Efficient way to create images

Hi,

I'm making a Java applet that is used for image viewing. When the user clicks on the applet, the next image (in a jar-file) is displayed. Since I want to reduce download times. On some images the difference from the previous image is small and I have created an application that scans the images and only publishes the changes from the previous image.
In the paint routine, (lets say for picture 5), I paint Image1, Image2 etc.
It's obvious that when you are at the end of a long sequence, the painting of the next image takes forewer. Anyone that has any suggestions on how to quicly assemble the images. (Note it must also be possible to go backwards in the applet.)
terjegAsked:
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heyhey_Connect With a Mentor Commented:
you can render all "passed" images inside offscreen image - and inside your paint() method, you will have to render only one image (the offscreen one).
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heyhey_Commented:
to create ofscreen Image use

Image offScreenImage = createImage(500, 500);

to render inside it
offScreenImage.getGraphics().drawImage(image1, 0, 0, null);
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objectsCommented:
> the next image (in a jar-file) is displayed.
> Since I want to reduce download times

Are all these images in the one jar file or in seperate jars?
If they are all in one then they'll all be downloaded in one and available on the client so their won't be any download delay between images.
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yasser_helmyCommented:
You have to download the images. However, when the jar file is downloaded, all the images packed inside it are also downloaded. So showing the first images takes time to download, but all other images in the jar dont download. Even if the images are packed inside multiple jars, you will spend time downloading the jars once and then you dont have to spend more time viewibg images.
You need to download the jars when loading the applet so you dont get delays between images.
I hope this helps.
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objectsCommented:
including the images in the jar seems a lot simpler :)
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