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ToolkitBufferedVolatileManagedImage StrategiesPosted by chet on August 11, 2004 at 5:11 AM PDT
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 Toolkit images? And when is BufferStrategy more appropriate than one of these image types? It's a pretty big topic, and the answer (like all truly great answers) is probably "It depends". But there are some general guidelines that can come in handy. And perhaps a description of what these different kinds of images and methods are all about might help. 1) Image Types First of all, perhaps a short dictionary of image types might help:
That's it for the basic image types. Now let's talk about how we actually create and use these image objects. 2) Who you gonna call? Whenever I want to give myself a fright about the complexity of our APIs, I simply ponder the vast array of choices that face developers who simply want to create an image. I'm sure I'm missing some here, but let's see...
I'm sure there's more out there, especially using things like ImageIO (which is all about reading and writing images, as you might guess from the name...). But this list will do for now. So it's a wrap. This article's pretty much finished; just use the above API calls to create your images. Left as an exercise to the reader. Q.E.D. It's obvious, isn't it? Okay, so maybe it isn't obvious; there are a lot of methods above that all seem to need different parameters or that create different types of images. Here's the trick: All of the above image creation methods (and any others that are not on the list) can be broken down into just a few categories. Then the plethora of ways of creating an image in one of those categories can just be seen as utility methods; different ways of getting the same result. The convenience methods may be because of logic (why do I have to get the GraphicsConfig to create an image associated with a Component? Why not use the Component directly?), or convenience (instead of using some InputStream mechanism for all image readers, we provide several ways to read the image directly including from filenames, URLs, and streams; just call the method appropriate for your situation). So the real work in this article is to break down the categories of image types and describe which types of images and methods you may want to use in which situations. Once you get that down, the rest, as they say, is just implementation details. 3) Image Loading or Creation? First of all, are you loading existing image data? Or are you creating an image buffer in memory? Image loading means that you have image data (either locally or across the network) that you want to load into your application, possibly to copy that image onto the screen or to read and operate on the data. Image creation means that you want some arbitrary image memory created for your application; perhaps you want to create a buffer for double-buffered animations, or you want a place to cache intermediate filtering results. 3.1) Image Loading
In the above method list, all of the methods that take filenames, urls,
streams, producers, and data arrays are those intended for loading existing
images. In particular, all of the methods listed above for Applet,
ImageIO, ImageIcon, and Toolkit are intended for image loading:
There are at least four major things that differentiate these methods:
When I'm talking about location, I'm mainly concerned with whether the file is local or across a network. Also, if it's packed into some resource file, such as a jar file, that also comes into play here. Loading across the network
If you are accessing the data across a network, it's probably easiest
to use the URL variations:
Now suppose you have another image that you have saved locally in a file;
just use the filename variation of the above. For example, let's say
you loved one particular instantiation of the lovable-yet-quirky duke.gif
file above so much that you downloaded and saved it for use in your application
(see the above note on scary lawyers). Then you could use the following code
to load that file from the directory where the program was launched:
Another consideration is the format of your stored image. The old Toolkit/Applet loaders only understand GIF, JPEG, and PNG format files. (Okay, they also understand XBM and XPM2, old X11 image formats, but those are probably not formats you are terribly concerned about). These loaders works well for most web applications since these image types are traditional web image formats. But what if you have an image in some other format that the Toolkit/Applet loaders do not understand? ImageIO currently has built-in readers for GIF, JEG, and PNG. In addition, it will have BMP and WBMP capability in the jdk1.5 release. Moreover, there will be more image readers/writers for ImageIO going forward, whereas there are no specific plans to support more formats for the old Toolkit/Applet loaders. And finally, ImageIO has a pluggable reader API, so if you have a custom image format, or some other format not yet supported by the core library, you can write your own loader for that format within ImageIO. In fact, the JAI team has made available a package with additional ImageIO readers/writers at http://java.sun.com/products/java-media/jai/downloads/download-iio.html if you have requirements beyond the current ImageIO defaults. So ImageIO could also be the right choice if you need to deal with formats beyond the basic web image formats. 3.1.3) Synchronicity
The Applet and Toolkit image loading methods came from the old days
of Java 1.0, when Java was seen primarily as a networked application
API and image data might come from any source, potentially
one on an unreliable or slow network connection. To make networked
applications more robust, it is reasonable to put network-dependent
operations in separate threads to ensure that an application's
main or GUI threads do not hang while waiting for a slow download.
Because this was a common pattern for Java GUI applications at that time,
the image loading operations were all created to run on a separate
image loading thread. Thus when an application calls:
Note that this model of asynchronous loading does not apply solely to networked applications, or even to image loading specifically; any operation that takes a significant amount of time should not be done on the GUI thread, lest you run the chance of making your application appear hung while the operation is taking place. So, for example, if you are loading in a huge image from a local file, you may want that non-networked operation to happen in a separate worker thread to ensure that your GUI has no pauses during image loading. This model works well enough for applications that create their images early for later use. The application simply may need to check whether the image has been loaded whenever it is required in the application.
When applications do need the data (for example, if they need image sizes in
order to determine layout correctly, or if they need to display images in
their final form), they may need to synchronize on the image
loader and wait until the image loading is done. For example,
an application may want to load local image data and be willing to
wait for that data to load before proceeding (knowing that a local
load will usually not take very long). In that case, the application might do
something similar to the following:
Meanwhile, ImageIO has synchronous loading methods that do not return until the image has been loaded and is ready to go. Note that some applications and situations may still need asynchronous loading behavior (for long image loads or to more efficiently multitask). For example, it does not take a huge amount of time to affect perceived GUI performance, so if an image load will take even as long as a tenth of a second, you may want to avoid loading that image synchronously on the Event Dispatch Thread (so don't load it in your paint() method). You can always spawn a new Thread yourself to call the ImageIO loading methods if necessary. 3.1.4) Resulting Java Image Type Part of the decision over which image creation API you is in which image type you want to get back from the creation method. In particular, do you want a Toolkit Image or a BufferedImage?
Toolkit Images are created by the Applet, Toolkit, and ImageIcon methods
listed above. The resulting images are easy to use for display purposes
(just call BufferedImage objects are created by the ImageIO methods listed above. These objects offer a more powerful API, albeit with potentially more work involved to do some operations (such as displaying an animating GIF image). Image or BufferedImage: What's in a Name? Although both Image and BufferedImage have similar properties in terms of being displayable, BufferedImage has many more capabilities. For one thing, the Image objects created by the Toolkit, Applet, and ImageIcon load methods are read-only; you cannot get the Graphics of those Images and render to them. So if you want to modify the image data, you will need to do more work (such as creating another image that is modifiable and copying the loaded Image into that new image). Image has some very simple methods and is mostly intended to be a simple object that holds image data. But BufferedImage has many methods for modifying and extracting all kinds of data from an image; color models, pixel data, and more. Given a choice between the two, I would always opt for the one that gave me more power and flexibility. But doesn't that increased capability mean increased overhead? Not at all; there is no extra processing involved in BufferedImages when these other powerful methods are not used. If all you do is load and image and display it, BufferedImage can do this just as easily as the more streamlined Image object. So go ahead and use BufferedImage. It is, after all, better than butter. Dirty Laundry One good (and not entirely obvious) reason for using the ImageIO API for loading images is the unfortunate reality that the code is simply newer, cleaner, and more maintained (both now and in the future). Much of the old Applet and Toolkit image code was written years ago and has many assumptions and situations that it must account for and is therefore tricky to maintain and upgrade. Our future image reading/writing direction is with ImageIO; yours should be too, because that's where the focus of our efforts will be in the future. Having said all that wonderful stuff about ImageIO, there could be situations in which the old Toolkit/Applet/ImageIcon approach makes more sense for your particular application, including:
Note also that if you need to use the old APIs for some reason but
you still want the power and flexibility of BufferedImage, it is
easy enough to load the images in through whatever methods are
appropriate, create a new BufferedImage object, and then simply
copy the loaded images into the BufferedImage. For example:
3.1.5) Hey! What about the other loading methods above? The approaches above cover most of the loading methods I listed, but some are notably skipped. The *Stream methods of ImageIO are simply variations on a theme; if you happen to have your data in that format (versus a URL or file), go for it; it's just a convenience to use these alternatives.
As for the other skipped methods (one using an ImageProducer and
some using data arrays), I hoped you wouldn't notice....
As far as reading the image data from an array of data (see the methods above with the imageData[] parameter), this is really only appropriate if you've already read the data into the array to begin with. This could be necessary if you have some custom image storage mechanism, such as a database. But if the image existing in a regular file/URL/stream format, you should probably be using one of the other loading methods instead. 3.2) Image Creation What if you do not have an existing image on the network or file system? What if you just want a buffer of pixel data that you can use in your application? This could be for creating sprites or icons with rendering calls instead of loaded image information (perhaps you've found this to be faster in your situation than reading image files). Or it could be a buffer that you can use for caching intermediate results or for providing double-buffered rendering for an animation. For the purposes of this discussion, I'll break down this category of images into three types:
3.2.1) Static Images Static images are ones that are created and rendered to once (or infrequently) but probably copied from often. Examples of this type of image include icons for a GUI or sprites for a game. The best approach for this type of image is to create an image that is in the same format as the image or window that the image will be copied to; this ensures the most straightforward copy mechanism since the underlying software will not have to perform a conversion on the image data while copying to the destination.
You could, of course, create a BufferedImage object manually through one
of its constructors; you could query the GraphicsDevice for its display
information and then create a BufferedImage of the appropriate type:
But why go to the hassle of all of that when there are convenience
mechanisms that do all of this for you? Specifically, take a look
at:
The best part about static images is that you can use very simple means to create the images and then we will try very hard internally to see that you get any available hardware acceleration for these images when they get copied around. We call these "managed images", because we manage the acceleration details for you. For more information on managed images, please see my blog on BufferedImage performance. Note that we currently (in all jdk1.4.* releases) manage images that are created with the above APIs and some of the Toolkit image loading methods described previously, but in jdk 5.0 (available in Beta form now, and full release soon) we manage nearly all types of images and take advantage of hardware acceleration if it exists. So go ahead and create the type of image that is most convenient for you and we'll try to do the right thing under the hood. 3.2.2) Dynamic Images This kind of image may be rendered to quite often, as in an animating icon, or a sprite that is modified on a frequent basis. You could certainly use the same image-creation APIs listed above for static images; these will work fine in most situations and are certainly the easiest way to go in general. However, some developers interested in maximizing performance may want to know more about image management and how dynamic images can affect it. We manage images by detecting when the application is copying from an image to a destination (either another image or an onscreen window) that lives in accelerated memory. If this copy is done successively when the source image has not changed, then we may decide to cache a copy of that image in accelerated memory and perform future copies from this cached version. In the case of a dynamic image, if that image is being updated one or more times for every copy to the destination, then we will never create an accelerated version of it, and thus the image will never benefit from any hardware acceleration that we could otherwise provide. (Aside: For the insatiably curious, the reason for this oddity in acceleration comes from "surface loss", where an accelerated version of an image may simple go away at any time due to operating-system or user-caused situations. To keep the original image data intact, we store the main image data (that which is modified by the application) in an unaccelerated location, and only accelerate a mirror copy of that image. That way, if the accelerated version gets wiped out, we still have the original data from which we can create a new accelerated copy. The problem here, in terms of performance, is that an "unaccelerated image" means that all rendering to and from that image is unaccelerated. And if an application is constantly modifying the image, all of that rendering will be unaccelerated and it is never appropriate for us to create and use an accelerated version of that image.) Developers that care about top performance for these types of images may want to look into using VolatileImages instead. These images store the data in accelerated memory (when possible) and thus rendering to and from that image may be accelerated automatically. The downside is that these images require a bit more care and feeding, due to "surface loss" issues that arise with current video memory architectures and operating systems. Note that not all types of rendering to these images is accelerated, either, but simple types of rendering like lines and rectangular fills and copies can usually be accelerated, depending on the platform configuration.
I've already written about VolatileImages in past blogs
(Part I and
Part II), so I will not
go into the details of their usage here; please check out those
other articles for more information. But it is worth covering the
APIs used to create the images, just for consistency's sake in this
article:
The use of the ImageCapabilities object in these methods gives you the ability to require certain attributes (such as hardware acceleration) from any image created with that method. In general, you probably will not need to use that variation, although as we enable more hardware acceleration features in our platform, we may expand the ImageCapabilities API to be more powerful and useful. (Note, too, that ImageCapabilities can be used effectively as a means of inquiring what capabilities an existing image has). 3.2.3) Back Buffers By "back buffer" I mean an arbitrary offscreen image that is created for use in a double-buffering situation. Typically, an application that wishes to have smooth graphics, especially animations, will draw to a back buffer and then copy that buffer onto the screen instead of drawing directly to the screen. Swing does this by default, so that you do not see the various GUI elements in a Swing app flash as they are drawn to the screen. The buffer copy in these applications typically happens so fast that the graphics in the application are perceptibly smoother than if they were drawn one-by-one directly to the screen. A developer could use any of the above static or dynamic image APIs that I listed for creating a back buffer. However, the following things should be taken into account when doing so:
BufferStrategy: the preferred way of buffering in Java In jdk1.4, we introduced the BufferStrategy API, which is a wrapper around VolatileImages. This API allows you to ask for an accelerated back buffer and avoid having to manage the details of surface loss associated with VolatileImages. It also ensures that you will get a buffer of the optimal type for your application. In particular, you will get either a FlipBuffer (which can only be used in fullscreen-exclusive mode on Windows) or a BltBuffer (which is used by default for windowed applications). A FlipBuffer performs a swap of the front and back buffers in video memory when you request BufferStrategy.show(). A BltBuffer copies the contents from the back buffer to the front (just as you would if you called drawImage() from a VolatileImage back buffer to the front buffer). With this API, there is little need to create and manage VolatileImages directly; just let us manage the details for you inside the BufferStrategy implementation. For more information on BufferStrategy, check out the javadocs; they're pretty clear on how the system works.
The APIs you will need when creating a BufferStrategy are:
4) Wrap-Up So that's pretty much it. You have image loading methods and image (or buffer) creation methods. And in each category, you have various flavors depending on the location and type of the data, and the type of image you want returned to you. So even though there are a lot of methods listed at the top of this article, they all break down into just a few comprehensible categories and can be used effectively, once you understand the implications of each variation. Although there is certainly more complexity here than we can cover with a simple table, it might help to break down some of the basic attributes of the image types we have talked about and the reasons to consider one type over another when writing your application:
4.1) Hey! You forgot some methods!
There are still a couple of the creation methods up top that I have not
covered yet:
4.1) What About Performance? It is difficult or impossible for me to write a long block of text or code without thinking about performance. And since some of the users of the APIs above, and image operations in general, care a great deal about performance, I should spend a few words discussing some performance issues to be aware of. Again, check out my blogs on BufferedImage ( Part I and Part II); I go into much more detail on image management there. Some important things to keep in mind with respect to managed images (and making sure they are benefiting from available acceleration):
4.2) What about 5.0? Most of the APIs I discussed above are pre-5.0, so you can use everything above (except where noted) in the current releases available for download. If you are looking forward to using 5.0 (available in beta form today, in full release Real Soon Now), then I'll mention a couple of tweaks to the above:
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