Java garbage collection and graphics processing methods

I am creating a game (snake clone) as a hobby I'm looking at the dispose method of the graphics class in the Java API When I annotate the dispose method, my animation works the same way, whether it has it or not In the Java API, the dispose method does this - freeing the system resources being used by the graphics context Isn't the memory of the Java garbage collection Manager similar to what dispose is doing? Should I keep the handling method?

The API is not very helpful in explaining synchronization methods But from what I read in other forums, the sync method of toolkit class is to ensure that the drawing operation (such as the paintcomponent method I want) is refreshed to the graphics card Is the job of the graphics card to clean up the rest of the program's previous graphics context?

This is the code:

public void paintComponent(Graphics g) {
            super.paintComponent(g);
            Toolkit.getDefaultToolkit().sync();
            g.dispose();

     }

Solution

When it comes to graphics, there is a simple principle

If you explicitly create it (for example, buffereimage. CreateGraphics ()) and then dispose of it

The Otoh instance g in the paint assembly (Figure g) is provided by the kit and processed as needed Doing this in your own code will result in "unpredictable" rendering

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