. If I follow you correctly, graphics operations on the Graphics instance passed to any JComponent are written directly to the back buffer, and there is only 1, large, back buffer. Is that more or less it?
I was under the impression that there was 1 buffer per component, and that we might be disabling it by taking control of the full panel rendering space.
In the first generation I start out with three living cells at 0,0 to 0,2. In generation 2, the model is updated so that cell 1,1 is alive. The panel is now dirty (from Swing's perspective). What is my responsibility, as component owner, to redraw? Do I have to keep my own back buffer for the panel and update the just clip for just the affected cell on my buffer, then copy the buffer back on to the Graphics instance?
First the dumb one, how applicable is the technical substance of the book to making UI's for games?
I mean from one angle a game is just another application, but then a game UI would need to be light weight and very fast, si swing even suitable?
Rich UI's seem to be all the rage, but I wonder, if the cycles used to display the rich UI are actual worth it, and would not be better spent on processing actual data.
are they really worth the effort and processor cost? Are menu effect actual useful? I just want my drop down to appear (with ALL menu options).
Should we not be learning how to struture our UI's before we "pimp" them?