Need double buffering enabled if  I print a JTable

Hi @ all
I have printed a very large JTable. The Problem is if I disable double
buffering the horizontal lines move after some pages.
If I enable double buffering the printout looks very bad(as all know).
But the horizontal lines are OK!
You can produce this failure with the print tutorial(and a large table).
Has someone an idea how I can fix my bug ?
many thanks for helping

may be you have to disable double buffering generaly to all the element envolved in the printing component, try this:
private void setDoubleBuffering(Component c, boolean isEnabled) {
RepaintManager manager = RepaintManager.currentManager(c);
manager.setDoubleBufferingEnabled(isEnabled);
}

Similar Messages

  • High CPU usage with double buffering enabled

    Hello all,
    My GUI application is using 100% of the CPU with double buffering (DB) enabled, about 20% with it disabled?
    Also with DB enabled is visible slower than without, although there are some flickers.
    Java 1.7.0_21
    2 NVIDIA Quadro NVS 420
    Windows 7
    Any ideas?

    Try tinkering with the Java2D system flags:
    http://docs.oracle.com/javase/1.5.0/docs/guide/2d/flags.html

  • Printing double-buffered component

    I have a component that is double-buffered (must be) and when I print it, the quality of that component is pour. Quality of other components is good. So I'm guessing that image that I'm using for buffering is in the different resolution than the graphics that is used for printing, so g.drawImage() has to scale image which causses bad quality. I have seen posts about this problem but I haven't found a solution. Is there a way to fix this?

    * The speed and quality of printing suffers dramatically if
    * any of the containers have double buffering turned on.
    * So this turns if off globally.
    * @see     enableDoubleBuffering
    * @param     c processed component
    public static void disableDoubleBuffering(Component c) {
    RepaintManager currentManager = RepaintManager.currentManager(c);
    currentManager.setDoubleBufferingEnabled(false);
    * Re-enables double buffering globally.
    * @param     c processed component
    public static void enableDoubleBuffering(Component c) {
    RepaintManager currentManager = RepaintManager.currentManager(c);
    currentManager.setDoubleBufferingEnabled(true);
    regards
    Stas

  • Printing JTable after turning off double buffering causing repaint problems

    I've followed all the instructions to speed up a print job in java by turning off double buffering temporarily by using the following call before calling paint() on the component...
    RepaintManager.currentManager(printTable).setDoubleBufferingEnabled(false);
    ... and then turning it back on afterwards...
    RepaintManager.currentManager(printTable).setDoubleBufferingEnabled(true);
    but the problem is that if it is a long print job, then the rest of the application (including other JTables) isn't repainting properly at all. I have the printing going on in a separate thread since I don't think it's acceptable UI practices to force the user to wait until a print job finishes before they can proceed with using their application. I've tried controlling the double buffering at the JPanel level as well, but it always affects the entire application until the print spooling is complete.
    Does anyone have any suggestions to solve this annoying SWING printing problem?
    Thanks,
    - Tony

    When you post code, make sure and put it between code
    tags, so it looks good:
    public static void main(String[] args) {
    System.out.println("Doesn't this look great?");
        public int print(Graphics g, PageFormat pf, int pageIndex) {
            System.out.println( "Calling print(g,pf,pageIndex) method" );
            int response = NO_SUCH_PAGE;
            Graphics2D g2 = (Graphics2D) g;
    // for faster printing, turn off double buffering
            disableDoubleBuffering(componentToBePrinted);
            Dimension d = componentToBePrinted.getSize(); //get size of document
            double panelWidth = d.width; //width in pixels
            double panelHeight = d.height; //height in pixels
            double pageHeight = pf.getImageableHeight(); //height of printer page
            double pageWidth = pf.getImageableWidth(); //width of printer page
            double scale = pageWidth / panelWidth;
            int totalNumPages = (int) Math.ceil(scale * panelHeight / pageHeight);
    // make sure not print empty pages
            if (pageIndex >= totalNumPages) {
                response = NO_SUCH_PAGE;
            } else {
    // shift Graphic to line up with beginning of print-imageable region
                g2.translate(pf.getImageableX(), pf.getImageableY());
    // shift Graphic to line up with beginning of next page to print
                g2.translate(0f, -pageIndex * pageHeight);
    // scale the page so the width fits...
                g2.scale(scale, scale);
                componentToBePrinted.paint(g2); //repaint the page for printing
                enableDoubleBuffering(componentToBePrinted);
                response = Printable.PAGE_EXISTS;
            return response;
        }

  • Need help with double buffering

    Hi!
    I'm trying to write an animated applet the shows the Java Duke waving.
    No problem getting it to work, but the applet is flickering and I sence the need for double buffering.
    I've tried to use "traditional" double buffering techniques without success. Something like this:
    currentDuke = bufferGraphics.getGraphics();
    public void update(Graphics g) {
        bufferGraphics.clearRect(0, 0, this.getWidth(), this.getHeight());
        paint(g);
    public void paint(Graphics g) {
        bufferGraphics.drawImage(nextDuke, 0, 0, this);
        g.drawImage(currentDuke, 0, 0, this);
    }Didn't help...
    Here's my current code:
    import javax.swing.*;
    import java.awt.*;
    * This is a simple animation applet showing Duke waving.
    * @author Andrew
    * @version 1.0 2002-07-04
    public class WavingDuke extends JApplet implements Runnable {
        private Image[] duke;
        private Image currentDuke;
        private Thread wave;
         * Called by the browser or applet viewer to inform this applet that it has
         * been loaded into the system.
        public void init() {
            loadDuke();
            currentDuke = this.createImage(this.getWidth(), this.getHeight());
         * Called by the browser or applet viewer to inform this applet that it
         * should start its execution.
        public void start() {
            if (wave == null) {
                wave = new Thread(this);
                wave.start();
         * Loads all the duke images into a <code>Image</code> array.
        private void loadDuke() {
            duke = new Image[10];
            for (int i = 0; i < 10; i++) {
                duke[i] = this.getImage(this.getCodeBase(), "images/duke"+i+".gif");
         * Method cycles through different images and calls <code>repaint</code>
         * to make an animation. After each call to <code>repaint</code> the thread
         * sleeps for predefined amount of time.
        public void run() {
            while (true) {
                for (int i = 0; i < 10; i++) {
                    currentDuke = duke;
    repaint();
    paus(150);
    * Method makes the current thread to sleep for tha amount of time
    * specified in parameter <code>ms</code>.
    * @param ms The time to wait specified in milliseconds.
    private void paus(int ms) {
    try {
    Thread.sleep(ms);
    } catch (InterruptedException ie) {
    System.err.println(ie.getMessage());
    * Updates this component.
    * @param g The specified context to use for updating.
    public void update(Graphics g) {
    paint(g);
    * Paints this component.
    * @param g The graphics context to use for painting.
    public void paint(Graphics g) {
    g.clearRect(0, 0, this.getWidth(), this.getHeight());
    g.drawImage(currentDuke, 0, 0, this);
    Thanks in advance!
    /Andrew

    I've solved it!
    /Andrew

  • Double Buffering and Components

    Hello I am wondering how do I turn off double buffering for my components. This is important for printing as double buffering makes the print job alot of MB

      /** The speed and quality of printing suffers dramatically if
       *  any of the containers have double buffering turned on.
       *  So this turns if off globally.
       *  @see enableDoubleBuffering
      public static void disableDoubleBuffering(Component c) {
        RepaintManager currentManager = RepaintManager.currentManager(c);
        currentManager.setDoubleBufferingEnabled(false);
      /** Re-enables double buffering globally. */
      public static void enableDoubleBuffering(Component c) {
        RepaintManager currentManager = RepaintManager.currentManager(c);
        currentManager.setDoubleBufferingEnabled(true);
      }

  • Double Buffering a large image - is it a good idea to do so ?

    I'm developing a small maze like game. I'm using double buffering. So I double buffer the enter screen area (1024x768) and copy them all back to the on screen buffer...
    I need my code to run atleast at 18 - 24 fps.
    Is there a better/efficient way to do this...
    Note : I'm manually double buffer. I don't use any Buffer manager.
    like this
    public void update(Graphics g)
          Image i = createImage(...)      ;
          paint(i.getGraphics() );
          g.drawImage(i..)
    }

    Hi chaos,
    I am developing a game too and I achieve very high frame rate (up to 60 fps) using the hardware accelerated pipelines and the double buffering/page flipping strategy.
    here is the method I call to update my the entire screen of my game:
    private void screenUpdate()
        try
          Graphics gScr = bufferStrategy.getDrawGraphics();
          gameRender(gScr); //this is where I paint the game screen
          gScr.dispose();
          if (!bufferStrategy.contentsLost())
            bufferStrategy.show();
        } catch (Exception e)
          e.printStackTrace();
          running = false;
      }Here is how I create the buffer strategy in the main JFrame:
    try
          EventQueue.invokeAndWait(new Runnable()
            public void run()
              createBufferStrategy(NUM_BUFFERS);
        } catch (Exception e)
          System.out.println("Error while creating buffer strategy");
          System.exit(0);
        bufferStrategy = getBufferStrategy();In my gameRender method, I use only draming method that works without breaking the hardware acceleration (by default enabled with java 6.0). I just make sure to use BufferedImage without rotation or manually written filters and the game runs at 60 fps without any issue.
    The CPU is even still sleeping more than 70% of the time which gives a lot room for all other processing such as path finders, A.I., ...
    Cheers.
    Vince.

  • Using 6533 DIO32HS, is it possible to use double buffered output with varying pauses?

    I'm using Level-Ack handshaking to transmit data. Currently, I'm hooked up to a loop-back on the DIO32HS card.
    If I don't use double-buffering, I end up with pauses in data transmission, so I need to use double buffering. Unfortunately, I can't seem to set up a delay in the middle of a double buffered scheme.
    What I need to do is this:
    Transmit 64 packets of data (16 bits each) on group 2 / Receive 64 packets of data (16 bits each) on group 1
    Delay for .2 ms
    Transmit the same packets again / receive
    The delay in the middle will need to be varied, from .2 to 20 ms.
    I'm programming in Visual C++ 6.0 under Windows 2000, with (as suggested above) group1 c
    onfigured as input (DIOA and DIOB) and group2 set up as output (DIOC and DIOD). Due to the speed of transmission (256kHz) and the small size of the data set, the program I wrote, no matter how tight I try to make it, cannot insert the proper delay and start the next send on time.
    Does anyone have any idea if such a pause is possible? Anyone know how to do it, or any suggestions on what to try?
    Thanks!

    .2 ms is a very small time delay to use in software. Windows usually isn't more accurate than about 10 or 20 ms. If you need to have small, precise delays you could either use a real time OS, like pharlap and LabVIEW RT, or use extra hardware to generate the delays correctly.
    I would recommend using a separate MIO or counter/timer board (like a 660x) to generate timing pulses for the DIO32HS. This gives you precise timing control at high speed. If the 32HS is in Level ACK Mode, it will respond to external ACK and REQ signals. This is covered in more detail on page 5-10 of the PCI-DIO32HS User Manual.

  • Double buffering && repaint

    Hi there,
    I have a frame F that contains two panels P1 and P2.
    P1 uses double buffering for drawing circles and lines.
    P2 has buttons and a JList.
    When i click on a JList to have popup menu
    or when i move the frame F on the screen
    the panel P2 lost some of JList drawing.
    Actually i iconify the frame in order to oblige
    JVM to do repaint.
    How can i resolve this problem please.

    Do not ever mix heavyweight and lightweight, or else
    you won't be able to set up the correct zorder.But when i iconfiy and desiconify my frame Java
    repaint correctly.
    I need a nice tip article of how to simulate
    desiconify repainting process.
    Thabk u

  • 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... +1

    Hi there......
    Ive created a game that uses double buffering...basically the user hits the ball that is moving around the screen... after 5 goes the program needs to display a graph....
    I have got the two components working seperatly... but when i combine that classes into one (the graph + the game) when theg graph is displayed the screen flickers..... and u cant see the graph properly....
    How do you stop the screen from trying to keep refreshing and display the final image? (which is no longer animated)
    Many thanks....

    search this site or google
    there are hundreds of posts about double buffering

  • 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

  • Double buffering method - confusion

    Hello everyone,
    I've been messing around with Applets and animation in them and needed a method to reduce/remove flicker, so I decided on double buffering and looked up a tutorial on it. I understand the concept of it clearly, however the code doesn't make too much sense to me even after reading paint/graphics pages. What confuses me is:
    Why is the "g.drawString()" in update method if it already paints the dbg graphics? I commented it out, and the ball won't move. In addition, in the drawImage method it draws dbImage which is only altered once (see when it was null), so how are we using it to double buffer if we never write to it except once?
    import java.applet.*;
    import java.awt.*;
    public class BallBasic extends Applet implements Runnable {
        int x_pos = 10;
        int y_pos = 10;
        int radius = 20;
        private Image dbImage;
        private Graphics dbg;
        public void init() {
            setBackground(Color.blue);
        public void start() {
            Thread th = new Thread(this);
            th.start();
        public void stop() {
        public void destroy() {
        public void run() {
            Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
            while (true) {
                x_pos++;
                repaint();
                try {
                    Thread.sleep(20);
                } catch (InterruptedException ex) {
                Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
        public void update(Graphics g) {
            if (dbImage == null) {
                System.out.println("dbImage was null");
                dbImage = createImage(this.getSize().width, this.getSize().height);
                dbg = dbImage.getGraphics();
            dbg.setColor(getBackground());
            dbg.fillRect(0, 0, this.getSize().width, this.getSize().height);
            dbg.setColor(getForeground());
            paint(dbg);
            g.drawImage(dbImage, 0, 0, this);
        public void paint(Graphics g) {
            g.setColor(Color.red);
            g.fillOval(x_pos - radius, y_pos - radius, 2 * radius, 2 * radius);
    }Thanks for reading, hope you can help.
    Note: I understand how the panting process works, how it ties into update, ectcetera, please do not post explanations of how painting/applets work, just looking for heavy comments on what is happening throughout the update/paint method.

    Patrick_Ritchie wrote:
    I want to understand the concepts of this and how to use just plain ol' applets. I need to learn these things ;)Most people skip the old AWT. Did you learn how steam engines worked before you learned to drive a car?

  • How does buffer size affect double buffered waveform generation?

    I had originally posted the following question:
    "Why does the double buffered waveform generation pause after the first buffer before continuing?"
    "I am using an AT-AO-10 board to generate a multiple channel waveform in double buffered mode. The board's DAC's are updated by an external clock signal. While the waveform generation performs well, I notice that after the first buffer has been generated there is a time delay before the next buffer is output. However the second buffer and thereafter perform well without any time delays. If anyone can provide me an explanation on why this happens I would appreciate it. I am using NI-DAQ API functions to generate the waveforms and my settings for the WFM_DB_Config function are 1 for oldDataStop to disallow regeneration of data and 0 for partialTransferStop to not stop when a half buffer is partially transferred."
    -posted by Vadi on 6/7/2001
    I received a response from Geneva as follows:
    Geneva L. on 6/11/2001 says:
    "Vadi,
    The first thing is to make sure that you have the latest version of NI-DAQ installed, NI-DAQ 6.9.1. If you need to install it, make sure you completely uninstall any prior versions. Then, you will have examples installed in either the NI-DAQ or the CVI directory. In the AO directory, you should find the WFMdoubleBuf example.
    Start with that to make sure the output appears as you expect. Then, you can modify it to apply your external update clock, following the idea presented in the WFMsingleBufExtUpdate example. You might even want to double-check that your external clock acts as you expect using an oscilloscope.
    Finally, modify the example such that you can update on multiple channels, remembering that you interleave each channels buffer into one buffer for WFM_DB_Transfer. Whatever data is in the buffer will be updated on the output channels.
    Regards,
    Geneva L.
    Applications Engineer
    National Instruments"
    I have checked my version of NI-DAQ and it is 6.9.1. I am generating the double buffered waveform according to the format shown in WFMdoubleBuf and with some modifications from WFMsingleBufExtUpdate to allow me to use my external update clock. However I continue to notice the same phenomena again and again. For a buffer size of 7500 or 10000 points there is a time lag meaning after the first buffer has been output there is a noticeable time delay before the second buffer and buffers there after is output. This time lag doesn't exist for the buffers that are output after the first buffer but it does exist for the first buffer. When I decrease the buffer size down to 5000 points the time lag disappears (Note: this phenomena also occurs when I use an internal time base as opposed to my external clock). Is there a reason for this? I am using a AT-AO-10 board and I know the on board FIFO is 1024 points deep. However from the documentation provided it doesn't indicate that double buffered mode uses the on board FIFO at all. In fact, the functions require that the FIFO mode be turned off (in WFM_Load) for double buffered waveform generation. Is there a reason why when the buffer size is increased that there is a time lag after the first buffer? Is this because of the functions themselves or is this because of the AT-AO-10 board?

    Vadi,
    Make sure that your buffer size is set to the same number of points that you're actually writing to the buffer initially. For instance, if you run the example as-is, the NIDAQMakeBuffer puts exactly the ulCount amount of data into the buffer. Then, it continuously writes out half buffers. Thus, if you are not writing enough data to fill up the buffer the first time, there will be that lag until the section where half buffers are output.
    Regards,
    Geneva L.
    Applications Engineer
    National Instruments
    http://www.ni.com/ask

  • Is dictionary cache double buffered (shared pool, buffer cache)

    Hi,
    I'm trying to get idea about how dictionary cache is buffered .
    Let us say we're talking about dc_objects .
    It is dba_tables view related so all underlying sys.obj$ sys.user$ ... tables block are cached in buffer cache.
    So why we are caching them in dictionary cache space in shared pool additionally ?
    Looks like double buffering and wasting SGA .
    Please explain .
    Regards
    GregG

    HI,
    Dictionary cache will not cache data of tables, rather it will cache the structural information of table (in your case).
    If i will do "select ename from emp", during statement compilation, it needs to check whether "ename" is a real column? and for this it needs to query data dictionary information (from using physical read of system data file or from data dictionary cache if information is there). It also need to check whether i have (logged in user) rights to access this table/column and all this information comes from data dictionary.
    This is a simple example, otherwise dictionary cache need to store a lot of other information also (but purely the information present in data dictionary)
    Salman

Maybe you are looking for

  • Jre was not found in... has me ready to install Oracle 9i on Windows NT

    The last half has yielded a successfull install. However, when I try to run dbca I get: jre was not found in /opt/oracleRegistry/jre/1.1.8/bin/../bin/i586/green_threads/jre The last bit of my install log looks like this: Starting to execute optional

  • In-ear for running

    i'm surprised that the Creative in-ear earphone sound so much better than my previous sony in-ear earphone but it's not suitable for running as the wire always tangle, swings and eventually fell out. I am hoping that Creative can engineered a sport s

  • Could you retrieve text messages from your phone by looking on your bill?

    im trying to retrieve messages that was erased off my phone after i plugged it up to my mac does anyone know?

  • Error in Sun DS 6.3

    hi, i just made a replication from 2 DS 6.3 instances between i got error after sending some updates,error code 901 then i thought of restarting the server but when i start the dscc through browser iget the below error,so when i try to restart throug

  • T61 Blue Screen

    If it doesn't rain it pours. 6 months with no issue and now three in a week. I was performing a scan with AVG 8.5 when the laptop blue screened. The error was stop 0x000000024 (0x001902FE,0xBA51F8F4,OXBA51F5F0,0XB9D7FB7F) AT B9D26000,Datestamp 48025b