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Home/ Questions/Q 7775409
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T17:37:26+00:00 2026-06-01T17:37:26+00:00

I’ve just started coding video games and I’ve heard that doing all your drawing

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I’ve just started coding video games and I’ve heard that doing all your drawing on a JPanel and attaching that panel onto a JFrame is better than simply drawing onto the JFrame. I was just wondering why is this better?

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  1. Editorial Team
    Editorial Team
    2026-06-01T17:37:27+00:00Added an answer on June 1, 2026 at 5:37 pm

    It is better for various reasons, including:

    • In most Swing components, custom painting is achieved by overriding the paintComponent(Graphics) method. Top-level Swing containers (e.g. JFrame, JApplet, JWindow) have only paint(Graphics). As a result of the common method for painting, people who answer often forget about this difference between common and top-level components, and therefore suggest silly advice. 😉
    • A JComponent can be added to a JFrame, or a JApplet, or a JDialog, or a constraint of a layout in a JPanel, or a JInternalFrame, or a.. Just when you think your GUI is complete, the client says “Hey, wouldn’t it be great to throw in a tool-bar & offer it as an applet as well?” The JComponent approach adapts easily to that.
    • As explained (complete with code!) by Richante, it is easier to calculate the co-ordinates required for painting the custom component, and if it has a preferred size, to size the JFrame to be ‘exactly the right size’ to contain the GUI (using pack()). That is especially the case when other components are added as well.

    Now, two minor disagreements with the advice offered.

    If the entire component is custom painted, it might be better to simply put a BufferedImage inside an ImageIcon/JLabel combo. Here is an example of painting to an image.
    When it comes time to update it:

    1. Call getGraphics() for a Graphics or createGraphics() for a Graphics2D
    2. Draw the custom painting to that graphics instance
    3. Dispose of the graphics instance
    4. Call repaint() on the label.
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