title: How to edit the pixels in a BufferedImage?
body: <p>After scouring the internet for days, I found a Question that seemed to address my goal. (I'm trying to draw/edit an individual pixel in an image, and render it.) In said question, The ask-er requested code for a Black BufferedImage. The top Answer provided that code, and appears to work beautifully, until you try to change it to something other than black. Here's the Code:</p>
  
  <pre><code>package myProjectPackage;
  import java.awt.Graphics;
  import java.awt.Image;
  import java.awt.image.BufferStrategy;
  import java.awt.image.BufferedImage;
  import java.awt.image.DataBufferInt;
  import javax.swing.*;
  
  public class Copypasta {
  
  public static JFrame frame;
  BufferedImage img;
  public static int WIDTH = 500;
  public static int HEIGHT = 500;
  
  public Copypasta() {
  }
  
  public static void main(String[] a){
  
      Copypasta t=new Copypasta();
  
      frame = new JFrame("WINDOW");
      frame.setVisible(true);
  
      t.start();
      frame.add(new JLabel(new ImageIcon(t.getImage())));
  
      frame.pack();
      // Better to DISPOSE than EXIT
      frame.setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);
  }
  
  public Image getImage() {
      return img;
  }
  
  public void start(){
  
      img = new BufferedImage(WIDTH, HEIGHT,BufferedImage.TYPE_INT_RGB);
      int[] pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
      boolean running=true;
      while(running){
          BufferStrategy bs=frame.getBufferStrategy();
          if(bs==null){
              frame.createBufferStrategy(4);
              return;
          }
          for (int i = 0; i &lt; WIDTH * HEIGHT; i++)
              pixels[i] = 0; //This is what i've been trying to change.
  
          Graphics g= bs.getDrawGraphics();
          g.drawImage(img, 0, 0, WIDTH, HEIGHT, null);
          g.dispose();
          bs.show();
  
      }
  }
  }
  </code></pre>
  
  <p>I Apologize for the indentation errors. I promise it looks right in the editor.</p>
  
  <p>When set to BufferedImage type ARGB, the black background disappears, causing me to believe that the start function isn't drawing to the Image at all, or the drawn image is not being drawn on the screen. Either way, There is something that I don't understand. If you have the time, I would appreciate some help Identifying What is going wrong, if not an explanation of why. Thank you all,
  -Navi.</p>
  
  <p>Link to Original Question: <a href="https://stackoverflow.com/questions/11163925/drawing-your-own-buffered-image-on-frame">drawing your own buffered image on frame</a></p>