title: Problems with createImage(int width, int height)
body: <p>I have the following code, which is run every 10ms as part of a game:</p>
  
  <pre><code>private void gameRender()
  {
      if(dbImage == null)
      {
          //createImage() returns null if GraphicsEnvironment.isHeadless()
          //returns true. (java.awt.GraphicsEnvironment)
          dbImage = createImage(PWIDTH, PHEIGHT);
          if(dbImage == null)
          {
              System.out.println("dbImage is null"); //Error recieved
              return;
          }
          else
          dbg = dbImage.getGraphics();
      }
  
      //clear the background
      dbg.setColor(Color.white);
      dbg.fillRect(0, 0, PWIDTH, PHEIGHT);
  
      //draw game elements...
  
      if(gameOver)
      {
          gameOverMessage(dbg);
      }
  }
  </code></pre>
  
  <p>The problem is that it enters the if statement which checks for the Image being null, even after I attempt to define the image. I looked around, and it seems that createImage() will return null if GraphicsEnvironment.isHeadless() returns true.</p>
  
  <p>I don't understand exactly what the isHeadless() method's purpose is, but I thought it might have something to do with the compiler or IDE, so I tried on two, both of which get the same error (Eclipse, and BlueJ). Anyone have any idea what the source of the error is, and how I might fix it?</p>
  
  <p>Thanks in advance</p>
  
  <p>Jonathan</p>
  
  <p>...................................................................</p>
  
  <p>EDIT:
  I am using java.awt.Component.createImage(int width, int height). The purpose of this method is to ensure the creation of, and edit an Image that will contain the view of the player of the game, that will later be drawn to the screen by means of a JPanel.
  Here is some more code if this helps at all:</p>
  
  <pre><code>public class Sim2D extends JPanel implements Runnable
  {
  
  private static final int PWIDTH = 500;
  private static final int PHEIGHT = 400;
  private volatile boolean running = true;
  private volatile boolean gameOver = false;
  
  private Thread animator;
  
  //gameRender()
  private Graphics dbg;
  private Image dbImage = null;
  
  
  public Sim2D()
  {   
      setBackground(Color.white);
      setPreferredSize(new Dimension(PWIDTH, PHEIGHT));
  
      setFocusable(true);
      requestFocus(); //Sim2D now recieves key events
      readyForTermination();
  
      addMouseListener( new MouseAdapter() {
          public void mousePressed(MouseEvent e)
          { testPress(e.getX(), e.getY()); }
      });
  } //end of constructor
  
  private void testPress(int x, int y)
  {
      if(!gameOver)
      {
          gameOver = true; //end game at mousepress
      }
  } //end of testPress()
  
  
  private void readyForTermination()
  {
      addKeyListener( new KeyAdapter() {
          public void keyPressed(KeyEvent e)
          { int keyCode = e.getKeyCode();
              if((keyCode == KeyEvent.VK_ESCAPE) ||
                 (keyCode == KeyEvent.VK_Q) ||
                 (keyCode == KeyEvent.VK_END) ||
                 ((keyCode == KeyEvent.VK_C) &amp;&amp; e.isControlDown()) )
              {
                  running = false; //end process on above list of keypresses
              }
          }
      });
  } //end of readyForTermination()
  
  public void addNotify()
  {
      super.addNotify(); //creates the peer
      startGame();       //start the thread
  } //end of addNotify()
  
  public void startGame()
  {
      if(animator == null || !running)
      {
          animator = new Thread(this);
          animator.start();
      }
  } //end of startGame()
  
  
  //run method for world
  public void run()
  {
      while(running)
      {
          long beforeTime, timeDiff, sleepTime;
  
          beforeTime = System.nanoTime();
  
          gameUpdate(); //updates objects in game (step event in game)
          gameRender(); //renders image
          paintScreen(); //paints rendered image to screen
  
          timeDiff = (System.nanoTime() - beforeTime) / 1000000;
          sleepTime = 10 - timeDiff;
  
          if(sleepTime &lt;= 0) //if took longer than 10ms
          {
              sleepTime = 5; //sleep a bit anyways
          }
  
          try{
              Thread.sleep(sleepTime); //sleep by allotted time (attempts to keep this loop to about 10ms)
          }
          catch(InterruptedException ex){}
  
          beforeTime = System.nanoTime();
      }
  
      System.exit(0);
  } //end of run()
  
  private void gameRender()
  {
      if(dbImage == null)
      {
          dbImage = createImage(PWIDTH, PHEIGHT);
          if(dbImage == null)
          {
              System.out.println("dbImage is null");
              return;
          }
          else
          dbg = dbImage.getGraphics();
      }
  
      //clear the background
      dbg.setColor(Color.white);
      dbg.fillRect(0, 0, PWIDTH, PHEIGHT);
  
      //draw game elements...
  
      if(gameOver)
      {
          gameOverMessage(dbg);
      }
  } //end of gameRender()
  
  } //end of class Sim2D
  </code></pre>
  
  <p>Hope this helps clear things up a bit,
  Jonathan</p>