I'm a little afraid of posting this blog, thinking that it could resulting in either
- So many and varied requests that it will be difficult to address them all
No responses at all. (If a blog falls in the forest and noone reads it, does
it still make a sound?)
Nevertheless, I'll forge ahead.
I find myself trying to multithread my life constantly.
A common question seems to arise often from Java graphics
developers about which image type
or creation method to use. When exactly should you use VolatileImage?
What is BufferedImage appropriate for? What about the old
I've always known that ImageIO was a good thing to use since its inception.
I originally wrote this as one single blog, but as I found out with
my previous BufferedImage articles, I tend to go on much longer
than I inteded at first, so I had to split it up. So now there's
2 parts to this blog: last time's VolatileImage usage discussion,
and this week's VolatileImage FAQ.
Way back when we were first implementing the VolatileImage API,
I had asked to come to the Swing staff meeting so that I could explain
about the new VolatileImage API and why Swing should start using it.
Part II, in which we discuss the internal performance implications
of said image type
Let's dive briefly into some of the performance implications with
BufferedImages (because I'm writing this and I tend to wind up in the performance
arena no matter what I'm talking about).
Recently there was a brief discussion on the java2d interest list. We were talking about some of uses of BufferedImage and
someone replied to the group with their epiphany on these objects with
just a brief: "BufferedImage as good as butter!"
Seeing as how this is my first blog, I thought it was
reasonable to go on a complete tangent instead of spending
my soapbox time rambling on about upcoming features and
cool Java graphics things. Maybe I'll get into that
stuff in a later column...