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pendulum-waves's Issues

Minor inefficiency in the render code

The render code uses an object of animationTimer, which updates one frame every time handle() is called. Within the handle() method, the called update to each pendulum in the pendulum list happens within a n^2 loop. This can be redued to n+n. Moving the innner loop out, does not appear to change behaviour, but avoids redrawing each and every penduum every time a single pendulum has its values updated by a call to update().

@Override
            public void handle(long now) {
                double scale = 2.0;
                if (now - lastUpdate >= 25000000) {
                    lastUpdate = now;
                    clearCanvas(gc);
                    for (Pendulum p : pendulums) {
                        p.update(gravity, deltaTime);
                        
                    }
                    for (Pendulum pendulum : pendulums) {
                            pendulum.draw(gc, originX, originY, scale);
                        }
                }
            }

INSTEAD OF

@Override
            public void handle(long now) {
                double scale = 2.0;
                if (now - lastUpdate >= 25000000) {
                    lastUpdate = now;
                    clearCanvas(gc);
                    for (Pendulum p : pendulums) {
                        p.update(gravity, deltaTime);
                        for (Pendulum pendulum : pendulums) {
                            pendulum.draw(gc, originX, originY, scale);
                        }
                    }
                    
                }
            }

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