granularity instead of 20ms which is what we get from Thread.sleep() which
probably uses the less than aptly named nanosleep() which seems to give
about that granularity.
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false, but we still need to call willPaint() after *every* tick, so we
have to do that in needsPaint() where we can be sure it will get called.
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the system property. The factory works under JWS, but is a little
worrisome because you can only have one factory per JVM.
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reconnect and needs to know the name of the field to listen for to avoid
issuing rapid-fire subscription requests.
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creates the temp cache directory so that it is only registered once even
if multiple resource managers are created by the JVM (which happens in ant
builds).
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the MacOS JVM (though the MacOS JVM has the same fricking bug, it's just
that the workaround doesn't "work").
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tiles into a composited image which has been prepared for display.
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to use these unless you're doing low-level image processing and will
eventually stuff the data into a prepared image.
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its bounds immediately rather than waiting for the remaining queued blocks
to be resolved.
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traversable so that if a sprite claims to have relocated somewhere outside
your resolved scene bounds, we'll just bee line them to their new
location. Since the user can never click outside their resolved view
bounds, we won't ever compute an invalid path for them. Joy.
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to facilitate efficient checking of whether it's activated or not.
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we have to go out of our way to let the abstract media managers know when
tick() is all done and paint() *may* be called. This way they can properly
clear out their tick stamps because they know that no more media fooling
around will happen between the call to willPaint() and the call to paint()
(which used to be called renderMedia() but is now paint() to remain in
line with all the other places were we tick() and then paint()).
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Timer which does undesirable things like suffer from 20 ms granularity on
Linux and rapid fire multiple invocations of our timer task if it has
fallen behind.
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