Graphics Are Flickering

Feb 2, 2014

I attempted to make my square move in the screen and i set up collision with another object, however the graphics are flickering, really flickering, here's the code:

Java Code:

import javax.swing.*;
import javax.swing.event.*;
import java.awt.*;
import java.awt.event.*;
public class NewEmpty extends JFrame {
double p1speed =5, p2speed =5;

[code]....

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Swing/AWT/SWT :: Flickering On Resize

Jan 12, 2011

I need to create a program that draws a graph, but for now, all I have done is two lines: the X and Y axis. The program is designed in a way as to automatically resize the graph when the window is resized.

Is this code in some way extremely inefficient? I get TERRIBLE flickering when I resize the window. Is there something that will at least reduce the flickering?

mainApp.java:
import java.awt.*;
import javax.swing.*;
public class mainApp {
public static void main(String[] args) {
JFrame frame = new JFrame();
frame.setSize(300,300);
frame.setVisible(true);

[Code] ....

I have added a screenshot that shows the window flickering.

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Jul 28, 2014

I am trying to call another swing frame from my current frame. And after calling second frame i dispose the current frame.

But while second frame coming on the screen, current frame gets dispose and second frame takes some seconds to appear on screen.

So its creating a bad flickering effect on screen and its not suitable for my application.

I want that first frame will call sencond frame and it will not look like second frame is called. I just want to cancel flickering effect.

Here is my source code.

1st Frame:

public class Welcome extends JFrame {
JFrame f;
JTextArea nameField,nameField1;
JLabel lable;

[Code] .....

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Mar 12, 2014

i'm currently doing my system now and my problem is about inserting an image to my jframe form with thread because if i insert image and when i run it it blinks too slow comparing if i use simple oval it doesnt blink.

why is it that if i wrote the code like this.

public void DrawSnake(Graphics g) throws IOException {
Image image = ImageIO.read(this.getClass().getResource("body1.jpg"));
Image image1 = ImageIO.read(this.getClass().getResource("body.jpg"));
Image headr = ImageIO.read(this.getClass().getResource("headr.jpg"));
Image headl = ImageIO.read(this.getClass().getResource("headl.jpg"));

[Code] .....

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Mar 2, 2014

I have been stuck on this now for almost a week, the problem is that the textfield keeps flickering. I have read that swing does not work well with fullscreen exclusive mode, but I'm not sure what else to do other than create my own class similar to a textfield and detect every single key press which doesn't seem the right thing to do.

- If this line is uncommented "TextFieldTest.this.tfChatField.paint(g);" then it will display the textfield at the top of the screen, and a flickering textfield at the bottom(which is where it's meant to be)

Java Code:

package textfieldtest;
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.DisplayMode;
import java.awt.Graphics;
import java.awt.Graphics2D;

[Code] ....

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I'm trying to set up a splash screen where a native splash screen is shown initially and then replaced with the stage from my preloader.  This is fairly simple to do.  I use the below code to get everything lined up properly. 

private void alignStage(Stage stage) {
    SplashScreen splashScreen = SplashScreen.getSplashScreen();
    if (splashScreen != null) {
        // Align the stage based on the current splash location
        Rectangle bounds = splashScreen.getBounds();
        stage.setX(bounds.getX());
        stage.setY(bounds.getY());

[Code] ....
 
The problem I'm having is that my Stage isn't actually shown by the time the commented event gets fired.  The API for onShown says:
 
Called just after the Window is shown.

My guess is the window has transitioned to being shown, but there's a slight delay until it gets rendered on screen.  If that's a decent assumption, is there a reliable way I can make sure my preloader stage is visible on screen before I hide the native splash?
 
The best option I can think of so far is to delay hiding the native splash until the preloader gets the BEFORE_START notification.  This works (no flicker), but, since both splash screens are actually visible for a while, using a transparent splash doesn't work very well (which actually isn't too big of a deal).

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He said that if you need something that Swing can't provide, like a bar graph, you build it. Now, being used to just writing a method that will open up a JFrame, how you would actually build graphics on your own. How in the world would that work? How would one write their own methods to make a window or to build a graph?

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I am attempting to create a n-body simulation using orbital dynamics and Java in school.

I am only in high-school, but I have some programming experience. The logic of this program comes quite easily. My problem is the graphical part, so I was just looking for quick methods to implement graphics.

What I am looking to do, is display objects onto the screen and manipulate their respective x and y coordinates as time pass. I have tried to use BufferedImages and an array of every pixel on the screen, but it quickly becomes extremely hard to draw circles etc. I have also tried the Graphics class and using g.fillOval() etc, but this can also get tedious.

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What I am trying to do is save the the content drawn to my screen as an image. The following code is my render method and although I know how to use it, I don't fully understand the classes and how they work with is making this difficult.

public void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
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[code]....

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package labBuilding;
import java.awt.Color;
import java.awt.Graphics;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class Building extends JPanel {

[code]....

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Also, with G2D you it will not allow for setting x coords

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Feb 12, 2014

So I'm doing a project for my CS class where we have to create a snowman doing something. My picture is of Vince Young in the 2005 Rose Bowl. I'm trying to make the actual video clip from Youtube (do I need to download it? If so I can do that) appear on the scoreboard, but how.

import java.awt.*;
import java.awt.event.*;
import java.awt.Font.*;
class snowBackground
{
public static void drawField(Graphics g, Color field)

[code]....

There are 3 other files that make the actual Snowmen.Also, would I need to download the mp3 sound file seperately and play that, or will inserting the video do both?

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What Does A Graphics Object Actually Represents

Aug 13, 2014

what is A Graphics object for a while now, I used to think that it is simply a tool to use to change colors and draw to specific container(ie JFrame, JPanel). However, I've been studying buffering(triple, double, flipping...etc) and how it works for 3 days now, and my confusion has only increased. for instance, why when we need to draw to the buffer(ie BufferStrategy, BufferedImage) we get its own graphics object to draw to it and then we project it to the screen? does the Graphics Object represent the drawing surface (ie the JPanel it self if we're using one to draw custom painting via JPanel# paint Component(Graphics g) and so when we're getting the graphics object of a buffer, do we actually get its drawing surface to paint on? so generally speaking if we if we are using a JPanel and we say BufferedImage#createGraphics and use that graphics object to draw to, we would not be drawing to the JPanel but to the BufferedImage correct?

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I am trying to implement a game using the ACM graphics. For the game, I am trying to make the main frame a Grid of Cells.I made a Grid class which extends GCanvas:

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[code]....

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Apr 15, 2014

I'm creating a game called Mouse Trap and I'm having an issue with a graphic drawn using AWT. Basically, when the mouse collides with the cheese, I want the cheese to disappear, or call (cheese[i].hide()). However, the cheese does not appear. hide() works for all other objects that inherit from PFigure, but the cheese will not. It's created a major issue in my game, and basically the only task left to accomplish.I believe my problem lies within Cheese.java, method draw(). For example, if I replace it with an example drawing, this problem goes away!:

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[Code] ....

I have three classes below that most likely involve the problem, feel free to ask if you need the others.PFigure.java (This class cannot be changed as a requirement to my project)

import java.awt.*;
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protected int x, y; // Current position of the figure
protected int width, height; // Drawn (displayed) this size
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[code]....

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Feb 12, 2014

So I'm doing a project for my CS class where we have to create a snowman doing something. My picture is of Vince Young in the 2005 Rose Bowl. I'm trying to make the actual video clip from Youtube (do I need to download it? If so I can do that) appear on the scoreboard. As of right now, this is my background file:

import java.awt.*;
import java.awt.event.*;
import java.awt.Font.*;
class snowBackground {
public static void drawField(Graphics g, Color field) {
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[Code]...

and this is the Driver file (not sure if this is necessary):

import java.awt.*;
import java.awt.event.*;
import java.awt.Font.*;
public class SnowDriverWSB {
public static void main(String args[]) {
GfxApp gfx = new GfxApp();
gfx.setSize(1000,650);

[Code]...

There are 3 other files that make the actual Snowmen. To do this, I need VERY basic steps, as I'm extremely confused and new to Java. Also, would I need to download the mp3 sound file seperately and play that, or will inserting the video do both?

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Oct 5, 2014

Basically I am making a paddleball game, like i'm sure everyone does in learning Java. I'm supposed to use different classes for each component, i.e. one for the ball, one for the paddle, and one for the display, then finally one as a 'controller' to implement mouselistener and stuff.

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However what I don't understand is, how do I then pass this graphics object to the ball and paddle to let them draw themselves? I found something that described it like this here

class GamePanel extends JPanel {
Entity e=new Entity;
@Override
protected paintComponent(Graphics g) {
super.paintComponent(g);

[Code] .....

What I don't get is, if I use this, where would I put the drawRect and stuff to make the other shapes I need? in their class, under the entity.Draw(g) method? or in the display class where it calls the graphic object in the first place?

Last, how can I have my controller class refresh the displays of each of these with the timer I have implemented? Is there a simple way to call one refresh command and have it refresh the drawing of both the paddle and ball simultaneously, or would I need to call a separate refresh command for each object?

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