Double buffering circle not round

I am making an applet where some circles are painted to the screen. When not using the double buffering scenario, the shapes appear correctly.
The problem is when i use the double-buffering technique, the circles are still there, but they look like very ugly. I would call that some "squarcles".
What is the bug here and how to get some decent double buffering with thoses circles?

Here is the code so far i have that is used for painting on the screen:
// Declaration
private BufferedImage ecran;
private Graphics2D buffer_ecran;
// Instantiation
this.ecran = new BufferedImage(getSize().width, getSize().height, BufferedImage.TYPE_INT_ARGB);
this.buffer_ecran = ecran.createGraphics();
// In paint() method
Graphics be = buffer_ecran;
  // Clean the surface
be.setColor(Color.WHITE);
be.fillRect(0, 0, getSize().width, getSize().height);
  // Draw the circles
be.setColor(Color.RED);
be.drawOval(x, y, ra, rb);
  // Output the buffer to the screen
g.drawImage(ecran, 0, 0, this);I was previously using Image and changed to BufferedImage with the hope it would resolve the situation. I can't tell a significant change in image display.

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    * Canvas frame. This is essentially a JPanel with added capability to
    * refresh the image drawn on it.
    private class CanvasPane extends JPanel
    public void paint(Graphics g)
    g.drawImage(canvasImage, 0, 0, null);

    Dear Miciuli,
    I found the definition for the circle in the canvas class and used it to creates circles ! Thank you for jaring my brain into thinking !
    Stan
    Ellipse2D.Double circle = new Ellipse2D.Double(xPos, 70, 30 , 30);

  • Problem with Double Buffering and Swing

    Hi
    I made a game and basically it works pretty well, my only problem is it flickers really badly right now. I read up on a whole lot of forums about double buffering and none of those methods seemed to work. Then I noticed that Swing has double buffering built in so I tried that but then I get compilation errors and I'm really not sure why. My original code was a console application and worked perfectly, then I ported it into a JApplet and it still works but it flickers and thats what I'm tryign to fix now.
    The code below is in my main class under the constructor.
    Heres the double buffering code I'm trying to use, I'm sure you all seen it before lol
    public void update(Graphics g)
              // initialize buffer
              if (dbImage == null)
                   dbImage = createImage(this.getSize().width, this.getSize().height);
                   dbg = dbImage.getGraphics();
              // clear screen in background
              dbg.setColor(getBackground());
              dbg.fillRect(0, 0, this.getSize().width, this.getSize().height);
              // draw elements in background
              dbg.setColor(getForeground());
              paint(dbg);
              // draw image on the screen
              g.drawImage(dbImage, 0, 0, this);
         }My paint is right under neath and heres how it looks
    This snipet of code works but when I change the method to
    public paintComponent(Graphics g){
    super.paintComponent(g)...
    everythign stops working and get a compilation error and says that it can't find paintComponent in javax.swing.JFrame.
    public void paint(Graphics g)
              super.paint(g);
              //if game starting display menue
              if (show_menue)
                   //to restart lives if player dies
                   lives = 3;
                   menue.draw_menue(g);
                   menue_ufo1.draw_shape(g);
                   menue_ufo2.shape_color = Color.DARK_GRAY;
                   menue_ufo2.draw_shape(g);
                   menue_ufo3.shape_color = Color.BLUE;
                   menue_ufo3.draw_shape(g);
                   menue_ufo4.shape_color = new Color(82, 157, 22);
                   menue_ufo4.draw_shape(g);
                   menue_ufo5.draw_shape(g);
                   menue_ufo6.shape_color = new Color(130, 3, 3); ;
                   menue_ufo6.draw_shape(g);
                   menue_turret.draw_ship(g);
                   menue_ammo.draw_ammo(g);
              else
                   //otherwise redraw game objects
                   gunner.draw_ship(g);
                   y_ammo.draw_ammo(g);
                   grass.draw_bar(g);
                   o_ufo.draw_shape(g);
                   b_ufo.draw_shape(g);
                   m_ufo.draw_shape(g);
                   s_ufo.draw_shape(g);
                   z_ufo.draw_shape(g);
                   xx_ufo.draw_shape(g);
                   info.draw_bar(g);
                   live_painter.draw_lives(g, lives);
                   score_painter.draw_score(g, score);
                   level_display.draw_level(g, level);
                   explosion.draw_boom(g);
         }I just want to get rid of the flickering for now so any help will be greatly appreciated. Depending which will be simpler I can either try to double buffer this program or port it all to swing but I'm not sure which elements are effected by AWT and which by Swing. Also I read some of the Java documentation but couldn't really understand how to implement it to fix my program.
    Thanks in advance
    Sebastian

    This is a simple animation example quickly thrown together. I have two classes, an animation panel which is a JPanel subclass that overrides paintComponent and draws the animation, and a JApplet subclass that simply holds the animation panel in the applet's contentpane:
    SimpleAnimationPanel.java
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.Point;
    import java.awt.event.ActionEvent;
    import java.awt.event.ActionListener;
    import java.awt.image.BufferedImage;
    import java.io.IOException;
    import java.net.MalformedURLException;
    import java.net.URL;
    import javax.imageio.ImageIO;
    import javax.swing.JPanel;
    import javax.swing.Timer;
    class SimpleAnimationPanel extends JPanel
        private static final int DELAY = 20;
        public static final int X_TRANSLATION = 2;
        public static final int Y_TRANSLATION = 2;
        private Point point = new Point(5, 32);
        private BufferedImage duke = null;
        private Timer timer = new Timer(DELAY, new TimerAction());
        public SimpleAnimationPanel()
            try
                // borrow an image from sun.com
                duke = ImageIO.read(new URL(
                        "http://java.sun.com/products/plugin/images/duke.wave.med.gif"));
            catch (MalformedURLException e)
                e.printStackTrace();
            catch (IOException e)
                e.printStackTrace();
            setPreferredSize(new Dimension(600, 400));
            timer.start();
        // do our drawing here in the paintComponent override
        @Override
        protected void paintComponent(Graphics g)
            super.paintComponent(g);
            if (duke != null)
                g.drawImage(duke, point.x, point.y, this);
        private class TimerAction implements ActionListener
            @Override
            public void actionPerformed(ActionEvent e)
                int x = point.x;
                int y = point.y;
                Dimension size = SimpleAnimationPanel.this.getSize();
                if (x > size.width)
                    x = 0;
                else
                    x += X_TRANSLATION;
                if (y > size.height)
                    y = 0;
                else
                    y += Y_TRANSLATION;
                point.setLocation(new Point(x, y)); // update the point
                SimpleAnimationPanel.this.repaint();
    }AnimationApplet.java
    import java.lang.reflect.InvocationTargetException;
    import javax.swing.JApplet;
    import javax.swing.JPanel;
    import javax.swing.SwingUtilities;
    public class AnimationApplet extends JApplet
        public void init()
            try
                SwingUtilities.invokeAndWait(new Runnable()
                    public void run()
                        // construct the panel
                        JPanel simpleAnimation = new SimpleAnimationPanel();
                        // put it in the contentPane of the JApplet
                        getContentPane().add(simpleAnimation);
                        setSize(simpleAnimation.getPreferredSize());
            catch (InterruptedException e)
                e.printStackTrace();
            catch (InvocationTargetException e)
                e.printStackTrace();
    }Here's a 3rd bonus class that shows how to put the JPanel into a stand-alone program, a JFrame. It's very similar to doing it in the JApplet:
    AnimationFrame.java
    import javax.swing.JFrame;
    public class AnimationFrame
        private static void createAndShowUI()
            JFrame frame = new JFrame("SimpleAnimationPanel");
            frame.getContentPane().add(new SimpleAnimationPanel());
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            frame.pack();
            frame.setLocationRelativeTo(null);
            frame.setVisible(true);
        public static void main(String[] args)
            java.awt.EventQueue.invokeLater(new Runnable()
                public void run()
                    createAndShowUI();
    }Edited by: Encephalopathic on Mar 15, 2008 11:01 PM

  • To double buffer or not double buffer..that is the question

    i am not very familiar with double buffering but am reading examples
    of it now. Im not doing animaiton and i dont think im doing alot of
    drawing to the screen but im arookie so its hard to tell. Can you tell
    me if i should implement double buffering by looking at my code. Im
    wondering cuz my webpage is a mess.(http://ktowndrivewaysealing.tripod.com).
    i have trailing components and flickering and i dont know how to fix it.
    thanx
    trin
    import java.applet.*;
    import java.awt.*;
    import java.awt.event.*;
    import java.net.*;
    import java.util.*;
    public class MyProg extends Applet implements ActionListener
         Button btnOne = new Button("Home");
         Button btnTwo = new Button("Asphalt Sealing");
         Button btnThree = new Button("Crack Repairs");
         Button btnFour = new Button("Pressure Washing");
         Button btnFive = new Button("Free Estimates");
         Button btnSix = new Button("Contact Us");
         Font font1= new Font ( "TimesNewRoman",Font.BOLD,12);     
         Font font2=new Font("TimesNewRoman", Font.BOLD, 35);
         Font font3=new Font("TimesNewRoman", Font.BOLD, 25);
         Font font4=new Font("TimesNewRoman",Font.BOLD,20);
         Font font5=new Font("Dialog", Font.BOLD+Font.ITALIC, 16);
         Label title1=new Label("KINGSTON", Label.CENTER);
         Label title2 = new Label("Driveway Sealing", Label.CENTER);
         Label title3=new Label("613-531-3369", Label.CENTER);
         Label caption1=new Label("Your driveway is the first impression your home makes...", Label.CENTER);
         Label caption2=new Label("Make it a Good one.", Label.CENTER);
         Image drivewaypic1;
         Image drivewaypic2;
         URL homeUrl;
         URL asphaltUrl;
         URL crackUrl;
         URL pressureUrl;
         URL freeUrl;
         URL contactUrl;
         public void init()
              setLayout(null);
               try
                   homeUrl = new URL(getCodeBase(),"Home.html");
                   asphaltUrl=new URL(getCodeBase(),"AsphaltHtml.html");
                   crackUrl= new URL(getCodeBase(),"CrackHtml.html");
                   pressureUrl=new URL(getCodeBase(),"PressureHtml.html");
                   freeUrl= new URL(getCodeBase(),"FreeHtml.html");
                   contactUrl= new URL(getCodeBase(),"ContactUsHtml.html");
              catch (MalformedURLException e)
                    return;//maybe i should leave blank..will test later
              drivewaypic1=getImage(getCodeBase(),"drivewaypic1.jpg");
              drivewaypic2=getImage(getCodeBase(),"drivewaypic2.jpg");
              add(btnOne);
              add(btnTwo);
              add(btnThree);
              add(btnFour);
              add(btnFive);
              add(btnSix);
              add(title1);
              add(title2);
              add(title3);
              add(caption1);
              add(caption2);
              btnOne.setFont(font1);
              btnOne.setBounds(15,159,120,40);
              btnOne.setBackground(Color.black);
              btnOne.setForeground(Color.white);
              btnTwo.setFont(font1);
              btnTwo.setBounds(15,199,120,40);
              btnTwo.setBackground(Color.black);
              btnTwo.setForeground(Color.white);
              btnThree.setFont(font1);
              btnThree.setBounds(15,239,120,40);
              btnThree.setBackground(Color.black);
              btnThree.setForeground(Color.white);
              btnFour.setFont(font1);
              btnFour.setBounds(15,279,120,40);
              btnFour.setBackground(Color.black);
              btnFour.setForeground(Color.white);
              btnFive.setFont(font1);
              btnFive.setBounds(15,319,120,40);
              btnFive.setBackground(Color.black);
              btnFive.setForeground(Color.white);
              btnSix.setFont(font1);
              btnSix.setBounds(15,359,120,40);
              btnSix.setBackground(Color.black);
              btnSix.setForeground(Color.white);
              title1.setBounds(5,5,585,33);
              title1.setBackground(Color.lightGray);
              title1.setForeground(Color.black);
              title1.setFont(font3);
              title2.setBounds(5,39,590,36);
              title2.setBackground(Color.black);
              title2.setForeground(Color.white);
              title2.setFont(font2);
              title3.setBounds(5,75,590,30);
              title3.setBackground(Color.lightGray);
              title3.setForeground(Color.black);
              title3.setFont(font4);
              caption1.setBounds(163,113,450,23);
              caption1.setFont(font5);
              caption1.setBackground(Color.lightGray);
              caption1.setForeground(Color.blue);
              caption2.setBounds(163,134,446,23);
              caption2.setFont(font5);
              caption2.setBackground(Color.lightGray);
              caption2.setForeground(Color.blue);
              btnOne.addActionListener(this);
              btnTwo.addActionListener(this);
              btnThree.addActionListener(this);
              btnFour.addActionListener(this);
              btnFive.addActionListener(this);
              btnSix.addActionListener(this);
              btnOne.setActionCommand("Home");
              btnTwo.setActionCommand("Asphalt Sealing");
              btnThree.setActionCommand("Crack Repairs");
              btnFour.setActionCommand("Pressure Washing");
              btnFive.setActionCommand("Free Estimates");
              btnSix.setActionCommand("Contact Us");
         public void actionPerformed (ActionEvent e)
              String s=e.getActionCommand();
              if (s.equals("Home"))
                   getAppletContext().showDocument(homeUrl);
              if (s.equals("Asphalt Sealing"))
                   getAppletContext().showDocument(asphaltUrl);
              if (s.equals("Crack Repairs"))
                   getAppletContext().showDocument(crackUrl);
              if (s.equals("Pressure Washing"))
                   getAppletContext().showDocument(pressureUrl);
              if (s.equals("Free Estimates"))
                   getAppletContext().showDocument(freeUrl);
              if (s.equals("Contact Us"))
                   getAppletContext().showDocument(contactUrl);
         public void paint(Graphics g)
              super.paint(g);
              g.setColor(Color.lightGray);
              g.fillRect(1,1,600,600);
              //g.fillRect(1,1,147,650);
              g.setColor(Color.black);
              g.drawRoundRect(1,1,595,105,10,10);     
              g.drawRoundRect(2,2,593,103,10,10);     
              g.drawRoundRect(3,3,591,101,10,10);     
              g.drawRoundRect(4,4,589,99,10,10);
              g.drawImage(drivewaypic1,170,159,375,225,this);     
              g.drawImage(drivewaypic2,170,386,375,225,this);
              g.drawRoundRect(1,110,150,495,10,10);
              g.drawRoundRect(2,111,148,493,10,10);
              g.drawRoundRect(3,112,146,491,10,10);
              g.drawRoundRect(4,113,144,489,10,10);
         

    It seems you aren't using any animation in this applet, so you won't have to use double buffering... :)

  • Double buffering

    I was searching through posts to find an answer to my problem of getting double buffering working without flickering when I came across this response:
    Upgrade your SDK, early 1.4 implementations had this problem on Windows2k (It's a bug). Pretty much the second buffer will point to an empty portion of video memory always, the solution to this without updating is to fill the entire backbuffer completely, flip it, fill it again, and then flip it again. You should then be able to use it normaly.
    -Jason Thomas.
    Since I am on dialup I can't really download the SDK, so could someone give me some code to do what Jason has suggested?
    Jonathan O'Brien

    No I am not recreating the bufferstrategy every frame. Overriding update didn't work either. Here is my code for main:
              GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
              GraphicsDevice device = env.getDefaultScreenDevice();
              GraphicsConfiguration gc = device.getDefaultConfiguration();
              Frame myFrame = new Frame(gc);
    BufferCapabilities bufferCaps = gc.getBufferCapabilities();
              boolean multiBuffer = bufferCaps.isMultiBufferAvailable();
              boolean fullScreen = device.isFullScreenSupported();
              System.out.println("Full screen supported = " + fullScreen);
              System.out.println("Multi buffer available = " + multiBuffer);
              System.out.println("Page flipping = " + bufferCaps.isPageFlipping());
              myFrame.setUndecorated(true);
              myFrame.setIgnoreRepaint(true);
              if ((fullScreen) && (multiBuffer))
                   device.setFullScreenWindow(myFrame);
                   device.setDisplayMode(new DisplayMode(800, 600, 16, 0));
                   rectBounds = myFrame.getBounds();
                   myFrame.createBufferStrategy(2);
                   bufferStrategy = myFrame.getBufferStrategy();
                   bufferReady = true;
              Game thisGame = new Game(args[0]);
              myFrame.add(thisGame);
    //          myFrame.getContentPane().add(thisGame);
              myFrame.show();
    And here is the relevant code for my run method:
              if (bufferReady)
                   Graphics g = bufferStrategy.getDrawGraphics();
                   if (!bufferStrategy.contentsLost()) {
                        g.fillRect(0,0,getWidth(),getHeight());
                        g.dispose();
                        bufferStrategy.show();

  • Double buffering still gives flickering graphics.

    I copied code from a tutorail which is supposed to illustrate double buffering.
    After I run it, it still flickers though.
    I use applet viewer, which is part of netbeans to run my applet.
    Link to tutorial: http://www.javacooperation.gmxhome.de/TutorialStartEng.html
    My questions are:
    Is the strategy used for double buffering correct?
    Why does it flicker?
    Why does the program change the priority a couple of times?
    Can you make fast games in JApplets or is there a better way to make games? (I think C++ is too hard)
    Here is the code:
    package ballspel;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    import javax.swing.JApplet;
    //import java.applet.*;
    * @author Somelauw
    public class BallApplet extends /*Applet*/ JApplet implements Runnable {
    private Image dbImage;
    private Graphics dbg;
    private int radius = 20;
    private int xPos = 10;
    private int yPos = 100;
    * Initialization method that will be called after the applet is loaded
    * into the browser.
    @Override
    public void init() {
    //System.out.println(this.isDoubleBuffered()); //returns false
    // Isn't there a builtin way to force double buffering?
    // TODO start asynchronous download of heavy resources
    @Override
    public void start() {
    Thread th = new Thread(this);
    th.start();
    public void run() {
    Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
    while (true) {
    xPos++;
    repaint();
    try {
    Thread.sleep(20);
    } catch (InterruptedException ex) {
    ex.printStackTrace();
    Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
    @Override
    public void paint(Graphics g) {
    super.paint(g);
    //g.clear();//, yPos, WIDTH, WIDTH)
    g.setColor(Color.red);
    g.fillOval(xPos - radius, yPos - radius, 2 * radius, 2 * radius);
    @Override
    public void update(Graphics g) {
    super.update(g);
    // initialize buffer
    if (dbImage == null) {
    dbImage = createImage(this.getSize().width, this.getSize().height);
    dbg = dbImage.getGraphics();
    // clear screen in background
    dbg.setColor(getBackground());
    dbg.fillRect(0, 0, this.getSize().width, this.getSize().height);
    // draw elements in background
    dbg.setColor(getForeground());
    paint(dbg);
    // draw image on the screen
    g.drawImage(dbImage, 0, 0, this);
    // TODO overwrite start(), stop() and destroy() methods
    }

    Somelauw wrote:
    I copied code from a tutorail which is supposed to illustrate double buffering.
    After I run it, it still flickers though.
    I use applet viewer, which is part of netbeans.. AppletViewer is part of the JDK, not NetBeans.
    ..to run my applet.
    Link to tutorial: http://www.javacooperation.gmxhome.de/TutorialStartEng.html
    Did you specifically mean the code mentioned on this page?
    [http://www.javacooperation.gmxhome.de/BildschirmflackernEng.html]
    Don't expect people to go hunting around the site, looking for the code you happen to be referring to.
    As an aside, please use the code tags when posting code, code snippets, XML/HTML or input/output. The code tags help retain the formatting and indentation of the sample. To use the code tags, select the sample and click the CODE button.
    Here is the code you posted, as it appears in code tags.
    package ballspel;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Image;
    import javax.swing.JApplet;
    //import java.applet.*;
    * @author Somelauw
    public class BallApplet extends /*Applet*/ JApplet implements Runnable {
        private Image dbImage;
        private Graphics dbg;
        private int radius = 20;
        private int xPos = 10;
        private int yPos = 100;
         * Initialization method that will be called after the applet is loaded
         * into the browser.
        @Override
        public void init() {
            //System.out.println(this.isDoubleBuffered()); //returns false
            // Isn't there a builtin way to force double buffering?
            // TODO start asynchronous download of heavy resources
        @Override
        public void start() {
            Thread th = new Thread(this);
            th.start();
        public void run() {
            Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
            while (true) {
                xPos++;
                repaint();
                try {
                    Thread.sleep(20);
                } catch (InterruptedException ex) {
                    ex.printStackTrace();
                Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
        @Override
        public void paint(Graphics g) {
            super.paint(g);
            //g.clear();//, yPos, WIDTH, WIDTH)
            g.setColor(Color.red);
            g.fillOval(xPos - radius, yPos - radius, 2 * radius, 2 * radius);
        @Override
        public void update(Graphics g) {
            super.update(g);
            // initialize buffer
            if (dbImage == null) {
                dbImage = createImage(this.getSize().width, this.getSize().height);
                dbg = dbImage.getGraphics();
            // clear screen in background
            dbg.setColor(getBackground());
            dbg.fillRect(0, 0, this.getSize().width, this.getSize().height);
            // draw elements in background
            dbg.setColor(getForeground());
            paint(dbg);
            // draw image on the screen
            g.drawImage(dbImage, 0, 0, this);
        // TODO overwrite start(), stop() and destroy() methods
    }Edit 1:
    - For animation code, it would be typical to use a javax.swing.Timer for triggering updates, rather than implementing Runnable (etc.)
    - Attempting to set the thread priority will throw a SecurityException, though oddly it occurs when attempting to set the Thread priority to maximum, whereas the earlier call to set the Thread priority to minimum passed without comment (exception).
    - The paint() method of that applet is not double buffered.
    - It is generally advisable to override paintComponent(Graphics) in a JPanel that is added to the top-level applet (or JFrame, or JWindow, or JDialog..) rather than the paint(Graphics) method of the top-level container itself.
    Edited by: AndrewThompson64 on Jan 22, 2010 12:47 PM

  • Double buffering images

    HELP!!! lol i'm trying to figure out how to get the whole double buffering thing to work with a picture like a gif image i drew in paint. i can't quite understand anything aobut how to do it. lol i've read some things and looked at some code samples but they all do it with a polygon. i just can't seem to get it right. i learn best from code snipets if that helps. don't give me a whole program i just want some lines that will help me learn it like what i have to import. and other things. i know a little about using images but not a whole lot. if anyone can help it will be appreciated.
    andy

    Psst... Tell you teacher that one can read an image with ImageIO, often in one line:
    BufferedImage image = ImageIO.read(file_or_url_or_inputstream);(No need for a MediaTracker!) And the resulting BufferedImage (a subclass of Image)
    is easier to work with than Image and has more useful features.
    Welcome to Java 2D.

  • Double buffering daqmx

    I understand that DAQmx is supposed to do double buffering automatically.  When I run the example below in continuous mode, It will run continuously without error.  when I hit stop, it will give me a "Not enough memory to complete this operation." error.  This error occurs only when i've acquired greater than about 70M samples.  If I don't hit stop it will run to about 300M samples, give the above error and also an unspecified Labview error.  The rate does not appear to affect this.  Am I actually double buffering?
    Does it only do double buffering with the "Continuous Samples" mode?  I've been using the example below with both continuous and finite samples and in both cases it seems to acquire more samples the 64MB. 
    Does this have anything to do with what i'm seeing?
    http://digital.ni.com/public.nsf/allkb/7DF86CA91D739AD386256DF900785211
    Equipment:
    Labview 8.2
    NI-8350 Controller
    MXI-4
    PXI-6534

    You are creating the second buffer in your application. DAQmx is not at fault here. You are wiring the output from the DAQmx Read VI to an auto-index tunnel on the While Loop. As your program runs this auto-index tunnel builds an array of every value that was sent to it in every iteration of the loop. So as time goes on, this array gets bigger and bigger. Eventually you will run out of available memory.
    You should look into other ways of streaming data out of a loop, such as using Queues. You could then have a background loop to handle any data analysis or display.
    Jarrod S.
    National Instruments

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