jdk/src/share/classes/java/awt/image/BufferStrategy.java
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8022746: List of spelling errors in API doc Reviewed-by: alexsch, smarks
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/*
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 * Copyright (c) 2000, 2007, Oracle and/or its affiliates. All rights reserved.
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 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 *
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 * This code is free software; you can redistribute it and/or modify it
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 * under the terms of the GNU General Public License version 2 only, as
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 * published by the Free Software Foundation.  Oracle designates this
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 * particular file as subject to the "Classpath" exception as provided
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 * by Oracle in the LICENSE file that accompanied this code.
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 *
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 * This code is distributed in the hope that it will be useful, but WITHOUT
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 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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 * FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License
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 * version 2 for more details (a copy is included in the LICENSE file that
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 * accompanied this code).
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 *
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 * You should have received a copy of the GNU General Public License version
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 * 2 along with this work; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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 *
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 * Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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 * or visit www.oracle.com if you need additional information or have any
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 * questions.
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 */
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package java.awt.image;
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import java.awt.BufferCapabilities;
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import java.awt.Graphics;
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import java.awt.Image;
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/**
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 * The <code>BufferStrategy</code> class represents the mechanism with which
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 * to organize complex memory on a particular <code>Canvas</code> or
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 * <code>Window</code>.  Hardware and software limitations determine whether and
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 * how a particular buffer strategy can be implemented.  These limitations
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 * are detectable through the capabilities of the
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 * <code>GraphicsConfiguration</code> used when creating the
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 * <code>Canvas</code> or <code>Window</code>.
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 * <p>
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 * It is worth noting that the terms <i>buffer</i> and <i>surface</i> are meant
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 * to be synonymous: an area of contiguous memory, either in video device
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 * memory or in system memory.
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 * <p>
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 * There are several types of complex buffer strategies, including
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 * sequential ring buffering and blit buffering.
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 * Sequential ring buffering (i.e., double or triple
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 * buffering) is the most common; an application draws to a single <i>back
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 * buffer</i> and then moves the contents to the front (display) in a single
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 * step, either by copying the data or moving the video pointer.
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 * Moving the video pointer exchanges the buffers so that the first buffer
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 * drawn becomes the <i>front buffer</i>, or what is currently displayed on the
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 * device; this is called <i>page flipping</i>.
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 * <p>
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 * Alternatively, the contents of the back buffer can be copied, or
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 * <i>blitted</i> forward in a chain instead of moving the video pointer.
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 * <p>
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 * <pre>{@code
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 * Double buffering:
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 *
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 *                    ***********         ***********
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 *                    *         * ------> *         *
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 * [To display] <---- * Front B *   Show  * Back B. * <---- Rendering
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 *                    *         * <------ *         *
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 *                    ***********         ***********
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 *
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 * Triple buffering:
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 *
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 * [To      ***********         ***********        ***********
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 * display] *         * --------+---------+------> *         *
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 *    <---- * Front B *   Show  * Mid. B. *        * Back B. * <---- Rendering
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 *          *         * <------ *         * <----- *         *
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 *          ***********         ***********        ***********
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 *
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 * }</pre>
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 * <p>
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 * Here is an example of how buffer strategies can be created and used:
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 * <pre><code>
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 *
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 * // Check the capabilities of the GraphicsConfiguration
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 * ...
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 *
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 * // Create our component
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 * Window w = new Window(gc);
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 *
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 * // Show our window
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 * w.setVisible(true);
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 *
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 * // Create a general double-buffering strategy
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 * w.createBufferStrategy(2);
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 * BufferStrategy strategy = w.getBufferStrategy();
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 *
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 * // Main loop
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 * while (!done) {
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 *     // Prepare for rendering the next frame
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 *     // ...
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 *
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 *     // Render single frame
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 *     do {
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 *         // The following loop ensures that the contents of the drawing buffer
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 *         // are consistent in case the underlying surface was recreated
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 *         do {
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 *             // Get a new graphics context every time through the loop
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 *             // to make sure the strategy is validated
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 *             Graphics graphics = strategy.getDrawGraphics();
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 *
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 *             // Render to graphics
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 *             // ...
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 *
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 *             // Dispose the graphics
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 *             graphics.dispose();
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 *
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 *             // Repeat the rendering if the drawing buffer contents
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 *             // were restored
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 *         } while (strategy.contentsRestored());
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 *
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 *         // Display the buffer
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 *         strategy.show();
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 *
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 *         // Repeat the rendering if the drawing buffer was lost
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 *     } while (strategy.contentsLost());
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 * }
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 *
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 * // Dispose the window
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 * w.setVisible(false);
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 * w.dispose();
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 * </code></pre>
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 *
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 * @see java.awt.Window
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 * @see java.awt.Canvas
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 * @see java.awt.GraphicsConfiguration
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 * @see VolatileImage
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 * @author Michael Martak
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 * @since 1.4
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 */
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public abstract class BufferStrategy {
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    /**
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     * Returns the <code>BufferCapabilities</code> for this
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     * <code>BufferStrategy</code>.
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     *
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     * @return the buffering capabilities of this strategy
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     */
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    public abstract BufferCapabilities getCapabilities();
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    /**
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     * Creates a graphics context for the drawing buffer.  This method may not
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     * be synchronized for performance reasons; use of this method by multiple
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     * threads should be handled at the application level.  Disposal of the
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     * graphics object obtained must be handled by the application.
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     *
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     * @return a graphics context for the drawing buffer
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     */
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    public abstract Graphics getDrawGraphics();
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    /**
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     * Returns whether the drawing buffer was lost since the last call to
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     * <code>getDrawGraphics</code>.  Since the buffers in a buffer strategy
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     * are usually type <code>VolatileImage</code>, they may become lost.
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     * For a discussion on lost buffers, see <code>VolatileImage</code>.
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     *
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     * @return Whether or not the drawing buffer was lost since the last call
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     * to <code>getDrawGraphics</code>.
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     * @see java.awt.image.VolatileImage
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     */
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    public abstract boolean contentsLost();
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    /**
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     * Returns whether the drawing buffer was recently restored from a lost
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     * state and reinitialized to the default background color (white).
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     * Since the buffers in a buffer strategy are usually type
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     * <code>VolatileImage</code>, they may become lost.  If a surface has
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     * been recently restored from a lost state since the last call to
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     * <code>getDrawGraphics</code>, it may require repainting.
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     * For a discussion on lost buffers, see <code>VolatileImage</code>.
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     *
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     * @return Whether or not the drawing buffer was restored since the last
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     *         call to <code>getDrawGraphics</code>.
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     * @see java.awt.image.VolatileImage
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     */
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    public abstract boolean contentsRestored();
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    /**
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     * Makes the next available buffer visible by either copying the memory
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     * (blitting) or changing the display pointer (flipping).
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     */
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    public abstract void show();
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    /**
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     * Releases system resources currently consumed by this
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     * <code>BufferStrategy</code> and
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     * removes it from the associated Component.  After invoking this
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     * method, <code>getBufferStrategy</code> will return null.  Trying
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     * to use a <code>BufferStrategy</code> after it has been disposed will
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     * result in undefined behavior.
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     *
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     * @see java.awt.Window#createBufferStrategy
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     * @see java.awt.Canvas#createBufferStrategy
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     * @see java.awt.Window#getBufferStrategy
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     * @see java.awt.Canvas#getBufferStrategy
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     * @since 1.6
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     */
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    public void dispose() {
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    }
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   205
}