animations triggered on the completion of previous animations so as not to
booch things if a triggered animation is queued up after all previous
animations have already been started.
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previously stopped it every time it fired anyway.
- Enforce a maximum queue size for played sounds so that things don't get
out of hand.
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animations can be cued on the completion of the previous animation;
runnables can be provided for invocation upon animation completion or
in place of an animation in the chain.
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which results in the component (and every other component in between that
component and the Sun) becoming invalid. Unfortunately, it isn't kind
enough to also let the RepaintManager know about its jokey business, and
so things simply remain invalid until some other joker comes along and
invalidates everything on God's green earth (like the JTextField). We hack
in a call to revalidate() on our poor unsuspecting scrolled component so
that everything will work properly.
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validate roots because when their children are invalidated, it causes the
entire hierarchy to be invalidated, which we then must revalidate lest
they live the rest of their mortal lives as invalids.
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image to render in the upper left of where we want it.
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the time at which the sound will stop. Stop events are flawed.
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- let the AudioSystem figure out the file format from the sound data.
- LRU cache for clip data
- Don't free system resources from clips until at least 4 seconds after
they're finished playing. Reuse clips (and their resources) when possible.
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off so much while I was sailing around. Take that you little fucker! How
do you like that, huh?
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screen vertically, instead request to dirty one with zero height.
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was documented, so that callers can do things like fall back to trying the
classpath rather than having the previously-thrown IOException circumvent
the rest of their antics.
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the default 1x1 transparent image we're given if the image manager failed
to load an image successfully.)
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which the image is to be loaded. Removed unused imports.
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