and just dirtying the entire panel, we don't want to set _dx and _dy, as
that will trigger the actual use of copyArea and so forth during painting.
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constructor to reflect that rather than requiring coordinates that are
then not really valid.
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potentially scrolling view. Also added a means for non-sprites and
animations to hear about view scrolls.
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in the front layer which is generally what we want.
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return a tile with an error image so that the caller doesn't freak out and
we achieve maximal "continue to work as much as possible."
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1. Modified the performance metric code to use hundred microseconds rather
than milliseconds as millis are not sufficiently fine grained.
2. Switched from using an ObserverList to a hand-rolled mechanism for
frame participants. It is unfortunate that we're not reusing code (though
this turns out to be 55 fewer lines of code) but the FrameManager needs to
allow tick participants to be removed from the list while in the middle of
processing another participant's tick.
With the ObserverList we have to use SAFE_IN_ORDER_NOTIFY which adds
undesirable overhead to each tick, or FAST_UNSAFE_NOTIFY which is
efficient, but freaks out if an as-yet-unticked participant is removed
during another particpant's tick.
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we want to do most of the time anyway (in cases where we don't care about
whether an animation is "interesting" with regard to puzzle action).
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has colorizations and implements the "String[] getColorizations()" method.
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the first time. This is the only indication that things are really
underway and it's a fine time to do things like play sounds that are
synchronized with that media and do other fun stuff.
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follow doesn't tell us anything about the hosed tileset.
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- Removed the RuntimeAdjust for tweaking the Line's buffer size.
- Feed data to the Line in chunks the same size as its buffer.
- Rather than sleeping 3 seconds, calculate how long it would take to play
the line's entire buffer and sleep that long. It turns out that with
the buffer size I'm using and the sample rates our sounds are encoded at,
this is less than 400 ms.
- Went ahead and increased the maximum number of simultaneous line spoolers
to 12.
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