This is for anyone who might find it helpful. This template...
* uses double-buffering, which can help game-makers fix that glitchy screen problem
* can be exported as a runnable jar file. If you're like me and had trouble making your Applet executable, this is a possible fix.
* Additionally it resizes the interior of the frame, not the frame itself
* is easily customizable. Take out or add in whatever you need to make it work, it's all yours

package applet;

import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JFrame;
import javax.swing.Timer;

@SuppressWarnings("serial")
public class quasiApplet extends JFrame
    implements ActionListener
{
    /*-----add other variables here-----*/

    //game/animation
    Timer paintTimer; int paintDelay = 30;//ms
    Timer calcTimer; int calcDelay = 30;//ms
    //double-buffering
    Image dbImage;
    //flags
    boolean readyToRockNRoll = false;

    //starting the applet==============================
    public void launch()
    {
        /*-----initialize things here-----*/

        this.setVisible(true);
        this.setFocusable(true);
        this.requestFocus();
        calcTimer = new Timer(calcDelay, this);
        paintTimer = new Timer(paintDelay, this);
        calcTimer.start(); paintTimer.start();
        readyToRockNRoll = true;
    }
    //visual stuff==============================
    @Override public void paint(Graphics g)
    {
        if(readyToRockNRoll)//this is necessary because the frame paints itself before the launch() method is called
        {
            /*draw things here*/
        }
    }
    @Override public void resize(int width, int height)
    {
        this.getContentPane().setPreferredSize(new Dimension(width, height));
        this.pack();
    }
    public void dbRedraw()
    {
        //create db components if needed
        if(dbImage==null)
        {
            dbImage = this.createImage(this.getWidth(), this.getHeight());
        } else {
            //draw everything to backstage image
            this.paint(dbImage.getGraphics());
            //draw final image to screen
            this.getContentPane().getGraphics().drawImage(dbImage, 0, 0, null);
        }
    }
    //computational stuff==============================
    public void recalc()
    {
        /*-----update model here-----*/
    }

    /*-----add miscellaneous methods here-----*/

    //fundamental stuff==============================
    public static void main(String[] args)
    {
        quasiApplet applet = new quasiApplet();
        applet.launch();
    }
    @Override public void actionPerformed(ActionEvent e)
    {
        if(e.getSource().equals(paintTimer))
            dbRedraw();
        else if(e.getSource().equals(calcTimer))
            recalc();
    }
}

Another thing. If you want your app to close properly, override the dispose() method and use setDefaultCloseOperation(JFrame.DISPOSE_ON_CLOSE);

Swing has been double-buffered by default from around Java 1.5, so all this stuff, while interesting, is now completely unnecessary. Also overriding paint is a bad idea for JFrame - override paintComponent for a JPanel inside a JFrame instead.
See http://www.oracle.com/technetwork/java/painting-140037.html#swing

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