double-buffering

How to avoid this NullPointerException

自古美人都是妖i 提交于 2019-12-02 04:54:08
问题 I'm working on a small arcade video game, and I am looking to double buffer to improve animation. I have one class that's supposed to draw the blank image, and another class that's supposed to draw a simple line. However, I keep getting a NullPointerException on the line where the line is supposed to be drawn class Render extends JPanel { public int dbWidth = 500, dbHeight = 400; public Image dbImage = null; public Graphics dbg; public void gameRender() { if( dbImage == null ) dbImage =

Double Buffer a JFrame

我与影子孤独终老i 提交于 2019-12-02 04:38:36
I have been reading a lot about Double Buffering as I am working on a 2D game. I have come across many different strategies for implementation, but am unsure how Double Buffering would fit into the way I have created my game window. For example, one article I came across (http://content.gpwiki.org/index.php/Java:Tutorials:Double_Buffering) suggested having a separate method for drawing; however, I suspect this would be applicable if you were drawing shapes, instead of adding components to the window. Here is my main GUI code (keylistener methods omitted) public class MainWindow extends JFrame

How to avoid this NullPointerException

戏子无情 提交于 2019-12-02 01:30:51
I'm working on a small arcade video game, and I am looking to double buffer to improve animation. I have one class that's supposed to draw the blank image, and another class that's supposed to draw a simple line. However, I keep getting a NullPointerException on the line where the line is supposed to be drawn class Render extends JPanel { public int dbWidth = 500, dbHeight = 400; public Image dbImage = null; public Graphics dbg; public void gameRender() { if( dbImage == null ) dbImage = createImage( dbWidth, dbHeight ); dbg = dbImage.getGraphics(); dbg.setColor( Color.white ); dbg.fillRect( 0,

What could cause Double Buffering to kill my app?

大憨熊 提交于 2019-12-01 16:11:16
I have a few custom (winforms) components that draw to the screen using GDI+. To prevent flickering on repaint, I decided to enable double buffering, so I added a line to my constructor: public ColourWheel() { InitializeComponent(); this.DoubleBuffered = true; } Which works fine on this component (ColourWheel). When I add the same line to the constructor of either of my other two (similarly structured) components, I get a couple of strange symptoms: When I try to run a form with the component on, I get an Argument Exception on Application.Run(new Form()); . If I switch to design mode, I get an

Double buffering with Panel

白昼怎懂夜的黑 提交于 2019-11-27 08:59:31
Double buffering the whole form can be done by setting the value of the "AllPaintingInWmPaint", "UserPaint" and "DoubleBuffer" ControlStyles to "true" ( this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true) ). But this can't happen with a System.Windows.Forms.Panel because the class doesn't allow me to do so. I have found one solution: http://bytes.com/topic/c-sharp/answers/267635-double-buffering-panel-control . I have also tried this: Winforms Double Buffering . It's laggy, even when it's used on a small drawing, I have some custom

Double buffering with Panel

烈酒焚心 提交于 2019-11-26 14:25:31
问题 Double buffering the whole form can be done by setting the value of the "AllPaintingInWmPaint", "UserPaint" and "DoubleBuffer" ControlStyles to "true" ( this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.UserPaint | ControlStyles.DoubleBuffer, true) ). But this can't happen with a System.Windows.Forms.Panel because the class doesn't allow me to do so. I have found one solution: http://bytes.com/topic/c-sharp/answers/267635-double-buffering-panel-control . I have also tried this:

Does HTML5/Canvas Support Double Buffering?

拜拜、爱过 提交于 2019-11-26 03:50:26
What I'd like to do is draw my graphics on a buffer and then be able to copy it as is to the canvas so I can do animation and avoid flickering. But I couldn't find this option. Anyone know how I can go about this? ricksuggs The following helpful link, in addition to showing examples and advantages of using double buffering, shows several other performance tips for using the html5 canvas element. It includes links to jsPerf tests, which aggregate test results across browsers into a Browserscope database. This ensures that the performance tips are verified. http://www.html5rocks.com/en/tutorials

Does HTML5/Canvas Support Double Buffering?

纵然是瞬间 提交于 2019-11-26 01:52:31
问题 What I\'d like to do is draw my graphics on a buffer and then be able to copy it as is to the canvas so I can do animation and avoid flickering. But I couldn\'t find this option. Anyone know how I can go about this? 回答1: The following helpful link, in addition to showing examples and advantages of using double buffering, shows several other performance tips for using the html5 canvas element. It includes links to jsPerf tests, which aggregate test results across browsers into a Browserscope