--- title: Double Buffer category: Behavioral language: en tag: - Buffering - Game programming - Optimization - Performance --- ## Intent The Double Buffer pattern aims to reduce the time necessary for rendering and displaying graphical or computational data by utilizing two buffers. One buffer is used for rendering the next frame or computing the next set of data, while the other is used to display the current frame or data set to the user. ## Explanation Real world example > A typical example, and one that every game engine must address, is rendering. When the game draws the world the users see, it does so one piece at a time -- the mountains in the distance, the rolling hills, the trees, each in its turn. If the user watched the view draw incrementally like that, the illusion of a coherent world would be shattered. The scene must update smoothly and quickly, displaying a series of complete frames, each appearing instantly. Double buffering solves the problem. In plain words > It ensures a state that is being rendered correctly while that state is modifying incrementally. It is widely used in computer graphics. Wikipedia says > In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data, rather than a partially updated version of the data being created by a "writer". It is very commonly used for computer display images. **Programmatic Example** Buffer interface that assures basic functionalities of a buffer. ```java /** * Buffer interface. */ public interface Buffer { /** * Clear the pixel in (x, y). * * @param x X coordinate * @param y Y coordinate */ void clear(int x, int y); /** * Draw the pixel in (x, y). * * @param x X coordinate * @param y Y coordinate */ void draw(int x, int y); /** * Clear all the pixels. */ void clearAll(); /** * Get all the pixels. * * @return pixel list */ Pixel[] getPixels(); } ``` One of the implementation of Buffer interface. ```java /** * FrameBuffer implementation class. */ public class FrameBuffer implements Buffer { public static final int WIDTH = 10; public static final int HEIGHT = 8; private final Pixel[] pixels = new Pixel[WIDTH * HEIGHT]; public FrameBuffer() { clearAll(); } @Override public void clear(int x, int y) { pixels[getIndex(x, y)] = Pixel.WHITE; } @Override public void draw(int x, int y) { pixels[getIndex(x, y)] = Pixel.BLACK; } @Override public void clearAll() { Arrays.fill(pixels, Pixel.WHITE); } @Override public Pixel[] getPixels() { return pixels; } private int getIndex(int x, int y) { return x + WIDTH * y; } } ``` ```java /** * Pixel enum. Each pixel can be white (not drawn) or black (drawn). */ public enum Pixel { WHITE, BLACK; } ``` Scene represents the game scene where current buffer has already been rendered. ```java /** * Scene class. Render the output frame. */ @Slf4j public class Scene { private final Buffer[] frameBuffers; private int current; private int next; /** * Constructor of Scene. */ public Scene() { frameBuffers = new FrameBuffer[2]; frameBuffers[0] = new FrameBuffer(); frameBuffers[1] = new FrameBuffer(); current = 0; next = 1; } /** * Draw the next frame. * * @param coordinateList list of pixels of which the color should be black */ public void draw(List> coordinateList) { LOGGER.info("Start drawing next frame"); LOGGER.info("Current buffer: " + current + " Next buffer: " + next); frameBuffers[next].clearAll(); coordinateList.forEach(coordinate -> { var x = coordinate.getKey(); var y = coordinate.getValue(); frameBuffers[next].draw(x, y); }); LOGGER.info("Swap current and next buffer"); swap(); LOGGER.info("Finish swapping"); LOGGER.info("Current buffer: " + current + " Next buffer: " + next); } public Buffer getBuffer() { LOGGER.info("Get current buffer: " + current); return frameBuffers[current]; } private void swap() { current = current ^ next; next = current ^ next; current = current ^ next; } } ``` ```java public static void main(String[]args){ final var scene=new Scene(); var drawPixels1=List.of( new MutablePair<>(1,1), new MutablePair<>(5,6), new MutablePair<>(3,2) ); scene.draw(drawPixels1); var buffer1=scene.getBuffer(); printBlackPixelCoordinate(buffer1); var drawPixels2=List.of( new MutablePair<>(3,7), new MutablePair<>(6,1) ); scene.draw(drawPixels2); var buffer2=scene.getBuffer(); printBlackPixelCoordinate(buffer2); } private static void printBlackPixelCoordinate(Buffer buffer){ StringBuilder log=new StringBuilder("Black Pixels: "); var pixels=buffer.getPixels(); for(var i=0;i