't expecting it till 10.5 leopard. so it's not a bug, nor a faulty update nor a bug-bomb dropped on us all by apple. all that is going to be required is an update to certain plug ins so that they pass validation again, because there was a spec change. and according to reports, there doesn't seem to be anything critically wrong with these plug ins either.. they just don't match the new spec so AU val deems them as failed. you can still open the validation app and force logic to use them, and then continue working as normal, until updates come out.

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