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Topic: Double Buffering


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In the News (Tue 29 Dec 09)

  
  Double Buffering and Page Flipping (The Java™ Tutorials > Bonus > Full-Screen Exclusive Mode API)
Suppose you created a back buffer (in video memory) of the exact width, height, and bit depth of the screen, then drew to that buffer the same way as you would using double-buffering.
When a page flip occurs, the pointer to the old back buffer now points to the primary surface and the pointer to the old primary surface now points to the back buffer memory.
In a flip chain, the next available back buffer becomes the primary surface, etc., all the way down to the rearmost back buffer that is used for drawing.
java.sun.com /docs/books/tutorial/extra/fullscreen/doublebuf.html   (730 words)

  
 Java(TM) Boutique - The Java Game Development Tutorial - Page 4
So let's talk about the double buffering which is a really good and effective solution to avoid a flickering screen and the best of it all: You can use this method in every applet the same way as I do now, so you'll never have to worry about that problem again!
Double buffering means to paint all the things in the paint() method to an offscreen image.
The only disadvantage of the double buffering is, that it produces a large amount of data and every image is drawn two times (offscreen and when copying to the screen).
javaboutique.internet.com /tutorials/Java_Game_Programming/BildschirmflackernEng.html   (1173 words)

  
 Double buffering Windows Forms
At the end of the draw cycle, this bitmap is copied to the main window automatically and the actual pixels you see are all changed in a fraction of a second instead of one at a time as the draw cycle progresses.
Manual double buffering can be useful if you don't want the system so make assumptions for you such as whether the background is opaque or transparent or perhaps if you want to create a more complex buffering system.
A checkbox enables you to choose whether double buffering is used or if the graphics are drawn directly to the screen for the sake of comparison.
www.bobpowell.net /doublebuffer.htm   (588 words)

  
 Extending X for Double-Buffering, Multi-Buffering, and Stereo
If the window is mapped, or if these image buffers have backing store, their contents will be tiled with the window background (if no background is defined, the buffer contents are undefined), and zero or more expose events will be generated for each of these buffers.
A list of buffers is specified to allow the server to efficiently change the display of more than one window at a time (ie: when a global screen swap method is used).
Double and multi-buffering of images should be possible regardless of whether the image is displayed normally or in stereo.
www.xfree86.org /4.4.0/buffer.html   (4076 words)

  
 DAO Record Field Exchange: Double Buffering Records(Visual C++ Programmer's Guide)   (Site not responding. Last check: 2007-10-24)
This article explains the double buffering mechanism that MFC uses to detect changes to the current record in a recordset.
In MFC's CDaoRecordset class, double buffering is a mechanism that simplifies detecting when the current record in a recordset has changed.
Double buffering is the default for recordset fields of most data types, but not for the variable-length data types, such as text and binary.
msdn.microsoft.com /library/en-us/vccore98/HTML/_core_dao_record_field_exchange.3a_.double_buffering_records.asp?frame=true   (832 words)

  
 double buffering Definition: TechEncyclopedia from TechWeb
Data in one buffer is being processed while the next set of data is read into the other one.
In streaming media applications, the data in one buffer is being sent to the sound card and/or display adapter, while the other buffer is being filled with more data from the source of the material (Internet, local server, etc.).
When video is displayed on screen, the data in one buffer is being filled while the data in the other is being displayed.
www.techweb.com /encyclopedia/defineterm.jhtml?term=double+buffering   (264 words)

  
 GameDev.net - Game Dictionary   (Site not responding. Last check: 2007-10-24)
The first buffer is what is actually drawn to the screen, a second and third buffer are used to create a workspace to draw to that doesn't require synchronization to the vertical retrace of the monitor.
Double buffering gives the program a buffer to draw on that is not dependent on the retrace.
The second buffer can be held in video memory and then "flipped" to change places with the primary buffer, which then is used as the second buffer until the next flip.
www.gamedev.net /dict/term.asp?TermID=522   (141 words)

  
 DAO Record Field Exchange: Double Buffering Records (Visual C++ Concepts)
Using double buffering with your DAO recordsets reduces the amount of work you have to do when adding new records and editing existing records.
The alternative to double buffering — not keeping a copy of the data — requires you to make additional function calls when you edit a field of the current record.
Field-by-field double buffering is controlled by the dwBindOptions parameter to any of the DFX functions (DFX_Text, DFX_Binary, DFX_Short, and so on).
msdn.microsoft.com /library/en-us/vccore/html/_core_DAO_Record_Field_Exchange.3a_.Double_Buffering_Records.asp?frame=true   (821 words)

  
 Implementing Double Buffering with Java   (Site not responding. Last check: 2007-10-24)
Double Buferring is a technique used to achieve smooth animations in Canvases or Panels.
to handle double buffering, one must first draw the widget's contents in an off-screen image and then transfer the contents of the image to the visible window.
Here, we limit the bit copy from the offscreen buffer to the clip area, so that if a small area of 100x100 pixels in a window of 500x500 pixels has to be drawn, we'll copy only 10 thousand pixels instead of 250 thousand.
home.comcast.net /~jml3on/java/tricks/double-buffering.html   (426 words)

  
 Part 4: What About Double Buffering? - Games++
Double buffering is the process of storing a copy of the screen in a section of memory and doing all drawing to this canvas as if it were the screen.
Since all drawing is being done off the screen, the only drawing onscreen is the actual copying of the buffer to the screen which can be timed to avoid the refresh.
This is excellent because we can draw to the double buffer exactly as if it were the screen.
www.gamespp.com /java/gameProgrammingTutorial04.html   (911 words)

  
 Double Buffered Graphics In Java
Double buffered graphics is the trick of drawing into a off-screen buffer in main memory, and then copying the final image from the off-screen buffer to the screen.
The buffer in main memory must be of size to match the window on the screen.
With double buffered graphics you can't see redundant updates, so it is far too easy for horribly inefficient code to creep into an application.
c2.com /cgi/wiki?DoubleBufferedGraphicsInJava   (2131 words)

  
 dbe(3): Double Buffer Extension - Linux man page
After a buffer swap, the window continues to refer to the (new) front buffer, and the back buffer name continues to refer to the (new) back buffer.
The first time a back buffer name is allocated for a window, the window becomes double-buffered and the back buffer name is associated with the window.
Drawing to a back buffer always uses the clip region that would be used to draw to the front buffer with a GC subwindow-mode of ClipByChildren.
www.die.net /doc/linux/man/man3/dbe.3.html   (1777 words)

  
 Painting techniques using Windows Forms for the Microsoft .NET Framework
Double buffering is a technique used to make drawing intensive applications faster and appear smoother by reducing flicker.
After completing the simple double buffering section of this article there are a couple of issues for the reader to recognize.
While double buffering is a great way to reduce the flickering of your Windows Forms painting, it is memory intensive.
windowsforms.net /articles/windowsformspainting.aspx   (3115 words)

  
 ... in Java by Richard G Baldwin
Then the next version of the image is drawn into the buffer area (to be transferred to the screen at the beginning of the next repetition) and the paint() method exits.
However, it is necessary to erase a small portion of the buffer area each time before drawing a new image in it so as to eliminate any residue from the previous image drawn into the buffer area.
The major difference, however, is that in the non-buffered case, we used a version of the method that is required to scale the image as it is being drawn.
www.dickbaldwin.com /java/Java172.htm   (3912 words)

  
 double buffering - Glossary - CNET.com
This programming technique uses two buffers to speed up any computer task when the hardware can process and push information around at the same time.
In graphics cards, double buffering is often used to store the next frame in a video clip in an offscreen frame buffer while displaying the current frame.
This way, when the present frame is finished, the next frame is ready to write to the displayable portion of the buffer.
www.cnet.com /Resources/Info/Glossary/Terms/doublebuffering.html   (74 words)

  
 Cinderella : Re: Aw: Cinderella 2 Animations
If I leave double buffering on (the way the software ships) then the animation is jerky and flickering.
When double buffering is turned on, one of the things that happens in the animation is that the animation control tools keep getting written over by the grey background, so that they flicker horribly.
No, the problem is that we are using a rather tricky approach on Mac OS X with Java 1.3.1 where we are painting with a non-standard method (i.e.: it's a hack).
www.cinderella.de /tiki-view_forum_thread.php?forumId=1&comments_parentId=131&comments_maxComments=1&comments_style=commentStyle_threaded   (406 words)

  
 [No title]   (Site not responding. Last check: 2007-10-24)
Double Buffering “Double buffering” refers to the technique of writing into a memory DC and then BitBlt-ing the memory DC to the screen.
The name is appropriate because there are two buffers involved: one on the graphics card (video RAM) and one that is not video RAM, and the second one is a “double” of the first in the sense that it has the same pixel format.
But most books use the term double buffering for what we have described.] Whatever is stored in the memory CDC will not be visible, unless and until it gets copied to the CDC that corresponds to the screen.
www.mathcs.sjsu.edu /faculty/beeson/courses/cs130/LectureNotesDotNet/23-DoubleBuffering.doc   (2269 words)

  
 Eliminating Flashing: Implementing Double Buffering
You can use double buffering to avoid this crawling effect by forcing the entire frame to be drawn at once.
To implment double buffering, you need to create an undisplayed buffer (often called a backbuffer or offscreen buffer), draw to it, and then display the resulting image onscreen.
Here is the code for the graphics animation example, modified so that it implements double buffering.
www.iam.ubc.ca /guides/javatut/ui/drawing/doubleBuffer.html   (431 words)

  
 Adeos Nano Linux Kernel Hard Real Time Parallel Port ISR with Double Buffering FIFO
This example uses double buffering, so we can use much higher sampling frequencies than with the single buffer shown in Linux Device Driver Kernel Module FIFO (circular buffer).
In the single buffer example, we are not allowed to write to the buffer while reading from it, since writing can modify the read_pos and we may lose data.
If "buffer 1" is full, it switches to "buffer 2" and data can be read from "buffer 1" without disturbing data writing to "buffer 2".
www.captain.at /adeos-double-buffering-fifo.php   (481 words)

  
 Sprites and double buffering
Double buffering is simply drawing to a BITMAP buffer the same size as your screen and then blitting that buffer on to the screen when you are done drawing.
Then, in the main loop, blit a small BITMAP (the same size as your sprite) from where your sprite is going to be drawn into a temporary buffer.
Next, draw your sprite onto the main buffer and blit the buffer onto the screen.
members.tripod.com /~Jakero/spritet.html   (446 words)

  
 Java:Tutorials:Double Buffering - GPWiki
Double buffering involves first drawing to an offscreen image, and then moving that image to the screen.
You can have as many buffers as you like, but it's usually best to stick with 2.
I mentioned before that when using double buffering, you draw to an offscreen image.
gpwiki.org /index.php/Java:Tutorials:Double_Buffering   (544 words)

  
 [No title]
Double Buffering is a technique in animation programming, where picture is drawn ahead before being display.
Ok, to start double buffering, we have create second Graphics variable (called 'backg') and second Image variable (called 'buffer').
Also, whenever we draw anything on the canvas ('backg'), it will be apply to the paper ('buffer') and not the canvas ('backg').
kainr2.tripod.com /DoubleBuffering.html   (482 words)

  
 GameTutorials, LLC - Double Buffering?
Posted - 12/09/2005 : 06:44:41 AM I know there is plenty in the Win32 tutorials about double buffering, but I need a little help with something similar.
Posted - 12/10/2005 : 6:09:30 PM To do double buffering, you will need a least one bitmap, which will be the double buffer.
Posted - 12/11/2005 : 09:46:11 AM Ahhhhhh it's becoming clearer now, I was trying to double buffer without any bitmaps because my program doesn't have any displayed on screen.
www.gametutorials.com /forum/topic.asp?TOPIC_ID=12975   (212 words)

  
 VBForums - double buffering, triple buffering
ok in my game I was using double buffering, but after I put sound in it slowed down when I went to go to another screen and scroll.
But triple buffering on regular movement is sorta jerky.
But if the computer is going haywire and you hear annoying loading noises from your tower, then of course the time based movements gonna appear jerky because it's trying to jump back to where it is suppose to be and catch up to normal speed.
www.vbforums.com /printthread.php?t=384452   (245 words)

  
 Weird Java 6 Double-buffering Problem
I've set double buffering off *globally* using the call: RepaintManager.currentManager(null).setDoubleBufferingEnabled(false); I confirmed that double buffering is disabled both by setting breakpoints in my JTable cell renderer and noticing that my app flickers badly with any onscreen rendering.
But then the razor sharp vector drawn image is almost instantly covered up with low-res raster copy which I presume is the on-screen double buffer coming in on top of what was drawn first.
The only thing I can think of is that double buffering is getting enabled somehow, without my knowledge, just for the duration of Swing's rendering for print output.
www.codecomments.com /Java_GUI/message1328278.html   (479 words)

  
 Double Buffered Graphics
Double buffering uses a memory buffer to address the flicker problems associated with multiple paint operations.
When double buffering is enabled, all paint operations are first rendered to a memory buffer instead of the drawing surface on the screen.
The easiest way to use double buffering in your applications is to use the default double buffering for forms and controls that is provided by the.NET Framework.
msdn2.microsoft.com /library/b367a457(en-us,vs.80).aspx   (766 words)

  
 9.2.2.7 Set # of buffers for double buffering   (Site not responding. Last check: 2007-10-24)
allocates several buffers of shared memory for double buffering.
The size of each buffer is the product of the blocksize and the number of blocks given in the Multibuf Options -Menu.
If you choose 10 buffers in this menu, you will have approximately 10 Mbytes of buffers which should be a good setting for slow tape drives on mashines with enough physical memory.
kbackup.sourceforge.net /manual/node113.html   (107 words)

  
 Jeremy Kuhne's Blog : Looking at double buffering and the new BufferedGraphics classes
I started spending some time looking at double buffering with Windows Forms a little while back and noticed that in the 2.0 framework there are a couple of new BufferedGraphics classes.
These classes are what Windows Forms uses to double buffer if the appropriate styles are set.
If you have double buffering turned on and you're attempting handle your own double buffering of it you'll end up copying your back buffer into another back buffer that is then copied to the screen.
blogs.msdn.com /jeremykuhne/archive/2005/09/08/462344.aspx   (755 words)

  
 Double buffering   (Site not responding. Last check: 2007-10-24)
Computer monitors constantly redraw the visible video (at around 70 times a second) and it is difficult to make changes to video page (such as creation or movement complex objects onscreen) without the monitor showing results before the graphics operation is complete.
A software implementation of double buffering uses video page stored in system RAM that all drawing operations are written When a drawing operation is considered complete whole page or a portion of it copied into the video RAM (VRAM) in one operation.
This is generally so that copy operation is ahead of monitor's raster beam so that ideally (if the is faster than the video beam) artifacts avoided.
www.freeglossary.com /Double_buffering   (592 words)

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