JavaTM 2 Platform Std. Ed. v1.6.0
java.awt.image
Class BufferStrategy
java.lang.Object
java.awt.image.BufferStrategy
- Direct Known Subclasses:
- Component.BltBufferStrategy, Component.FlipBufferStrategy
public abstract class BufferStrategy - extends Object
The BufferStrategy class represents the mechanism with which
to organize complex memory on a particular Canvas or
Window . Hardware and software limitations determine whether and
how a particular buffer strategy can be implemented. These limitations
are detectible through the capabilities of the
GraphicsConfiguration used when creating the
Canvas or Window .
It is worth noting that the terms buffer and surface are meant
to be synonymous: an area of contiguous memory, either in video device
memory or in system memory.
There are several types of complex buffer strategies, including
sequential ring buffering and blit buffering.
Sequential ring buffering (i.e., double or triple
buffering) is the most common; an application draws to a single back
buffer and then moves the contents to the front (display) in a single
step, either by copying the data or moving the video pointer.
Moving the video pointer exchanges the buffers so that the first buffer
drawn becomes the front buffer, or what is currently displayed on the
device; this is called page flipping.
Alternatively, the contents of the back buffer can be copied, or
blitted forward in a chain instead of moving the video pointer.
Double buffering:
*********** ***********
* * ------> * *
[To display] <---- * Front B * Show * Back B. * <---- Rendering
* * <------ * *
*********** ***********
Triple buffering:
[To *********** *********** ***********
display] * * --------+---------+------> * *
<---- * Front B * Show * Mid. B. * * Back B. * <---- Rendering
* * <------ * * <----- * *
*********** *********** ***********
Here is an example of how buffer strategies can be created and used:
// Check the capabilities of the GraphicsConfiguration
...
// Create our component
Window w = new Window(gc);
// Show our window
w.setVisible(true);
// Create a general double-buffering strategy
w.createBufferStrategy(2);
BufferStrategy strategy = w.getBufferStrategy();
// Main loop
while (!done) {
// Prepare for rendering the next frame
// ...
// Render single frame
do {
// The following loop ensures that the contents of the drawing buffer
// are consistent in case the underlying surface was recreated
do {
// Get a new graphics context every time through the loop
// to make sure the strategy is validated
Graphics graphics = strategy.getDrawGraphics();
// Render to graphics
// ...
// Dispose the graphics
graphics.dispose();
// Repeat the rendering if the drawing buffer contents
// were restored
} while (strategy.contentsRestored());
// Display the buffer
strategy.show();
// Repeat the rendering if the drawing buffer was lost
} while (strategy.contentsLost());
}
// Dispose the window
w.setVisible(false);
w.dispose();
- Since:
- 1.4
- See Also:
Component ,
GraphicsConfiguration ,
VolatileImage
Method Summary |
abstract boolean |
contentsLost()
Returns whether the drawing buffer was lost since the last call to
getDrawGraphics . |
abstract boolean |
contentsRestored()
Returns whether the drawing buffer was recently restored from a lost
state and reinitialized to the default background color (white). |
void |
dispose()
Releases system resources currently consumed by this
BufferStrategy and
removes it from the associated Component. |
abstract BufferCapabilities |
getCapabilities()
Returns the BufferCapabilities for this
BufferStrategy . |
abstract Graphics |
getDrawGraphics()
Creates a graphics context for the drawing buffer. |
abstract void |
show()
Makes the next available buffer visible by either copying the memory
(blitting) or changing the display pointer (flipping). |
Methods inherited from class java.lang.Object |
clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
BufferStrategy
public BufferStrategy()
getCapabilities
public abstract BufferCapabilities getCapabilities()
- Returns the
BufferCapabilities for this
BufferStrategy .
- Returns:
- the buffering capabilities of this strategy
getDrawGraphics
public abstract Graphics getDrawGraphics()
- Creates a graphics context for the drawing buffer. This method may not
be synchronized for performance reasons; use of this method by multiple
threads should be handled at the application level. Disposal of the
graphics object obtained must be handled by the application.
- Returns:
- a graphics context for the drawing buffer
contentsLost
public abstract boolean contentsLost()
- Returns whether the drawing buffer was lost since the last call to
getDrawGraphics . Since the buffers in a buffer strategy
are usually type VolatileImage , they may become lost.
For a discussion on lost buffers, see VolatileImage .
- Returns:
- Whether or not the drawing buffer was lost since the last call
to
getDrawGraphics . - See Also:
VolatileImage
contentsRestored
public abstract boolean contentsRestored()
- Returns whether the drawing buffer was recently restored from a lost
state and reinitialized to the default background color (white).
Since the buffers in a buffer strategy are usually type
VolatileImage , they may become lost. If a surface has
been recently restored from a lost state since the last call to
getDrawGraphics , it may require repainting.
For a discussion on lost buffers, see VolatileImage .
- Returns:
- Whether or not the drawing buffer was restored since the last
call to
getDrawGraphics . - See Also:
VolatileImage
show
public abstract void show()
- Makes the next available buffer visible by either copying the memory
(blitting) or changing the display pointer (flipping).
dispose
public void dispose()
- Releases system resources currently consumed by this
BufferStrategy and
removes it from the associated Component. After invoking this
method, getBufferStrategy will return null. Trying
to use a BufferStrategy after it has been disposed will
result in undefined behavior.
- Since:
- 1.6
- See Also:
Component.createBufferStrategy(int) ,
Component.getBufferStrategy()
Copyright 2003 Sun Microsystems, Inc. All rights reserved
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