   Java Applet - paint() not repaint()
 public void run() {  while (Thread.currentThread() == animator) {   // Display the next frame of animation.   enemymove();   you.move();    // Delay for a while   try {    Thread.sleep(delay);   } catch (InterruptedException e) {    break;   }   // Advance the frame   frame++;   repaint();  } } public void paint(Graphics g) {  g.setColor(Color.WHITE);  g.drawOval(you.x - 16, you.y - 8, 32, 16);  g.setColor(Color.WHITE);  g.drawString(notes, 20, 20);  g.setColor(Color.WHITE);  g.drawString("Health: " + you.health + "/" + you.maxhealth, 50, 50); }I am fairly new to Java and trying to build an applet game. The game runs but the screen refresh is rather slow and there is a noticeable flickers as it  clears and regenerates the screen. I just want it to redraw everything, not to clear first. I tried changing repaint() to paint() and it is giving me errors. I somehow need to include 'g' in the calling I think, but Im not sure how I do this? I have tried just about everything, including google, and have been stuck for a couple days so help is very appreciated.   
  You should implement double-buffering to reduce flicker. Here is a slightly overengineered example.   ;  To not clear first, you can simply override update() to do nothing (or call paint directly, I can't remember).   ;  I think you would benefit from a pdf doc located here. Page 5 explains how to implement double buffering. On page 7 he explains how use "active rendering", a method that allows you to control the drawing more directly. Although he is using the "JPanel" instead of "JApplet" everything there should work just about the same.I would definitely recommend the book. His site, here, has a lot of good information including his source code and drafts (almost exactly as they were published) for the chapters of his book.   