RE: Re: How to scroll over An Image

"Luigi Fumero" <[email protected]> Fri, 14 Nov 2003 09:05:32 +0100
Newsgroups gmane.comp.games.mobile
Message-ID <LUIGIDESKTOPReRAExV00000001@luigidesktop>
Hi,

You can force the java garbage collector by calling System.gc()
But I would not rely on it being as timely and good as a delete or free in
c++.

Regards,

	Luigi

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Luigi Fumero
[email protected]
www.luigifumero.com

 > -----Original Message-----
> From: Matt Benic [mailto:[email protected]]
> Sent: venerd=EC 14 novembre 2003 9.05
> To: [email protected]
> Subject: RE: [m_game-dev] Re: How to scroll over An Image
>=20
> that reminds me of something I was wondering about.. I have written a
> comprehensive streaming engine in c++, but there I had the advantage of
> explicitly allocating and freeing resources.. how would one get around
> the fact that objects are only destroyed by the garbage collecter in
> java? I know the resource should be released sometime after the last
> reference to it is released, but is there a way to force that (I want to
> try and implement a simple image-streaming algorithm..why? because I
> CAN!!! ;p )
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> mattbenic
> I-Imagine | +27 11 7859800 | [email protected]
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> -----Original Message-----
> From: T [mailto:[email protected]]
> Sent: Friday, November 14, 2003 2:50 AM
> To: [email protected]
> Subject: [m_game-dev] Re: How to scroll over An Image
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> Hi,
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> My limited experience is you define a floating rectangle the size of
> your display viewport and move it over the top of an offscreen buffer
> that contains your big image.  Each time you update your display you
> blit the area of the big image that is underneath the floating rectangle
> to the screen.  This gives the illusion of movement.  If your big image
> is really big then you might get into trouble with having it loaded into
> memory on low memory hardware.
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> A more complicated way to handle the problem is to break your big image
> into smaller ones.  Then you load/unload small images from memory, only
> having a few in memory at any one time (eg. 4).  The 4 you keep in
> memory are the ones that coincide with the location of the floating
> rectangle.  When your floating rectangles border crosses the borders of
> your smaller images you will have to blit pieces of each small image to
> the display viewport.  A little more work, but you could reduce your
> memory footprint substantially.
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> Hope this helps.
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> Ty
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> "patil_java" < [email protected]
> <mailto:[email protected]> > wrote in message
> news:[email protected]
> <news:[email protected]> ...
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> Hi all,
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> I was just wondering how to scroll an backgroud Image so that we get an
> feeling of we are moving.
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> And also I am not looking at just rolling over same segment like falling
> stars etc where we put that in loop but actully what I am looking is
> moving over an Big Image.
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> Thanxz
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> Chandu
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