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    1. COThe major container class retains a reference to the arrays, so I'm relatively certain they aren't being unloaded. The only large array used in this function is light[16][200][16]. For profiling, I ran timers before functions and read them afterwards to get the total time taken. I narrowed it down within function nests to this particular method, it is absolutely this. At one point, I used a substitute method which fixed the hitches but did not provide the data detail I need.
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    2. CO@Sean I've edited my answer to address the wall-clock timer issue. Yeah, `light` is not a large enough array to make a difference. That's only like ~50k. Any chance you are seeing a GC heap lock and it's affecting the array accesses more than other routines? Can you watch the memory graphs to see if you see a correlation?
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    3. COI'm certain that it's within this thread, because I went and timed several other sub-methods, and they never cause any hitch. I also timed all the other thread functions running at the same time. I'm extremely certain this has nothing to do with the GC, as I have eliminated all memory leaks from my program and I re-use nearly all of my variables as fields. Memory usage stays exactly the same once the game is running. However, if you still think this may be the case, I'd like a suggestion for which profiler to use. I am using JDK-1.6. I've given the program 30% more heap space than it requires.
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