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1  Java Game APIs & Engines / Java 2D / Pop Quiz - VM weirdness on: 2003-04-08 16:13:51
You may have read an earlier post from me re. the VM crashes (in native territory). I played for a while trying to work out what on earth was wrong with my game.

It turns out the problem came when Java (4.1.2) tried to dispose of the images I'd made using getImage.

1. If i use:

 Image image1 = tk.getImage("img1.gif");
 Image image2 = tk.getImage("img1.gif");
 Image image3 = tk.getImage("img1.gif");
 ....
 gc.drawImage(image1, x, y, null);

it worked fine, crashed on exit.

but if I replace null with a reference to the frame im drawing onto, it doesn't! That is,

 gc.drawImage(image1, x, y, mainFrame);

Why is this? What does the 4th parameter do? Was I wrong to use null in the first place? (jbanes does quite succesfully)

Also, if I store the images in an array rather than under individual identifiers, it works. (What difference should it make?)

Thanks to all those who replied to my original post.

If anyone can point out why these changes stop it crashing, it would help me understand what im doing better. (I now have a frame length of 17ms :-) Thanks for that help too)
2  Java Game APIs & Engines / Java 2D / Help!! Native Errors on: 2003-04-07 16:00:07
Hi can someone help me?

I have started programming a game in Java - its seems ok although im not too happy with the framerate.

Anyway more to the point, my game works fine except sometimes i get native errors when the game finishes (by sometimes i mean inconsistently; sometimes the same code doesnt produce errors)

A stack trace reveals that the error occurs when the VM tries to dispose of images.

I am using BufferStrategy for rendering and getImage to get gifs to draw.

Please help if you can!

Thanks a lot
3  Java Game APIs & Engines / Java 2D / Tiling on: 2003-04-04 13:02:38
I am busy writing an isometric construction game, ala transport tycoon. I have written games like this in c++ (even pascal) before but I thought id try my hand at java.

I am using JDK1.4.2 and adopting BufferStrategy as everybody seems to be suggesting.

How do I go about storing a large list of tiles/sprite frames. The tiles are going to get redrawn constantly so speed is of the essence. Is it as simple as storing an array of VolatileImages?

Additionally, can I use transparency with volatile images? (isometric would be made much easier) If not what should I do?

Finally, am I expected to store every single tile in a separate gif file then load them into an array using a for-loop or something. Is there some kind of batch gfx file?

Thanks for (a lot) of help.

Rob  Smiley
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