Double buffering on large pane

I have a large JPanel which I'm drawing onto which is about 5000 x 5000. To eliminate screen flicker when dragging objects I'm trying to use double buffering. The problem is the image is too big and I get an out of memory error message.
I've tried using clipped rectangles to display just the size of image needed but they give erratic results or the scrolling doesn't work. I need it to display the rest of the image when scrolling. Does anyone have any suggestions on how to solve this?
I've thought about creating the image to be just the size of the screen and to just have the objects that are meant to be at that part but I think this would involve going from device space from user space but I don't know how to do this. Thanks.
Alan

ok, if you want it to be interactive with scrolling, then you have to keep the image large, but unless your video card has 71.5MB free space for that image, you're not going to get good results, not to mention CPU will be hurting if you need to do any processing of the image (transforms, loads, saves, etc.)
options:
1. forget interaction and just get the viewable image area and paint that portion of the image
2. Get a graphics supercomputer!
3. try to fake the interaction somehow
what else? dunno, did that help

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    ok
    i don't take a long time tracing your code, but i think u have to overwrite the repaint methode so it 's call the methode which will paint the line each time.
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