dirtyBoard = false;
    private void updateBoardImage() {        // check to make sure image is big enough        if (boardGraph == null || view.width > boardRect.width            || view.height > boardRect.height) {            /* Ok, some history here.  Before the zoom patch, the               boardImage was created with the same size as the view.               After the zoom patch, the boardImage was created with               the same size as the entire board (all maps).  This               change ate up a hideous amount of memory (eg: in a 3x3               map set test with one mech, memory usage went from               about 15MB to 60MB).  I have now changed it back to the               old way, and the zoom feature *seems* to still work.               Why the zoom author made the change, I cannot say. */            boardImage = createImage(view.width, view.height);            //boardImage = createImage(boardSize.width, boardSize.height);            /* ----- */            boardGraph = boardImage.getGraphics();            // Handle resizes correctly.            checkScrollBounds();            boardRect = new Rectangle(view);            System.out.println("boardview1: made a new board buffer " + boardRect); //$NON-NLS-1$            drawHexes(view);                    }        if (!boardRect.union(view).equals(boardRect)) {            moveBoardImage();        }    }