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<TITLE>Creating a Buffered Image (Java Developers Almanac Example)
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<h1>The Java Developers Almanac 1.4</h1>
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    <A HREF="../java.awt.image/pkg.html">java.awt.image</A><font color="#666666" class="xsmall-font">
        &nbsp;[21 examples]
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        <B><A HREF="../java.awt.image/pkg.html#Buffered Images">Buffered Images</A></B><font color="#666666" class="xsmall-font">
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  <h3>e666. Creating a Buffered Image</h3>

A buffered image is a type of image whose pixels can be modified. For
example, you can draw on a buffered image and then draw the resulting
buffered image on the screen or save it to a file.  A buffered image
supports many formats for storing pixels. Although a buffered image of
any format can be drawn on the screen, it is best to choose a format
that is the most compatible with the screen to allow efficient
drawing.  This example demonstrates several ways of creating a
buffered image.

<P> If the buffered image will not be drawn, it can simply be
constructed with a specific format; <code>TYPE_INT_RGB</code> and
<code>TYPE_INT_ARGB</code> are typically used. See <code>BufferedImage</code> for a
list of available formats.

<P> See also <a href="../java.awt.image/Image2Buf.html" class="eglink"><b>e667</b> Creating a Buffered Image from an Image</a>.


<pre>    int width = <font color="#0066ff"><i>100</i></font>;
    int height = <font color="#0066ff"><i>100</i></font>;
    
    // Create buffered image that does not support transparency
    BufferedImage bimage = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
    
    // Create a buffered image that supports transparency
    bimage = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
</pre>
These examples create buffered images that are compatible with the screen:

<pre>    GraphicsEnvironment ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
    GraphicsDevice gs = ge.getDefaultScreenDevice();
    GraphicsConfiguration gc = gs.getDefaultConfiguration();
    
    // Create an image that does not support transparency
    bimage = gc.createCompatibleImage(width, height, Transparency.OPAQUE);
    
    // Create an image that supports transparent pixels
    bimage = gc.createCompatibleImage(width, height, Transparency.BITMASK);
    
    // Create an image that supports arbitrary levels of transparency
    bimage = gc.createCompatibleImage(width, height, Transparency.TRANSLUCENT);
</pre>
A screen compatible buffered image can also be created from a graphics context:

<pre>    public void paint(Graphics g) {
        Graphics2D g2d = (Graphics2D)g;
        int width = <font color="#0066ff"><i>100</i></font>;
        int height = <font color="#0066ff"><i>100</i></font>;
    
        // Create an image that does not support transparency
        BufferedImage bimage = g2d.getDeviceConfiguration().createCompatibleImage(
            width, height, Transparency.OPAQUE);
    
        // Create an image that supports transparent pixels
        bimage = g2d.getDeviceConfiguration().createCompatibleImage(
            width, height, Transparency.BITMASK);
    
        // Create an image that supports arbitrary levels of transparency
        bimage = g2d.getDeviceConfiguration().createCompatibleImage(
            width, height, Transparency.TRANSLUCENT);
    }
</pre>

One last way of creating a buffered image is using
<code>Component.createImage()</code>.  This method can be used only if the
component is visible on the screen.  Also, this method returns
buffered images that do not support transparent pixels.


<pre>    BufferedImage bimage = (BufferedImage)<font color="#0066ff"><i>component</i></font>.createImage(width, height);
    if (bimage == null) {
        // The component is not visible on the screen
    }
</pre>
<P><table width="600" CELLSPACING="0" CELLPADDING="2" BORDER="0">
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            &nbsp;<b>Related Examples</b></font></td>
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e667. <a class="eglink" href="Image2Buf.html?l=rel">
    Creating a Buffered Image from an Image
</a>
<br>

e668. <a class="eglink" href="Mandelbrot2.html?l=rel">
    Creating a Buffered Image from an Array of Color-Indexed Pixel Values
</a>
<br>

e669. <a class="eglink" href="DrawOnImage.html?l=rel">
    Drawing on a Buffered Image
</a>
<br>

e670. <a class="eglink" href="Buf2Image.html?l=rel">
    Converting a Buffered Image to an Image
</a>
<br>

e671. <a class="eglink" href="ImagePixel.html?l=rel">
    Getting and Setting Pixels in a Buffered Image
</a>
<br>

e672. <a class="eglink" href="CreateTxImage.html?l=rel">
    Scaling, Shearing, Translating, and Rotating a Buffered Image
</a>
<br>


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<br>
        See also: 
<a class="eglink" href="/egs/java.awt.image/pkg.html?l=rel#Effects">
    Effects
</a>&nbsp;&nbsp;

<a class="eglink" href="/egs/java.awt.image/pkg.html?l=rel#Images">
    Images
</a>&nbsp;&nbsp;

<a class="eglink" href="/egs/java.awt.image/pkg.html?l=rel#Volatile%20Images">
    Volatile Images
</a>&nbsp;&nbsp;

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