- Direct Known Subclasses:
- Component.BltBufferStrategy,- Component.FlipBufferStrategy
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 detectable 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:
- 
Constructor SummaryConstructors
- 
Method SummaryModifier and TypeMethodDescriptionabstract booleanReturns whether the drawing buffer was lost since the last call togetDrawGraphics.abstract booleanReturns whether the drawing buffer was recently restored from a lost state and reinitialized to the default background color (white).voiddispose()Releases system resources currently consumed by thisBufferStrategyand removes it from the associated Component.abstract BufferCapabilitiesReturns theBufferCapabilitiesfor thisBufferStrategy.abstract GraphicsCreates a graphics context for the drawing buffer.abstract voidshow()Makes the next available buffer visible by either copying the memory (blitting) or changing the display pointer (flipping).
- 
Constructor Details- 
BufferStrategyprotected BufferStrategy()Constructor for subclasses to call.
 
- 
- 
Method Details- 
getCapabilitiesReturns theBufferCapabilitiesfor thisBufferStrategy.- Returns:
- the buffering capabilities of this strategy
 
- 
getDrawGraphicsCreates 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
 
- 
contentsLostpublic abstract boolean contentsLost()Returns whether the drawing buffer was lost since the last call togetDrawGraphics. Since the buffers in a buffer strategy are usually typeVolatileImage, they may become lost. For a discussion on lost buffers, seeVolatileImage.- Returns:
- Whether or not the drawing buffer was lost since the last call
 to getDrawGraphics.
- See Also:
 
- 
contentsRestoredpublic 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 typeVolatileImage, they may become lost. If a surface has been recently restored from a lost state since the last call togetDrawGraphics, it may require repainting. For a discussion on lost buffers, seeVolatileImage.- Returns:
- Whether or not the drawing buffer was restored since the last
         call to getDrawGraphics.
- See Also:
 
- 
showpublic abstract void show()Makes the next available buffer visible by either copying the memory (blitting) or changing the display pointer (flipping).
- 
disposepublic void dispose()Releases system resources currently consumed by thisBufferStrategyand removes it from the associated Component. After invoking this method,getBufferStrategywill return null. Trying to use aBufferStrategyafter it has been disposed will result in undefined behavior.
 
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