Animation is a dirty word

HI everyone, I've been struggling with this animation malarky for a while now and was wondering if anyone would give me some input on the little snippet below. The idea was to create a generic animation class, that was double buffered and could operate on any JComponent?
btw it doesn't seem to work and I'm stumped as to why not!!
public class Animation implements Runnable {
     private double _time = 0;
     private double _timestep = 5;
     private double _duration = 100;
     private JComponent target;
     private Graphics2D offscreenG2D;
     private Image offscreenImage;
     private Thread animationThread;
     public Animation() {
          super();
     public void rewind() {
          _time = 0;
          stop();
     public void pause() {
          if (animationThread != null) {
               try {
                    animationThread.wait();
               } catch (InterruptedException e) {
     public void stop() {
          animationThread = null;
     public void play() {
          if (animationThread == null) {
               //if the animation is stopped we create a new thread and start it
               animationThread = new Thread(this, "Animation Thread");
               animationThread.setPriority(Thread.MIN_PRIORITY);
               animationThread.start();
          } else {
               // if the animation is paused then we wake it up;
               if (animationThread.isAlive()) {
                    animationThread.notify();
     public void forward() {
          _time = _duration;
          stop();
     public void setTime(double time) {
          _time = time;
     public void setTimeStep(double step) {
          _timestep = step;
     public void setTarget(JComponent component) {
          target = component;
     public void run() {
          offscreenImage = target.createImage(target.WIDTH, target.HEIGHT);
          offscreenG2D = (Graphics2D) offscreenImage.getGraphics();
          while (_time < _duration) {
               // draw everything to offscreenG2D
               target.update(offscreenG2D)
}

Hi,
I always use a JPanel as the drawing surface of my animations since it is double buffered by default. Did you try that?
If you have time take a look at one of my animations at http://academic.evergreen.edu/c/celber20/java/fan.html and if you have any other questions let me know.
Berk Can Celebisoy

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