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Using a BufferedImage for Double Buffering

When a graphic is complex or the same graphic is used repeatedly, you can reduce the time it takes to display it by first rendering the graphic to an offscreen buffer and then copying the buffer to the screen. This technique, called double-buffering, is often used for animations.


Note: When you are rendering into a Swing component, Swing automatically double-buffers the display.
A BufferedImage can easily be used as an offscreen buffer. You can create a BufferedImage whose color space, depth, and pixel layout exactly match the window into which you're drawing by calling the Component createImage method. If you need control over the offscreen image's type or transparency, you can construct a BufferedImage object directly and use it as an offscreen buffer.

To draw into the buffered image, you call the BufferedImage createGraphics method to get a Graphics2D object and then call the appropriate rendering methods on the Graphics2D . All of the Java 2D API rendering features can be used when you're rendering to a BufferedImage that's being used as an offscreen buffer.

When you're ready to copy the BufferedImage to the screen, you simply call drawImage on your component's Graphics2D and pass in the BufferedImage .

Example: BufferedShapeMover

The BufferedShapeMover program allows the user to drag a rectangle around within the applet window. Instead of rendering the rectangle at every mouse location to provide feedback as the user drags it, a BufferedImage is used as an offscreen buffer and the BufferedImage is copied to each new mouse location as the rectangle is dragged.

You can find the complete program in BufferedShapeMover.java, and here's an HTML file that includes the applet, BufferedShapeMover.html. Here is the code used to render into the BufferedImage and blit the image to the screen:

public void updateLocation(MouseEvent e){
    rect.setLocation(last_x + e.getX(),
                     last_y + e.getY());
    repaint();
...
// In the update method...
Dimension dim = getSize();
int w = dim.width;
int h = dim.height;
if(firstTime){  // Set up the offscreen buffer
    buffImg = (BufferedImage)createImage(w, h);
    big = buffImg.createGraphics();
    rect.setLocation(w/2-50, h/2-25);
    firstTime = false;
} else {
...
    // Clear the rectangle that was previously drawn.
    big.setColor(Color.white);
    big.clearRect(0, 0, w, h);
    big.setPaint(polkadots);
    // Render the rectangle into the buffered image.
    big.fill(rect);
    big.draw(rect);
    // Copy the buffered image to the screen.
    g2.drawImage(buffImg, 0, 0, this);


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