Could you please assign me?
Explanation for Double Buffer
In this issue, let's add a proper explanation for the pattern.

Acceptance criteria

- The pattern's README.md has been amended with an explanation
- The explanation consists of
  - Real world example
  - In plain words
  - Wikipedia says
  - Programmatic example

double-buffer/README.md
double-buffer/README.md
diff --git a/double-buffer/README.md b/double-buffer/README.md
index 089e30e6d3d2..04b47ad97f7e 100644
--- a/double-buffer/README.md
+++ b/double-buffer/README.md
@@ -1,14 +1,243 @@
----  
+---
 title: Double Buffer 
 category: Behavioral
 language: en
 tag:  
  - Performance
  - Game programming  
----  
+---
   
 ## Intent  
-Double buffering is a term used to describe a device that has two buffers. The usage of multiple buffers increases the overall throughput of a device and helps prevents bottlenecks. This example shows using double buffer pattern on graphics. It is used to show one image or frame while a separate frame is being buffered to be shown next. This method makes animations and games look more realistic than the same done in a single buffer mode.   
+Double buffering is a term used to describe a device that has two buffers. The usage of multiple 
+buffers increases the overall throughput of a device and helps prevents bottlenecks. This example 
+shows using double buffer pattern on graphics. It is used to show one image or frame while a separate 
+frame is being buffered to be shown next. This method makes animations and games look more realistic 
+than the same done in a single buffer mode.   
+
+## Explanation
+
+Real world example
+> A typical example, and one that every game engine must address, is rendering. When the game draws 
+> the world the users see, it does so one piece at a time -- the mountains in the distance, 
+> the rolling hills, the trees, each in its turn. If the user watched the view draw incrementally 
+> like that, the illusion of a coherent world would be shattered. The scene must update smoothly 
+> and quickly, displaying a series of complete frames, each appearing instantly. Double buffering solves
+> the problem.
+
+In plain words
+> It ensures a state that is being rendered correctly while that state is modifying incrementally. It is
+> widely used in computer graphics.
+
+Wikipedia says
+> In computer science, multiple buffering is the use of more than one buffer to hold a block of data, 
+> so that a "reader" will see a complete (though perhaps old) version of the data, rather than a 
+> partially updated version of the data being created by a "writer". It is very commonly used for 
+> computer display images.
+
+**Programmatic Example**
+
+Buffer interface that assures basic functionalities of a buffer.
+
+```java
+/**
+ * Buffer interface.
+ */
+public interface Buffer {
+
+  /**
+   * Clear the pixel in (x, y).
+   *
+   * @param x X coordinate
+   * @param y Y coordinate
+   */
+  void clear(int x, int y);
+
+  /**
+   * Draw the pixel in (x, y).
+   *
+   * @param x X coordinate
+   * @param y Y coordinate
+   */
+  void draw(int x, int y);
+
+  /**
+   * Clear all the pixels.
+   */
+  void clearAll();
+
+  /**
+   * Get all the pixels.
+   *
+   * @return pixel list
+   */
+  Pixel[] getPixels();
+
+}
+```
+
+One of the implementation of Buffer interface.
+```java
+/**
+ * FrameBuffer implementation class.
+ */
+public class FrameBuffer implements Buffer {
+
+  public static final int WIDTH = 10;
+  public static final int HEIGHT = 8;
+
+  private final Pixel[] pixels = new Pixel[WIDTH * HEIGHT];
+
+  public FrameBuffer() {
+    clearAll();
+  }
+
+  @Override
+  public void clear(int x, int y) {
+    pixels[getIndex(x, y)] = Pixel.WHITE;
+  }
+
+  @Override
+  public void draw(int x, int y) {
+    pixels[getIndex(x, y)] = Pixel.BLACK;
+  }
+
+  @Override
+  public void clearAll() {
+    Arrays.fill(pixels, Pixel.WHITE);
+  }
+
+  @Override
+  public Pixel[] getPixels() {
+    return pixels;
+  }
+
+  private int getIndex(int x, int y) {
+    return x + WIDTH * y;
+  }
+}
+```
+
+```java
+/**
+ * Pixel enum. Each pixel can be white (not drawn) or black (drawn).
+ */
+public enum Pixel {
+
+  WHITE,
+  BLACK;
+}
+```
+Scene represents the game scene where current buffer has already been rendered.
+```java
+/**
+ * Scene class. Render the output frame.
+ */
+@Slf4j
+public class Scene {
+
+  private final Buffer[] frameBuffers;
+
+  private int current;
+
+  private int next;
+
+  /**
+   * Constructor of Scene.
+   */
+  public Scene() {
+    frameBuffers = new FrameBuffer[2];
+    frameBuffers[0] = new FrameBuffer();
+    frameBuffers[1] = new FrameBuffer();
+    current = 0;
+    next = 1;
+  }
+
+  /**
+   * Draw the next frame.
+   *
+   * @param coordinateList list of pixels of which the color should be black
+   */
+  public void draw(List<? extends Pair<Integer, Integer>> coordinateList) {
+    LOGGER.info("Start drawing next frame");
+    LOGGER.info("Current buffer: " + current + " Next buffer: " + next);
+    frameBuffers[next].clearAll();
+    coordinateList.forEach(coordinate -> {
+      var x = coordinate.getKey();
+      var y = coordinate.getValue();
+      frameBuffers[next].draw(x, y);
+    });
+    LOGGER.info("Swap current and next buffer");
+    swap();
+    LOGGER.info("Finish swapping");
+    LOGGER.info("Current buffer: " + current + " Next buffer: " + next);
+  }
+
+  public Buffer getBuffer() {
+    LOGGER.info("Get current buffer: " + current);
+    return frameBuffers[current];
+  }
+
+  private void swap() {
+    current = current ^ next;
+    next = current ^ next;
+    current = current ^ next;
+  }
+
+}
+```
+
+```java
+public static void main(String[] args) {
+    final var scene = new Scene();
+    var drawPixels1 = List.of(
+        new MutablePair<>(1, 1),
+        new MutablePair<>(5, 6),
+        new MutablePair<>(3, 2)
+    );
+    scene.draw(drawPixels1);
+    var buffer1 = scene.getBuffer();
+    printBlackPixelCoordinate(buffer1);
+
+    var drawPixels2 = List.of(
+        new MutablePair<>(3, 7),
+        new MutablePair<>(6, 1)
+    );
+    scene.draw(drawPixels2);
+    var buffer2 = scene.getBuffer();
+    printBlackPixelCoordinate(buffer2);
+  }
+
+  private static void printBlackPixelCoordinate(Buffer buffer) {
+    StringBuilder log = new StringBuilder("Black Pixels: ");
+    var pixels = buffer.getPixels();
+    for (var i = 0; i < pixels.length; ++i) {
+      if (pixels[i] == Pixel.BLACK) {
+        var y = i / FrameBuffer.WIDTH;
+        var x = i % FrameBuffer.WIDTH;
+        log.append(" (").append(x).append(", ").append(y).append(")");
+      }
+    }
+    LOGGER.info(log.toString());
+  }
+```
+
+The console output
+```text
+[main] INFO com.iluwatar.doublebuffer.Scene - Start drawing next frame
+[main] INFO com.iluwatar.doublebuffer.Scene - Current buffer: 0 Next buffer: 1
+[main] INFO com.iluwatar.doublebuffer.Scene - Swap current and next buffer
+[main] INFO com.iluwatar.doublebuffer.Scene - Finish swapping
+[main] INFO com.iluwatar.doublebuffer.Scene - Current buffer: 1 Next buffer: 0
+[main] INFO com.iluwatar.doublebuffer.Scene - Get current buffer: 1
+[main] INFO com.iluwatar.doublebuffer.App - Black Pixels:  (1, 1) (3, 2) (5, 6)
+[main] INFO com.iluwatar.doublebuffer.Scene - Start drawing next frame
+[main] INFO com.iluwatar.doublebuffer.Scene - Current buffer: 1 Next buffer: 0
+[main] INFO com.iluwatar.doublebuffer.Scene - Swap current and next buffer
+[main] INFO com.iluwatar.doublebuffer.Scene - Finish swapping
+[main] INFO com.iluwatar.doublebuffer.Scene - Current buffer: 0 Next buffer: 1
+[main] INFO com.iluwatar.doublebuffer.Scene - Get current buffer: 0
+[main] INFO com.iluwatar.doublebuffer.App - Black Pixels:  (6, 1) (3, 7)
+```
 
 ## Class diagram
 ![alt text](./etc/double-buffer.urm.png "Double Buffer pattern class diagram")
