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dragging & resize image on canvas with out flickering

Posted on 2000-03-08
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Last Modified: 2012-05-04
sir,
whenever i  drag the image on the
canvas the image is getting flickered so i want to reduce the flickering of image and also flush the old image on the canvas.i tried out with double
buffering concept,but i coudn't get it.
so please give the suggestion.
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Question by:amarnathbabu
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Sasha_Mapa earned 100 total points
ID: 2695999
Ok, here's a small applet that allows dragging an image around, it uses double buffering and doesn't flicker.


import java.awt.*;
import java.applet.*;


public class MyApplet extends Applet{

  public void init(){
    setLayout(null);
    MyComponent comp = new MyComponent(getCodeBase(),"image.gif");
    comp.reshape(20,20,300,300);
    add(comp);
  }

}
   

class MyComponent extends Canvas{

  private Image dbImage; // Image for double buffering, to avoid flickering.
  private Image myImage;
  private int imageX=0, imageY=0; // The location of our image;

  private int lastDragX, lastDragY;

  public MyComponent(Image image){
    myImage = image;
  }


  public void update(Graphics g){
     Graphics dbGraphics = getDBGraphics();
     dbGraphics.setColor(getBackground());
     dbGraphics.fillRect(0,0,bounds().width,bounds().height);
     paint(dbGraphics);
     g.drawImage(dbImage,0,0,null);
  }

 
  public void paint(Graphics g){
     g.drawImage(myImage,imageX,imageY,null);
  }


   public boolean mouseDown(Event e, int x, int y){
      lastDragX = x;
      lastDragY = y;
      return false;
   }


  public boolean mouseDrag(Event e, int x, int y){
     imageX += x-lastDragX;
     imageY += y-lastDragY;
     lastDragX = x;
     lastDragY = y;
     repaint();
     return false;
  }



 

  private final Graphics getDBGraphics(){
 if ((dbImage == null) || ((dbImage.getWidth(null)!=bounds().width)||
(dbImage.getHeight(null)!=bounds().height))){
   dbImage = createImage((int)Math.max(bounds().width,1),
                      (int)Math.max(bounds().height,1));
        // Using Math.max is needed because createImage only takes positive
        // values, which seems strange to me, since components can even
        // have negative size.
    }
    return dbImage.getGraphics();
  }

}


I'm really surprised to find this question unanswered.
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