Updated comments for Swing active rendering
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@ -4,6 +4,7 @@ import java.awt.Graphics;
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import java.awt.Toolkit;
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import java.awt.Toolkit;
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import java.awt.image.BufferStrategy;
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import java.awt.image.BufferStrategy;
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import javax.swing.JComponent;
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import javax.swing.JFrame;
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import javax.swing.JFrame;
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import dorkbox.util.ActionHandlerLong;
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import dorkbox.util.ActionHandlerLong;
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@ -19,7 +20,10 @@ class ActiveRenderLoop implements Runnable {
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/**
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/**
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* How many frames per second we want the Swing ActiveRender thread to run at
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* How many frames per second we want the Swing ActiveRender thread to run at
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*
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*
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* NOTE: The ActiveRenderLoop replaces the Swing EDT in order to enable smoother animations.
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* NOTE: The ActiveRenderLoop replaces the Swing EDT (only for specified JFrames) in order to enable smoother animations. It is also
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* important to REMEMBER -- if you add a component to an actively managed JFrame, YOU MUST make sure to call
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* {@link JComponent#setIgnoreRepaint(boolean)} otherwise this component will "fight" on the EDT for updates. You can completely
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* disable the EDT by calling {@link NullRepaintManager#install()}
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*/
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*/
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public static int TARGET_FPS = 30;
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public static int TARGET_FPS = 30;
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