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Re:Is there a better way to do this



A very easy, and efficient way to do animation is to use a Swing Timer. Have it fire as often as the number of frames per second that you desire.

Disable double buffering on the component.

In the Timer action event call repaint() on the component.

Have another thread build the frames as BufferedImages, normally it should be building at least a few frames ahead - i.e. buffering the frames as well.

In the paintComponent(), call drawImage() using the desired frame of the pre-built buffered image. If the frame is not yet available, then you cannot sustain the requested rate, probably just skip drawing that frame, and hope by the next paintComponent the next desired frame is available.

You don't need the other thread building buffered images if the amount of work done in paintComponent() is kept to a minimum - you can do "live" animation.

The OS (especially OSX) will do (in many cases) double buffering that you cannot easily disable.

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