full screen mode tearing

I have been trying to solve this problem for a while. I am trying to have an animation loop run at a moderate frame rate (30) in full screen mode and I cannot seem to eliminate the flicker. At first i thought it was caused by an inaccurate timer but after implementing the hi res timer hack from the shared code section, my problem is still there. I have posted my animation loop in hops that someone could help me. I was wonering if anyone has fixed this situation for themselves?

frameTimer = new SleepTimer();
frameTimer.setDelay(1000 / fps);
frameTimer.setAutoCorrection(true, fps);
frameTimer.startTimer();

myPaint(g);

}

////////////ANIMATION LOOP///////////////////////

public void go()
{

    while (true) 
    {
        
  rect.moveSideways();
  rect2.moveSideways();      
  rect3.moveSideways();
              
              
     try { 
     synchronized(frameTimer) { 
     frameTimer.wait(); 
                                        } 
  } 

catch (InterruptedException iE) {
System.err.println("Interrupted Error: " +
iE.getMessage());
}

myPaint(g);

}

I guess that since the timer has it’s own thread then I do not need an animation thread and there for my program does not implement Runnable. Any help would be greatly appreciated.

I have even tried the mative timer approach. I now get very accurate timing in my apps, but still cannot get rid of the flicker. Can anyone please help?

Are you using a BufferStrategy there should be no tearing if you are.

more correctly, if you are using BufferStrategy with a page flipping strategy, THEN there will be no tearing.

Thanks I have resolved the issue