In the new i pad i have error marmalade v6.0.2 the tells my to that heap 1 out of memory and tells my to increase icf setting memsize 1 how do i do that ??

??

Hi, I have been having the same problem for about 2weeks, keep deleting the app and reinstalling but this does not help. I even deleted it from Facebook as that's where u play thru, but that doesn't help either!!!!!! Its driving me mad. Any luck and I'll let u know

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    import javax.swing.*;
    import java.applet.AudioClip;
    import java.awt.*;
    public class ICGGSApplet extends JApplet implements Runnable {
        // constants describing possible game states
        private static final int SHOW_MOVIE = 1;
        private static final int PLAY_GAME = 2;
        private static final int STOPPED = 3;
        private static final int SHOW_MOVIE2 = 4;
        private int gameState;   // the current game state
        private String name;     // the player's name
        private long frameStartTime;  // the time the last frame was displayed
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        // associated objects
        private Movie theMovie;      // Panel to display the movie
        private MonsterGame theGame;  // Panel to display the game
        private ICGGSPanel currentPanel;  // the currently displayed Panel (can be null)
        private Movie2 theMovie2; // Panel to display the second movie
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            currentPanel = null;
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            AudioClip theAudio2 = getAudioClip(getDocumentBase(), "../media/applause.wav");
            AudioClip theAudio3 = getAudioClip(getDocumentBase(), "../media/bomb.wav");
            AudioClip theAudio4 = getAudioClip(getDocumentBase(), "../media/cashtill.wav");
            AudioClip theAudio5 = getAudioClip(getDocumentBase(), "../media/pacman.wav");
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            Image movieImages[] = new Image[25];
            for (int i=0; i<movieImages.length; i++) {
                movieImages[i] = getImage(getDocumentBase(), "../media/movie" + (i+1) + ".jpg");
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    for (int i=0; i<movieImages2.length; i++) {
    movieImages2[i] = getImage(getDocumentBase(), "../media/firingGun" + (i+1) + ".jpg");
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    // load up the images for the munchies
    Image image1 = getImage(getDocumentBase(), "../media/munchie1.gif");
    theTracker.addImage(image1, 4);
    Image image2 = getImage(getDocumentBase(), "../media/munchie2.gif");
    theTracker.addImage(image2, 5);
    Image image3 = getImage(getDocumentBase(), "../media/munchie3.gif");
    theTracker.addImage(image3, 6);
    // wait for all the images to be loaded
    try {
    theTracker.waitForAll();
    } catch (InterruptedException e) {
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    theMovie = new Movie(movieImages);
    theMovie2 = new Movie2(movieImages2);
    // create the game object
    theGame = new MonsterGame(image1, image2, image3, theAudio, theAudio2, theAudio3, theAudio4, theAudio5);
    this.getContentPane().setBackground(Color.WHITE);
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    if (gameLoop == null) {
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    gameLoop.start();
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    public void run() {
    int input = Input.NONE;
    // game loop
    while (input != Input.QUIT) {
    // what is the current time?
    frameStartTime = System.currentTimeMillis();
    input = checkInput();
    if (gameState != STOPPED) // only necessary if the movie or game is showing
    currentPanel.processInput(input);
    currentPanel.update();
    currentPanel.repaint();
    } else
    showStatus("Press 'G' to start game, 'M' to show movie or 'F' to show the second movie");
    frameDelay(100);
    * called when the Applet is stopped
    * stops the gameLoop thread
    public void stop() {
    if (gameLoop != null) {
    gameLoop.interrupt(); // stops the animation thread
    gameLoop = null;
    * called from the gameLoop
    * checks for the last key stroke input by the user
    * @return int - Input class constant representing user input
    public int checkInput() {
    int input = Input.checkUserInput();
    switch (input) // how the input is handled depends on the current game state
    case Input.GAME:
    // the user wants to play the game
    if (gameState == STOPPED) // not currently playing a game or movie
    // display the panel showing the game
    currentPanel = theGame;
    this.getContentPane().add(BorderLayout.CENTER, currentPanel);
    this.validate();
    // set up a new game
    theGame.resetGame();
    gameState = PLAY_GAME;
    showStatus("Use arrow keys to move Monster, S key to stop");
    } // otherwise ignore
    break;
    case Input.MOVIE:
    // the user wants to see the movie
    if (gameState == STOPPED) // not currently playing a game or movie
    // display the panel showing the movie
    currentPanel = theMovie;
    this.getContentPane().add(BorderLayout.CENTER, currentPanel);
    this.validate();
    gameState = SHOW_MOVIE;
    showStatus("Press S key to stop");
    } // otherwise ignore
    break;
    case Input.MOVIE2:
    // the user wants to see the second movie
    if (gameState == STOPPED) // not currently playing a game or movie
    // display the panel showing the movie
    currentPanel = theMovie2;
    this.getContentPane().add(BorderLayout.CENTER, currentPanel);
    this.validate();
    gameState = SHOW_MOVIE2;
    showStatus("Press S key to stop");
    } // otherwise ignore
    break;
    case Input.STOP:
    // the user wants to stop the movie or game being shown
    if (gameState == SHOW_MOVIE ) {
    this.getContentPane().remove(currentPanel);
    currentPanel = null;
    JOptionPane.showMessageDialog(this,
    "OK " + name + " I've stopped the movie");
    } else if (gameState == PLAY_GAME) {
    this.getContentPane().remove(currentPanel);
    currentPanel = null;
    JOptionPane.showMessageDialog(this,
    "OK " + name + " I've stopped the game");
    } else if (gameState == SHOW_MOVIE2 ) {
    this.getContentPane().remove(currentPanel);
    currentPanel = null;
    JOptionPane.showMessageDialog(this,
    "OK " + name + " I've stopped the movie"); }
    gameState = STOPPED;
    showStatus("Press 'G' to start game, 'M' to show movie");
    break;
    Input.reset(); // reset the input module
    requestFocus();
    this.repaint(); // redisplay the applet
    return input; // return for further processing (eg to control movement of Monster)
    * called from the gameLoop
    * pauses between frames
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    public void frameDelay(long millis) {
    long currentTime = System.currentTimeMillis(); // what time is it now?
    long elapsedTime = frameStartTime - currentTime; // how long has it been since the start of the frame?
    if (elapsedTime < millis) // is it time to showing the new frame yet?
    try {
    Thread.sleep(millis - elapsedTime); // pause for the remaining time
    } catch(Exception e) {
    Thats the whole code for the applet- preloadin the image (and also everything that doesnt relate to this problem lol). Ive asked around and the answer I was given I wasnt satisfied with- make the files smaller/delete some- the files are already at their smallest about 10kb each. And also apparently (I didnt know this...) but due to security restirictions I wouldnt be able to increase the heap size anyway (this is to run the applet on my own... and others computers).
    So Im really too sure what to do at the minute. Anymore help would be appreciated though.
    Thank you!
    Senor-Cojones

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