Solved

Buffered Image reuse

Posted on 2009-05-17
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655 Views
Last Modified: 2013-12-22
I have a function like

while(...){
...
BufferedImage  = new BufferedImage(...)
Graphics2D g = (Graphics2D)b.createGraphics();
g.drawImage(...);
}

I mean, i draw an image to different bufferedimages. But i want to use this bufferedimage severel times. (1000 times)
Else, i create buffered image 1000 times, and it is a serious memeory leak.
How to reuse this buuferedimage (change the content)? The next code isnot working properly;

BufferedImage  b = new BufferedImage(...)
while(...){
...
Graphics2D g = (Graphics2D)b.createGraphics();
g.drawImage(...);
}
0
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Question by:btocakci
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13 Comments
 
LVL 92

Expert Comment

by:objects
ID: 24408606
just 'clear' it each time with a call to fillRect()
0
 

Author Comment

by:btocakci
ID: 24408644
thanks object. I tried it, but now, every time when draw sth to its graphics object i see they are drawn incrementally;
while(...){
Graphics og = (Graphics)outImage.createGraphics();
            og.fillRect(0, 0, outImage.getWidth(), outImage.getHeight());
            og.drawImage(stopImage, 0, 0, size.width, size.height, null);
         og.drawRect(...);
}

I see all the rectangles in images. and they are still drawn the same image.

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LVL 92

Expert Comment

by:objects
ID: 24408651
what are you doing with the images?

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Author Comment

by:btocakci
ID: 24408659

I get frames from a video with jmf. Write it into bufferedimage. Process the image. And draw rectangles into proper positions.

// get frames from video
BufferToImage stopBuffer = new BufferToImage((VideoFormat) frame.getFormat());             
Image stopImage = stopBuffer.createImage(frame);
 
// draw the frame into bufferedimage
outImage = new ProcessableBufImg(size.width, size.height, BufferedImage.TYPE_INT_RGB);
 
while(...){
Graphics og = (Graphics)outImage.getGraphics();
            og.fillRect(0, 0, outImage.getWidth(), outImage.getHeight());
            og.drawImage(stopImage, 0, 0, size.width, size.height, null);
 
// here process the bfferedimage and then draw rectangles
 
og.drawRect(...);
}

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LVL 92

Expert Comment

by:objects
ID: 24408689
what do you do once you have painted each image?

0
 

Author Comment

by:btocakci
ID: 24408720

// this is my buffer 
static ArrayList<ProcessableBufImg> images = new ArrayList<ProcessableBufImg>();
 
// after painting them i put them to this vector
images.add(outimage);
 
//then  i write this vector's all elements to file
 
ImageIO.write(images.elementAt(i), "jpg", new File(GlobalOpt.outputDirectory+"map\\map"+i+".jpg"));

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Author Comment

by:btocakci
ID: 24408729
and i want to change it. once i process, i directly want to write it into file.
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LVL 92

Accepted Solution

by:
objects earned 100 total points
ID: 24408743
if you're adding them to a list then you need to create a new ProcessableBufImg for every loop iteration.

0
 

Author Comment

by:btocakci
ID: 24408749
aahh, sorry. they must stay in this arraylist.

just after drawing, i try

ImageIO.write(outimage, "jpg", new File(GlobalOpt.outputDirectory+"map\\map"+i+".jpg"));

and it worked as i want. But after put the image into array list and write to file from beginning of the list to the end, it didnot work.
0
 

Author Comment

by:btocakci
ID: 24408753
>> if you're adding them to a list then you need to create a new ProcessableBufImg for every loop iteration.

that means, i must create 1000 of them?
0
 
LVL 92

Expert Comment

by:objects
ID: 24408757
yes, because you create a list. Otherwise you are adding the same image to your list 1000 times

0
 

Author Comment

by:btocakci
ID: 24408765
ooh, that is what i was scared of.
so, there is no way to decrease the memory leakage?
0
 
LVL 92

Expert Comment

by:objects
ID: 24408782
not if you need all 1000 images
you would need to work out a way so you didn't need all the images in a list

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