Sprite animation with double buffering

Hello, I am writing a game. I am not using swing. Just awt.
I have several books I am looking at right now. One uses the
BufferedImage class to create a buffered sprite. The other book instead uses the Image class to impliment double buffering. So, I am really confused now. I do not know if I should use the BufferedImage class or the Image class. Note that
Please help. Which method is the best to use?
Val

These links may assist you in full-screen animation with double-buffering:
http://www.sys-con.com/java/article.cfm?id=1893
http://www.meatfighter.com/meat.pdf
- Mike

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  • 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.
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                   dbg = dbImage.getGraphics();
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    This snipet of code works but when I change the method to
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    super.paintComponent(g)...
    everythign stops working and get a compilation error and says that it can't find paintComponent in javax.swing.JFrame.
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              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);
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                   b_ufo.draw_shape(g);
                   m_ufo.draw_shape(g);
                   s_ufo.draw_shape(g);
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         }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

  • C# implementation issue with double buffering

    I am using the C# dll library to access the berkeley db, is there any way to pass the buffer, offset, count for the btree cursor move function. I dont want to double buffer to memory every time I conduct a cursor move.

    Sir,
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    Daniel McChane
    Application Engineer
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  • 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:
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        paint(g);
    public void paint(Graphics g) {
        bufferGraphics.drawImage(nextDuke, 0, 0, this);
        g.drawImage(currentDuke, 0, 0, this);
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    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();
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        private void loadDuke() {
            duke = new Image[10];
            for (int i = 0; i < 10; i++) {
                duke[i] = this.getImage(this.getCodeBase(), "images/duke"+i+".gif");
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         * 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) {
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    * 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());
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    Thanks in advance!
    /Andrew

    I've solved it!
    /Andrew

  • Drawing with double buffering to a JFrame

    I want to create a simple JFrame and draw stuff to it via Graphic object using double buffering.
    If I create a loop and draw constantly using JFrame.getGraphic().xxx, am i doing double buffering. ( 'cause i read somewhere that swing components automaticly use double buffering ). And is this the righ approuch ( or whatever it's spelled ) ?

    I want to create a simple JFrame and draw stuff to it
    Don't do that.
    If you want to do custom rendering then use JPanel or JComponent, not JFrame.
    If I create a loop and draw constantly using JFrame.getGraphic().xxx, am i doing double buffering.
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    You're also painting outside the standard paint cycle, which is a Bad Idea.
    So, essentially, everything your suggesting is the wrong way to go about things.
    In its most simple form, double buffering works something like this, though there are a whole load of subtleties to consider (such as component resizing for a start)
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        protected void paintComponent(Graphics g)
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  • Force repaint with Double-buffering

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  • Double Buffering in Java Swing

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    Hi sir,
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    Urgent.Here is my problem code:-
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    public void actionPerformed(ActionEvent e)
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    Thanx,
    m.ananthu

  • Dragging a drawing when double-buffering

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    import java.awt.*;
    import java.awt.event.*;
    import java.io.*;
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    import javax.swing.*;
    import javax.swing.border.TitledBorder;
    import javax.swing.event.TreeSelectionEvent;
    import javax.swing.event.TreeSelectionListener;
    import javax.swing.plaf.FontUIResource;
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