anchor.diff:          switch (wParam) {
             case IDT_TIMER1:
               // process the gameplay timer
  -            update();
  +            gameTick();
               return 0;
             case IDT_TIMER2:
               // process the gameover timer
  -            gameover_update();
  +            gameOverUpdate();
               return 0;
           }
         }
  
positive.code:   // this is a rect to rect copy
    final windowWidth = rect.right - rect.left;
    final windowHeight = rect.bottom - rect.top;
    StretchDIBits(
        hdc,
        //X, Y, Width, Height, X, Y, Width, Height,
        0,
        0,
        bitmapWidth,
        bitmapHeight,
        0,
        windowHeight + 1,
        windowWidth,
        -windowHeight,
        bitmapMemory,
        bitmapInfo.addressOf,
        DIB_RGB_COLORS,
        SRCCOPY);
  }
  
  void update() {
    // Update game simulation
    // set everything in our 10x10 grid and have that write to memory
  
    //move snake
    moveSnake();
  
    // is the snake head colliding with apple?
  
negative.code:     }
    }
  
    // now write the grid to memory
    setVectorToMemory();
  }
  
  