Scorm and Full Screen Launch

I created a eLearning program in Captivate and exported via
zip to my LMS (GEO Learning) and the course will not lauch in a
browser frame that is full screen or can be enlarged to full screen
by the user. I read in the help that " If you select AICC or SCORM
options for the project, the full screen publishing option cannot
be applied."
Does anyone know a fix for this issue or how I can get my
project to launch full screen as a Scorm course?

Without resorting to a custom ActiveX control or something
similar, you only get to specify the browser window features when a
window is initially opened. The best you can do after the fact is
resize the window using the JavaScript window.resizeTo() method in
the Captivate-generated HTML page.
This means that it's basically up to the LMS to launch the
course in a new window with only the features you want. If your LMS
won't let you customize the new window, you're pretty much out of
luck.
You *might* be able to use JavaScript in the HTML page to
redirect the course into a new window that has only the features
you need, but doing so would very likely break the SCORM connection
between the course and the LMS. I haven't worked with Captivate's
SCORM implementation enough to know for sure.
If you want to give it a shot, you can learn more about the
JavaScript window.open() method here:
http://msdn2.microsoft.com/en-us/library/ms536651.aspx

Similar Messages

  • MISSION CONTROL, LAUNCHPAD, and FULL SCREEN APPS (one month later)

    I'm pretty good embracing a new thing when it comes along.  I downloaded LION the day it come out, which was over a month ago at this point. On that day, I immediately found MISSION CONTROL and LAUNCHPAD both uninituitve and pointless.  Unhandy iCandy.   And of FULL SCREEN APPS?  Not necessary on an iMac anyway.
    So I quickly sought out quick solutions to 'fix' these new features.  Launchpad and full screen apps have the advantage that they can be simply ignored.  This is a good thing.  Mission Control, on the other hand, got in the way of a beloved feature for me:  what was once SPACES and EXPOSE.  That is, I couldn't simply ignore MC because I still needed the previous helpful features in Snow Leopard.
    My solution was kind of surprising and eye-opening.  It's complicated to explain but I thought I'd share.  This conclusion is likely best suited for someone not using a small screened Mac.  It turns out that most users (with big enough screens) don't really need Mission Control, Launchpad, Spaces, or Full Screen apps. 
    At all.
    Let's go through that conclusion, one by one:
    FULL SCREEN APPS
    If you have a relatively big screen (20 iMac for instance), why do you need Safari full screen?  Unless you intend to sit across the room from the computer, no reason.  And there's lots of bright empty space when you do this.  Do you need the Mail app full screen?  If you need reading glasses, maybe, but otherwise, nope.  I find it's easier just to stretch out an app pretty big and leave it at that.
    Full screen apps DO offer a nice feature which is making your desktop, menubar, and dock go BYE BYE.  I can see where sometimes this is a useful feature, but typically -- NOPE.  Typically I want access to my dock (to switch between open apps without the added step of cancelling full screen first), and typically I want access to my menubar so that I can glance up and see what time it is or find an app menu quickly.
    The only feature I find worthy of praise with full screen apps is that they hide the clutter on your desktop.  But there's an app in the Mac App Store which makes your desktop icons vanish with the touch of a button (CAMOUFLAGE).  I mean, what's the point of a wallpaper if you bury it with desktop clutter or eliminate it with full screen apps?  If it's a busy and distracting wallpaper, umm... you picked bad wallpaper.
    LAUNCH PAD
    LAUNCH PAD offers an iOS experience inside OS X.  At first I thought it was completely silly.  After a month now, I kinda get why it's there.  Kinda.
    You see, before LP, to duplicate it's functionality, you'd have to organize folders yourself.  Put folders of various apps together.  Place them somewhere in the finder heirarchy.  Then drag those folders into the part of the dock with the trashcan.  Then you could click them open and have access to similarly themed folders of apps.  The problem here, of course, is that unless you're a power user, you'll never do this.
    So Apple thought, AH-HA, we'll just drag into OS X a paradigm that users already get from iOS.  Clumping apps together any way you like them.  The misfire, if you ask me, is not allowing users to drag the new iOS folders straight into the dock when finished.  That is to say:  copies of said organized folders.  It's as if Apple's software people have complete contempt for the dock -- and are desperate to have users abandon it.
    My problem is that I like having folders in my dock of stuff I need.  It just works, as Steve says.  Going to the same EXACT place every time I need anything is more intuitive and graceful than ADDING an app called Launchpad that launches you into a different finder altogether.  Makes zero sense and THIS is why I say, like FULL SCREEN APPS, LP can basically be abandoned.
    By the way:  need proof that Apple has complete contempt for the Dock?
    MISSION CONTROL/SPACES
    A month has passed since MC was introduced and SPACES was eliminated.  I dare anyone to tell me why either is needed at all.  Before you get iMiffed, humor me for a moment and hear me out.
    The notion of SPACES was that it's a neat way to keep like minded open apps together.  I totally bought into this, back in the day.  So much so that I was iMiffed when it was gone in Lion.  But let's look at this closer.
    The REASON why we needed SPACES was that we could have WAY too many windows open at once on a Mac.  Right?  A big mess of windows covering each other up.  Suppose you're surfing in Safari but need iTunes?  But iTunes is hidden.  So what did you do?  You went to Spaces as step one, moused over to your iTunes space as move two, and then clicked it as move three.  Seems like a great solution until the day you discover that you could simply click on iTunes in the dock as move one and arrive at iTunes.  As one step.  Period.  Really simple, right? 
    Why have Spaces and apps dance around when you can just click the app you want and be done with it?  That's the critical observation to make in order to follow my entire line of reasoning.  Sure, it may look really cool and make Windows machines look like junk, but at the end of the day, why add two steps to something you might do 100 times a day -- switching between apps.
    So why OH why did Apple add Spaces?  Simple:  because too many apps were visible at once in one 'desktop' window.  So if you can build many new desktops, there might only be one or two in each.  Great solution.  Right?
    Wrong, as it turns out.  Because we still have the two extra steps.  It's a weak solution.  And it's in complete contempt of the Dock, which as it turns out, offers the strongest solution.
    The strong solution would be that only one app is visible in your Mac's window at all times.  Say you're in Safari.  Despite having 12 other apps open, you only see Safari.  Your dock tells you that you have other apps open, but nothing else sits in your window BUT the app you're using.  So you want to go to iTunes?  So click on it in the dock and Safari vanishes and iTunes emerges by itself.  No other windows.  What could be simpler?  (This app is freeware known as ISOLATOR.)
    If you download and try ISOLATOR, you'll say, umm, okay, but wait:  sometimes I do want more than one window in view.  Okay, fine, turn it off then.  From the handy menu bar menu.  I find that 98% of the time I need ISOLATOR on.  Mileage may vary.
    So let's recap.  One third party software removes distracting desktop clutter, the other removes distracting app windows.  Both can be toggled on and off from the menu bar.  One is free, one costs $2.  These two solutions remove the only real feature of FULL SCREEN APPS and make SPACES and it's newfangled cousin MISSION CONTROL pointless.
    Need that last one explained?  Well, what's Mission Control but a variant of spaces?  To invoke MC and switch to the needed window are those same two annoying steps Spaces added into the mix.  Nothing was fixed.  Plus, like spaces, you must invest time and energy organizing such spaces.
    Why bother?  And so I ask again:  can somebody who's read and tried the above carefully explain to me why Mission Control, Launchpad, and Full Screen Apps are really needed at all?  (Outside of small screened Macs.)  Doesn't the dock and these two sharewares together solve most problems?
    Am I missing something?

    I agree with everything you said about full screen apps, mission control and launchpad. For apps that made sense to run full screen, they already could under SL. Launchpad is totally unnecessary and Mission Control is a mere shadow of Expose and Spaces.
    However, I feel you have not given due credit to Spaces. The point of Spaces is to let one organise logical desktops for different tasks, not just a way to reduce the number of windows on display. For example, I have a Space for software development where I run Xcode and the iPhone simulator, a Firefox window showing perhaps documentation or some other websites pertaining to software development, a Finder window that is opened in the folder with my design docs. I have another Space where I have the remote login sessions, yet another Space with another Firefox window where I do general surfing and emailing. I can switch between these spaces using a keyboard shortcut, which is much quicker than having to lift my hand off the keyboard, move it over to the mouse, move the mouse pointer over the Dock, find the app and click on it, only to find that it has switched to the wrong window of the app.
    Without Spaces, organisation of my desktop is disrupted each time I want to switch task, whereas Spaces allows me to drop everything I am doing, go and do something completely different for a while and go back to my exact previous environment. I have a 27" iMac so am not short of screen space but I use Spaces extensively. BTW, switching Spaces using a keyboard shortcut is a lot faster on SL than the equivalent on Lion, thanks to the gratuitous screen animation of the latter.

  • Timeline and full screen view in PSE11

    I have read as many reviews of PSE11 as I can find but none have mentioned the Timeline, which I use every day. Does it still exist in PSE11? What about the full screen view and compare side by side view? Do they still exist. If they do, can you still see the image full-size by clicking on it in full screen view?

    Timeline and Full Screen View exists in PSE11 and all the earlier functionalities present in full screen view are present. The Timeline and Full Screen View can be accessed from View menu of Elements Organizer.

  • Full screen images and full screen color background boxes are cropping horizontally.

    Full screen images aren't loading and full screen color background boxes are cropping horizontally. I'm forced to make my images a full screen slide show (of 1 image) to make it work, but then I lose the option to pin the image. Am I alone in this?

    Hello,
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    Vivek

  • How to hide link and full screen view in Safari?

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    “hide the link” meaning “hide the address bar”.

  • Auot fill doesnt function and full screen option doesnt work

    have set up auto fill but all pages show function not available
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    Start Firefox in <u>[[Safe Mode]]</u> to check if one of the extensions is causing the problem (switch to the DEFAULT theme: Firefox (Tools) > Add-ons > Appearance/Themes).
    * Don't make any changes on the Safe mode start window.
    * https://support.mozilla.com/kb/Safe+Mode
    If it does work in Safe-mode then disable all extensions and then try to find which is causing it by enabling one at a time until the problem reappears.
    * Use "Disable all add-ons" on the [[Safe mode]] start window to disable all extensions.
    * Close and restart Firefox after each change via "File > Exit" (Mac: "Firefox > Quit"; Linux: "File > Quit")
    In Firefox 4 you can use one of these to start in <u>[[Safe mode]]</u>:
    * Help > Restart with Add-ons Disabled
    * Hold down the Shift key while double clicking the Firefox desktop shortcut (Windows)
    * https://support.mozilla.com/kb/Troubleshooting+extensions+and+themes

  • Chrome, Mountain Lion and Full Screen Interactive Mode

    I'm running into an issue when entering Full Screen (Interactive) Mode-- long story short, the Message and "Allow" button are over-magnified and don't appear on the screen for me to click, thereby making it impossible to use other keystrokes (and see certain things in the interactive game window t'boot).
    This issue does not exist in Snow Leapord on an older machine, though the same updated versions of Chrome (and assumedly Flash Player) are at work there.
    Any suggestions on something I can tweak-- or even a work-around/hotkey for Allowing FSI Mode?
    The actual game screen itself is fine, albeit slightly cut off around the edges.

    Man, do you have Sophos antivirus? If that so, you need to uninstall it the right way:
    For Sophos Anti-Virus for Mac OS X version 7.x , go to Macintosh HD|Library|Sophos Anti-Virus.
    Select 'Remove Sophos Anti-Virus.pkg'.
    Follow the instructions on the screen.
    NOTE, if you are running Sophos Anti-Virus for Mac OS X version 4.x, the path in step 1 is Macintosh HD|Library|Application Support|Sophos Anti-Virus.
    It seems that Sophos antivirus is crashing ML. They have an update but I'll wait some time becuase I've really had a painful time these days.

  • Dual Monitor and Full screen playback in Color 1.0

    So, I was wondering if somebody could help me out.
    I have 2 screens, one is a 23" ACD other is a 23" dell. I am going to be color correcting with my Matrox MXO setup on the 23"ACD. Whenever I do full screen playback the waveform monitor and vectroscope and all that jazz is not available anymore (obviously because of full screen)
    So I was wondering what my options were:
    1. Setup the waveform and vector scope to show on my primary display? (if possible, I'm not sure how to do it)
    2. Do I have to get another graphics card and run three monitors?
    3. If I Color grade with full screen playback disabled am I still utilizing the MXO for grading?
    I am new to Color and how it works so I apologize if these questions seem "newbie-ish" of me.
    Thanks

    Isn't there a SINGLE MONITOR option in COLOR? Use that.
    I don't think two graphics cards will work with Color, as Color relies on the card when it comes time to render. Might mess it up, or not work.
    Shane

  • Conflict between using msn messenger in offline mode and full screen mode

    I don't want to be visible in my msn messenger for the simple reason that I don't want to get chats all the time, but when I'm in off-line mode in msn messenger and I open a full screen application, immediately the messenger goes online. This happens with full screen games and while watching a youtube video in full screen. Why is this and how can I fix this?
    Andreas

    Your profile indicates you are running Tiger.
    Please update it or repost in Tiger forum.
    Thanks.
    Since msn messenger is not an Apple product, you might also check to see if there are any forums in the MS area.
    This might be a good start
    http://www.officeformac.com/productforums
    Message was edited by: nerowolfe

  • 2 Question How to set the page size and  full screen

    I am looking to find out how to set the page to be 1024 by
    768 static and also how to force a browser window to go to full
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    Hi Ludek,
    i could solve the issue by using the follwing code.
    report = new ReportDocument();
    PageMargins customPageMargin = report.PrintOptions.PageMargins;
    report.PrintOptions.PaperOrientation = PaperOrientation.Portrait;
    report.PrintOptions.PaperSize = PaperSize.Paper10x14;
    customPageMargin.rightMargin = 1;
    customPageMargin.topMargin = 0;
    customPageMargin.bottomMargin = 0;
    report.PrintOptions.ApplyPageMargins(customPageMargin);
    Thanks for you help.
    Regards,
    smitha.

  • JDK 1.4.2 and full-screen mode

    Hi all,
    I'm messing around with a 2D-elite clone using Java 1.4 full-screen mode. After a few hours of work I am happily zapping asteroids and aliens at a zippy 140 FPS.
    I then switch from JDK 1.4.0_01 to 1.4.2_01 in the hope of getting some extra speed. Without making any other changes to the code, things suddenly start crawling along at <30 FPS.
    I am using BufferStrategy in combination with a VolatileImage to draw everything on. Did I miss any important changes in the newest release of the JDK or am I doing something fundamentally wrong?
    Raf

    Hi Abuse,
    Thanks for answering. First of all, my speed calculations are a bit crufty. In my main thread, I do a System.currentTimeMillis() every 1000th call. I consider 10^6 / (this time in ms - last time in ms) to be the speed in FPS. It's probably wildly off, but the difference in speed between the two JDKs is noticeable even without the numbers.
    Posting all of the code is going to be a bit difficult because there's quite a few classes in the project. However, I'll try to isolate the relevant code below.
    At this point, I'm not entirely convinced that the drawing is the problem. I'm using a shoddy integrated video card which may be causing the issues, but even if I only draw the background starfield I see a significant drop in speed. I'll try to disable some code here and there in the hope of finding something more specific.
    I'm playing some music in the background and there is rather a lot of collision-handling code going on, maybe that's the bottle-neck. When you bump into stuff, the trajectory of your ship and whatever you rammed is altered depending on weight, velocity and angle. It's a lot of fun to watch but still quite buggy at this point. (I've got a planet on-screen which acts rather like a beach-ball when I ram it).
    Anyhow, here's the rendering code:
    This class takes care of the initialization of the full-screen mode.
    Actual drawing is done in the Level class below.
    public class Main implements Runnable {
        private long lastTime = System.currentTimeMillis();
        double frameCount = 0;
        public static final int BUFFER_COUNT = 1;
        private JFrame frame;
        BufferStrategy bufferStrategy;
        GraphicsDevice device;
        private BigScreen screen;
        private static final int DRAW_DELAY = 5;
        public static void main(String[] args) {
            Main main = new Main();
        public Main() {
            this.initializeSettings();
            this.initializeGUI();
            new Thread(this).start();
            new Thread(new HouseKeeping()).start();
        private void initializeSettings() {
            Tools.loadEntityTypes();
            SoundManager.getHandle().playMusic();
        private void initializeGUI() {
            GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
            device = env.getDefaultScreenDevice();
            GraphicsConfiguration gc = device.getDefaultConfiguration();
            frame = new JFrame(gc);
            frame.setTitle("Elite 2D");
            frame.setUndecorated(true);
            frame.setResizable(false);
            frame.setIgnoreRepaint(true);
            frame.setDefaultCloseOperation(JFrame.DO_NOTHING_ON_CLOSE);
            device.setFullScreenWindow(frame);
            Level.getHandle().setDimensions((int) device.getDefaultConfiguration().getBounds().getWidth(),
                    (int) device.getDefaultConfiguration().getBounds().getHeight());
            BufferCapabilities bc = new BufferCapabilities(new ImageCapabilities(true),
                    new ImageCapabilities(true),
                    BufferCapabilities.FlipContents.BACKGROUND
            try {
                frame.createBufferStrategy(BUFFER_COUNT, bc);
            } catch (AWTException e) {
                e.printStackTrace();
            bufferStrategy = frame.getBufferStrategy();
            int width = device.getDisplayMode().getWidth();
            int height = device.getDisplayMode().getHeight();
            screen = new BigScreen(width, height, gc.createCompatibleVolatileImage(width, height));
            frame.getContentPane().add(screen);
            frame.addWindowListener(new WindowAdapter() {
                public void windowClosing(WindowEvent e) {
                    System.exit(0);
                public void windowDeiconified(WindowEvent e) {
                    GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
                    device = env.getDefaultScreenDevice();
                    GraphicsConfiguration gc = device.getDefaultConfiguration();
                    device.setFullScreenWindow(null);
                    device.setFullScreenWindow(frame);
                    BufferCapabilities bc = new BufferCapabilities(new ImageCapabilities(true),
                            new ImageCapabilities(true),
                            BufferCapabilities.FlipContents.COPIED
                    try {
                        frame.createBufferStrategy(BUFFER_COUNT, bc);
                    } catch (AWTException awt) {
                        awt.printStackTrace();
            // Set the cursor to a transparent image
            Image image = Toolkit.getDefaultToolkit().createImage(
                    new MemoryImageSource(16, 16, new int[16 * 16], 0, 16));
            Cursor transparentCursor = Toolkit.getDefaultToolkit().createCustomCursor(image,
                    new Point(0, 0), "invisiblecursor");
            frame.setCursor(transparentCursor);
            screen.setFocusable(false);
            frame.addKeyListener(getKeyListener());
        public KeyAdapter getKeyListener() {
            return new KeyAdapter() {
                public void keyPressed(KeyEvent e) {
                    Level.getHandle().getPlayer().handleKeyUp(e.getKeyCode());
                public void keyReleased(KeyEvent e) {
                    Level.getHandle().getPlayer().handleKeyDown(e.getKeyCode());
        public void run() {
            while (true) {
                if (frameCount++ % 1000 == 0) {
                    long thisTime = System.currentTimeMillis();
                    // aantal ms voor 1000 frames
                    // 1000 * (aantal frames / seconde)
                    double fps = thisTime - lastTime;
                    lastTime = thisTime;
                    Level.getHandle().getConsole().addConsoleMessage("FPS : " + 1000000 / fps);
                Graphics g = bufferStrategy.getDrawGraphics();
                screen.paintSurroundings();
                g.drawImage(screen.background, 0, 0, null);
                g.dispose();
                bufferStrategy.show();
                try {
                    Thread.sleep(DRAW_DELAY);
                } catch (InterruptedException e) {
                } catch (IllegalStateException i) {
        public Rectangle getScreenDimensions() {
            return frame.getGraphicsConfiguration().getBounds();
        public void exitFullScreen() {
            device.setFullScreenWindow(null);
    } // End class Main// The rendering-code in Level is done in the updateStatus-method.
    // Once again, rendering is delegated to the current SolarSystem class.
    public class Level {
        private static Level handle;
        public SolarSystem currentSolarSystem;
        private Console console;
        private int width, height;
        private Ship player;
        // All ships within this radius of the player get to act
        private static final int ACTION_RADIUS = 5000;
        // All entities within this radius of the player qualify for drawing
        private static final int VISIBILITY_RADIUS = 2000;
        private Level() {
            console = new Console();
            currentSolarSystem = new SolarSystem();
            Equipment[] weapons = new Equipment[3];
            weapons[0] = new BeamWeapon(Color.red, 1000, 0.02, 0.1);
            weapons[1] = new PulseWeapon(Color.blue, 500, 0, 400, 1);
            weapons[2] = new MissileLauncher();
            player = new Ship(100, 100, weapons, currentSolarSystem);
            currentSolarSystem.addEntity(new Entity(1000, 1000, Tools.getEntityType("planet"), currentSolarSystem));
            for (int i = 0; i < 20; i++) {
                Entity asteroid = Tools.getEntityType("asteroid").createEntity(200 * i, 0, currentSolarSystem);
                asteroid.setSpeed(Tools.getRandom(asteroid.getMaxSpeed()));
                asteroid.setAccelerationAngle(Tools.getRandom(Tools.TWOPI));
                currentSolarSystem.addEntity(asteroid);
            for (int i = 0; i < 5; i++) {
                currentSolarSystem.addEntity(Tools.getEntityType("enemy").createEntity(
                        Tools.getRandom(-1000, 1000), Tools.getRandom(-1000, 1000), currentSolarSystem));
        public SolarSystem getActiveSolarSystem() {
            return this.currentSolarSystem;
        public Console getConsole() {
            return this.console;
        public void setDimensions(int x, int y) {
            this.width = x;
            this.height = y;
        public int getWidth() {
            return this.width;
        public int getHeight() {
            return this.height;
        public static Level getHandle() {
            if (handle == null) {
                handle = new Level();
            return handle;
        public ArrayList getEntitiesInRectangle(int x1, int y1, int w1, int h1) {
            ArrayList intersects = new ArrayList();
            for (int i = 0; i < currentSolarSystem.getEntities().size(); i++) {
                Entity e = (Entity) currentSolarSystem.getEntities().get(i);
                if ((x1 + w1 > e.getX()) && (e.getX() + e.getWidth() > x1) && (y1 + h1 > e.getHeight())
                        && (e.getY() + e.getHeight() > y1)) {
                    intersects.add(e);
            return intersects;
        public ArrayList getEntitiesInLine(double x1, double y1, double x2, double y2) {
            ArrayList intersects = new ArrayList();
            Line2D line = new Line2D.Double(x1, y1, x2, y2);
            for (int i = 0; i < currentSolarSystem.getEntities().size(); i++) {
                Entity e = (Entity) currentSolarSystem.getEntities().get(i);
                // System.out.println(e.getBoundingShape() + " vs " + x1 + "x" + y1 + ", " + x2 + "x" + y2);
                if (line.intersects(e.getBoundingShape().getBounds2D())) {
                    intersects.add(e);
            return intersects;
        public Entity getNearestEntityToLineOrigin(double x1, double y1, double x2, double y2) {
            double closestIndex = 0;
            Entity closestEntity = null;
            Line2D line = new Line2D.Double(x1, y1, x2, y2);
            for (int i = 0; i < currentSolarSystem.getEntities().size(); i++) {
                Entity e = (Entity) currentSolarSystem.getEntities().get(i);
                // System.out.println(e.getBoundingShape() + " vs " + x1 + "x" + y1 + ", " + x2 + "x" + y2);
                if (line.intersects(e.getBoundingShape().getBounds2D())) {
                    double distance = Tools.getDistance(x1, y1, e);
                    if (closestEntity == null) {
                        closestEntity = e;
                        closestIndex = distance;
                    } else if (distance < closestIndex) {
                        closestEntity = e;
            return closestEntity;
        public Ship getPlayer() {
            return player;
        public void updateStatus(Graphics g, int width, int height) {
            getActiveSolarSystem().updateStatus(g, getPlayer(), width, height);
            getConsole().showConsoleMessages(g);
    }Draws a starfield and all visible entities in sight. So far I'm just
    drawing all entities in the solar system. Seems to be faster than
    figuring out whether objects are near the player for <100 objects.
    public class SolarSystem {
        private static final int BIG_STARS = 20;
        private static final int MAX_STARS = 1000;
        private static final int STAR_AREA = 1400;
        private int[][] stars;
        private ArrayList entities;
        private ArrayList explosions;
        public SolarSystem() {
            entities = new ArrayList();
            explosions = new ArrayList();
            this.initializeStarField();
        public ArrayList getEntities() {
            return entities;
        public ArrayList getExplosions() {
            return explosions;
        public void addEntity(Entity e) {
            entities.add(e);
        public void removeEntity(Entity e) {
            entities.remove(e);
        public void addExplosion(int x, int y, int size, int max) {
            // System.out.println("Adding explosion at " + x + " " + y);
            explosions.add(new Explosion(x, y, size, max));
        public void updateStatus(Graphics g, Ship player, int width, int height) {
            this.pollEntities(player);
            this.drawScene(g, player, width, height);
        private void drawScene(Graphics g, Ship player, int width, int height) {
            // Make sure nothing extraneous gets drawn
            g.clipRect(0, 0, width, height);
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    My knowledge of SQL is limited to about 4 sentences, but I do know software. If you have a user task that can happen in less than a second in one view of 30,000 photos and is taking 35 seconds in another view with 30 photos (because no matter what is underneath, what is important is what the user sees, and they took away my ability to see all of them, so "we have to do all this work on the whole tree is a weak excuse at best), that is a major defect, not a design trade-off.
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    I think I will reclaim the word, "inexcusable" here, sorry     I'll find ways to work around it, though.
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