I converted the .gif:s to .png:s (the Exorcist utility! nice try it) and judging by a first "feel run" of the program, the problem dissappered! :)
Jim: I am very grateful to you. The paint program I use mention only one frame, but probably inserts some "waste info" in the gif:s anyway. I think I will mail them to ask them to let the user have more power over exactly what info goes into the gifs, or else just start using png instead. wall_8.gif was strange - dunno why it differed from the others. Used same program to save it. Actually, I had observed some "anomalities" during program execution with wall 8 - sometimes it just didn't show at all - guess I got the explanation now. Once again, thank you very much, now I can finish the game and I've also learned alot.. I'm planning on making the game a "home page game" so maybe I'll keep you posted on the progress here.. cya, /Olof On 8/29/05, Jim Graham <[EMAIL PROTECTED]> wrote: > Several of your images have tags which identify them as animated images > even though they only have one frame defined. All of them have a "graphics > extension block" listing a non-zero "animation frame delay" which implies > that they are multi-frame GIF images with a delay between frames (40ms in > most cases). > > wall_8.gif also has a NETSCAPE2.0 "loop count" tag defined which is another > indicator that the image is animated. > > The repaints are our mechanism for getting you to render everything again > "when the next animated frame in the image you drew" is ready - it is a > result of the default implementation of the ImageObserver interface in > "this" - the parameter you give to us as your ImageObserver. > > I would edit your images again and turn off all options related to anything > to do with animation or multi-frame images - inter-frame delays, loop > counts, etc. As an alternative you can convert them to PNG images which > should work on 1.4 and later runtimes (actually as far back as 1.2 I > believe)... > > ...jim > > --On Monday, August 29, 2005 2:05 PM +0200 Olof Bjarnason > <[EMAIL PROTECTED]> wrote: > > > Hi again java2d-list and Jim especially, > > > > OK I've tried to boil down the project as Jim suggested. At this > > stage, if I remove anything I can't seem to reproduce the problem. If > > you have interest enough to check it out, I am very thankful. > > > > First off, the Applet which shows the counts of updates, repaints and > > paints. Note after some seconds the update count and the paint count > > "runs away" - the "mad-update" behaviour: > > > > http://olofbjarnason.se/Terraformer/bin/Terraformer.html > > > > I've generated a javadoc tree, source code included: > > > > http://olofbjarnason.se/Terraformer/doc/index.html > > > > .. and also here is the source with resources: > > > > http://olofbjarnason.se/Terraformer/Terraformer.zip > > (compile: javac *.java in terraformer directory, run with > > Terraformer.html) > > > > Short project briefing: > > > > The Debug and GraphicsState classes are very small and have no > > graphics/AWT code at all. The Model class is "purely logical" - the > > simulation - it is quite big just skip checking it - it has no AWT > > code either. The important classes I should guess are > > TerraformerApplet and ResourceManager which do the AWT/graphics stuff, > > alone. ResourceManager uses a MediaTracker to load the images > > synchronously. > > > > Cya and thanks for you help, > > > > /Olof > > > > > > On 8/26/05, Jim Graham <[EMAIL PROTECTED]> wrote: > >> We've probably exceeded the interest level of those here. The best > >> thing at this stage would be to try to boil the test case down to the > >> smallest case that still reproduces it (i.e. make a copy and start > >> deleting/stubbing code while the problem still persists, etc.) and > >> then send it to just me and I'll take a look at it off-line... > >> > >> ...jim > >> > >> > >> --On Thursday, August 25, 2005 11:39 PM +0200 Olof Bjarnason > >> <[EMAIL PROTECTED]> wrote: > >> > >> > Is there any particular part of my source code you want me to post? > >> > Posting the whole project seems a bit too much for a mailing list... > >> > > >> > Thanks for your help, > >> > > >> > /Olof > >> > > >> > On 8/25/05, Jim Graham <[EMAIL PROTECTED]> wrote: > >> >> Hi Olof, > >> >> > >> >> There is no hard requirement to use Swing. It does provide a number > >> >> of features, such as automatic double buffering and Timers, which > >> >> could save you some coding and debugging time, but it is also > >> >> possible to roll your own as you have already done. Swing also > >> >> provides a lot of features that you probably don't need in a web page > >> >> game, though they shouldn't get in your way or hurt you. > >> >> > >> >> AWT is a lower level API, but still reasonably high level in the grand > >> >> scheme of things (i.e. all of the GUI toolkits out there), so it is > >> >> equally useful for your purposes... > >> >> > >> >> ...jim > >> >> > >> >> --On Thursday, August 25, 2005 8:37 PM +0200 Olof Bjarnason > >> >> <[EMAIL PROTECTED]> wrote: > >> >> > OK since I've got you attention, please give me an educated answer > >> >> > to this: > >> >> > > >> >> > Should I use Swing exclusively for a web page game? Which version of > >> >> > the JRE Firefox-plugin is stable for end-users if I decide to use > >> >> > Swing instead of just ground-plate AWT? > >> >> > > >> >> > Thanks for your ideas, > >> >> > > >> >> > /Olof > >> >> > >> >> > >> > > >> > ====================================================================== > >> > === == To unsubscribe, send email to [EMAIL PROTECTED] and include > >> > in the body of the message "signoff JAVA2D-INTEREST". For general > >> > help, send email to [EMAIL PROTECTED] and include in the body of > >> > the message "help". > >> > >> > >> > > > =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA2D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".