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#JSFML - Simple Fast Multimedia Library for Java

"SFML is a free multimedia C++ API that provides you low and high level access to graphics, input, audio, etc." (Source:

JSFML is the official Java library that provides Java applications with access to a wide range of the functionalities of SFML.

##System requirements

To run a JSFML application, Java JRE 7 or higher is required.

Graphics features require OpenGL, audio features require OpenAL.

Furthermore, there are some platform-specific requirements that are listed below.

###Windows Windows XP SP2 or higher is required. Furthermore, the Visual C++ Redistributable for Visual Studio 2013 needs to be installed.

###Linux Generally, it is recommended to install the latest updates from your distribution's vendor. For windows, an X window environment is required.

Fedora users will need to install the package openal-soft manually.


Please refer to the wiki page about building JSFML:


What JSFML is and is not

JSFML is a Java binding to SFML. It is not Java re-implementation of SFML. This makes JSFML relatively easy to maintain and ensures that it can be updated to the latest SFML release, including all new features and bugfixes, in a minimal amount of time.

However, for performance reasons, some data is held and managed in Java objects and some methods are implemented in Java. This is true for the so-called Intercom types such as vectors, colors, and other simple structures that do not have a lot of logic behind them.

To avoid having to deal with the problem of mapping SFML pointers back to Java objects, object members, such as a sprite's texture, are held in the Java object for quick access.

Necessity of SFML features

Not all features / classes of SFML have a JSFML representation. This is because certain features are simply not necessary to be ported, because Java already has them out of the box. These include:

  • All multi-threading related features.
  • All networking related features.
  • The sf::String and sf::Utf classes for unicode support.


The core code consists of native (C++) delegates to SFML methods, for which the Java Native Interface (JNI) is used. The Java code part of JSFML has the following tasks:

  • Provide a lightweight, yet effective, interface between Java objects and the underlying SFML objects (SFMLNativeObject).
  • Allow "self-containedness". This means that the platform-specific SFML and JSFML binaries (dll, so, etc.) should be hidden from JSFML users and end users and be extracted and loaded as needed. This avoids problems with supported SFML versions among other things, at the cost of a larger file.
  • Ensure stability by making sure null is never passed to native methods that expect C++ references, which cannot be NULL.
  • Adapt SFML to Java coding conventions. This includes exceptions being thrown instead of success values being returned from loading methods, among other things.
  • Provide additional features for Java integration, such as the ability to have an SFML window within an AWT/Swing application or a browser applet.

Workaround conventions

Some things done in C++ are not possible in Java. This includes const references and operator overloading. JSFML follows the following principles:

  • Overloaded operators for SFML objects are represented by appropriately named static methods within the class in question.
  • Simple data model classes (such as Vector2f) are designed to be immutable.
  • Classes used in const fields in the C++ implementation get an interface prefixed Const, only providing read operations. The interface is used throughout the implementation where possible, rather than the mutable class.
  • Unsigned value types (e.g. unsigned int) will be mapped to the corresponding signed type in Java, since there are no unsigned types in Java. In cases where this conversion can cause trouble, a longer Java type might be used instead (e.g. int for unsigned char).



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