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flicker = true; repaint(); } }); } public void paint(Graphics g) { Graphics screengc = null; if (!flicker) { screengc = g; g = buffergetGraphics(); } gsetColor(Colorblue); gfillRect(0, 0, w, h); gsetColor(Colorred); for (int i=0; i<w; i+=gap) gdrawLine(i, 0, w-i, h); for (int i=0; i<h; i+=gap) gdrawLine(0, i, w, h-i); gsetColor(Colorblack); gdrawString("Press mouse button to double buffer", 10, h/2); gsetColor(Coloryellow); gfillOval(mx - gap, my - gap, gap*2+1, gap*2+1); if (!flicker) { screengcdrawImage(buffer, 0, 0, null); } } public void update(Graphics g) { paint(g); } }
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This simple applet has a complicated paint( ) method It fills the background with blue and then draws a red moir pattern on top of that It paints some black text on top of that and then paints a yellow circle centered at the coordinates mx,my The mouseMoved( ) and mouseDragged( ) methods are overridden to track the mouse position These methods are identical, except for the setting of the flicker Boolean variable mouseMoved( ) sets flicker to true, and mouseDragged( ) sets it to false This has the effect of calling repaint( ) with flicker set to true when the mouse is moved (but no button is pressed) and set to false when the mouse is dragged with any button pressed When paint( ) gets called with flicker set to true, we see each drawing operation as it is executed on the screen In the case where a mouse button is pressed and paint( ) is called with flicker set to false, we see quite a different picture The paint( ) method swaps the Graphics reference g with the graphics context that refers to the offscreen canvas, buffer, which we created in init( ) Then all of the drawing operations are invisible At the end of paint( ), we simply call drawImage( ) to show the results of these drawing methods all at once
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Output from DoubleBuffer without (left) and with (right) double buffering
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Notice that it is okay to pass in a null as the fourth parameter to drawImage( ) This is the parameter used to pass an ImageObserver object that receives notification of image events Since this is an image that is not being produced from a network stream, we have no need for notification The left snapshot in Figure 25-2 is what the applet looks like with the mouse button not pressed As you can see, the image was in the middle of repainting when this snapshot was taken The right snapshot shows how, when a mouse button is pressed, the image is always complete and clean due to double buffering
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Many early Java developers found the ImageObserver interface far too difficult to understand and manage when there were multiple images to be loaded The developer community asked for a simpler solution that would allow programmers to load all of their images synchronously, without having to worry about imageUpdate( ) In response to this, Sun Microsystems added a class to javaawt called MediaTracker in a subsequent release of the JDK A MediaTracker is an object that will check the status of an arbitrary number of images in parallel To use MediaTracker, you create a new instance and use its addImage( ) method to track the loading status of an image addImage( ) has the following general forms: void addImage(Image imgObj, int imgID) void addImage(Image imgObj, int imgID, int width, int height) Here, imgObj is the image being tracked Its identification number is passed in imgID ID numbers do not need to be unique You can use the same number with several images as a means of identifying them as part of a group In the second form, width and height specify the dimensions of the object when it is displayed Once you ve registered an image, you can check whether it s loaded, or you can wait for it to completely load To check the status of an image, call checkID( ) The version used in this chapter is shown here: boolean checkID(int imgID) Here, imgID specifies the ID of the image you want to check The method returns true if all images that have the specified ID have been loaded (or if an error or user-abort has terminated
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