Heap overflow implementing Undo in Swing App - java

I am developing a scribble type app in java swing. It is in a rudimentary stage and is shown here.
I have implemented the undo feature which undoes the last drawn stroke upto. The undo feature can be done upto a maximum defined undo levels.
The undo feature works by copying the contents of the drawing canvas after each stroke in an Image array.
This array acts like a First-In-Last-Out Stack. When undo is clicked the stack is poped
and the obtained image is drawn on screen.
Now the problem I am facing is, the current method of implementation of undo takes up too much memory. At undo levels of 20, almost 70-80 MB of memory is used up, and at levels of 30, heap overflow occurs.
Is there a better way of implementing the undo feature ? Thanks.
EDIT : I found some useful information here which may be helpful.

You need to represent the steps in your drawing differently. In the current approach you are using, you save the Canvas each time anew as an uncompressed picture - and that is memory-greedy.
Try to refactor your code so that only the strokes being drawn on the Canvas are saved into the stack. This will put a little bit more overhead when rendering the picture (you would need to redraw the entire canvas each time a change occurs), but Java is designed to deal with that.
Having saved only shapes, the memory requirements should decrease significantly. Use the Shape class to represent the strokes on the canvas.

Related

Implementation of specfical region refresh with Java Swing

The number of models that my swing application needs to display is currently 2000 to 10000 images. After multiple zooming or using for a period of time, the memory continues to increase and will not decrease,How can I optimize it?
It is hard to recommend anything without knowing more about the environment, but I'll list some general tips:
You resize images every time you zoom in/out. This creates new images rapidly, especially if you zoom in using the mouse wheel or some other tool that fires events rapidly. Consider creating the image after the resizing has finished.
Don't hold references to unused images. This means you shouldn't store all the resized images, only the used ones.
Probably you don't need every image in every state of the
application - consider creating a loading screen which is shown while your application loads and resizes the used images, and discards the previous ones. (It does not have to be an actual loading screen or animation)
I've never seen a small or medium-scale project which needed 10k unrelated images. You might be storing animations per-frame, which is way less efficient than using video formats.
If you have many similar images, consider not loading them from file but instead paint them dynamically (you have a base image and paint over it using the component's Graphics).
Call the garbage collector. This should free up any unused space in the memory.

Drawing entire image to component vs only a sub-image

I was just wondering does java already paint the portion of an image to a given component or is it wise to do sub-image rendering? What I am trying to do is get as much performance as I can out of my code structure especially since I am creating a game with 2d maps as large as possible without drawing too much RAM. My 2d map involves a looping world whereas the player is able to reach the north part of the image while also seeing part of the south part (using sub-image rendering) and will move directly to the bottom of the image once the character has reached the top of the actual image.
Java 2D is very clever about not painting parts of a graphic element or image that is not visible. I'd trust it unless/until you experience a bottleneck and a profiler identifies the painting as taking up the time.

drawing complex generated image in java 2d

I have a very large complicated diagram that needs to be drawn on the fly.
I am already using a double buffered technique to paint the image (from this answer: Using threads to paint panel in java) however, the generated image that is being painted is so large that it cant be painted as a single image (and the multiple images required to paint it cant be stored in memory all at the same time). For this reason, I paint the currently visible area of the view + some margin. As I scroll, I paint the area that is going to come next, and remove from memory the area we just came from. However, if the user then decides to change direction, they need to wait for this area to be painted again. My question is this:
If a single "frame" of the screen being painted is approximately 1000*1000 pixels, in which approximately 5000 lines/circles are drawn (nodes/edges of a graph) is it likely to be more efficient to repaint this image each time, or is there a way to affectively cache the image to hard disk (to avoid java heap limitations).
Ive already optimised the paint method as much as I can think of, but there are still several seconds of delay if a user scrolls to quickly (i.e. moves out of the painted area before the next set of "frames" are painted). So my second question is this: Will moving to OpenGL offer a large improvement, and will it require major changes to the infrastructure of the code? (I tried doing this a couple of days ago, and found it was not as simple as I thought - often led to the computer crashing).
Several things come to mind:
Profile to verify your working hypotheses; self-time the animation budget on your target platform for comparison, as shown in this AnimationTest.
Compare your approach to the example cited here; it scales into the 1000's and accommodates dragging selections into the hundreds.
If your frames have a suitable geometry, consider adopting the flyweight pattern for rendering; JTable rendering is an example; the underlying mechanism using CellRendererPane is examined here.

Needed RAM to display images in java

Another conceptual question..
I am fighting against a java heap space exception.
My problem is, that i have to render/display small but a lot of images.
I exceed maximal ram. (edit vm options does not help) Yet i store all images in one List.
I think about if it may need less ram if i render the images one by one and store it temporary on local hard disk.
Will the images be still all in ram if displayed on screen?
Changes in the code would be significant so i want to ask this before..
If your use case is lots of images/icons in a JList/JTable inside a JScrollPane, I once wrote something similar for a CMS search result display:
I had thumbnails of larger images stored on server/cached on disk. You can exploit the fact that the JList/JTable (or Swing components in general) will only try to paint the components visible on screen, so you don't need to track this yourself. I used a JLabel with ImageIcon as renderer in the list, and a fixed size cache of icons in memory. Whenever the renderer hit an image not in cache, I used a lazy-loading technique with a placeholder icon returned immediately, while loading the icon in the background using a SwingWorker. When loaded, the SwingWorker issued a repaint to JList. The icon would now be in cache, and the list would paint nicely.
Some bonus tips: Make sure your icon cache is larger than the maximum number of items that can be displayed on screen. Also, use a limited (fixed size) thread pool for your SwingWorkers (possibly loading multiple icons at once), to avoid exessive reapint-loops that may cause flickering.

Canvas/Stage Size in Flash is too small and cannot show entire level

This isn't directly a programing problem but I feel it still can fall under the catagory, I am sorry if this is the wrong place. I am making a game in flash using box2d and I decided to draw the levels in flash as the level design would look better, The levels are very large ( this level is 10,000 pixels long) and the canvas in flash just won't display anything.
The preview in the library seems to be able to display the drawing longer than the one on the stage. How do I go about making the canvas longer? Should I try upgrading to a newer version of flash, does that version allow this?
You just don't put everything at once over your canvas, instead draw only those level primitives or parts that are visible right now. Or, if your level is basically a pretty simple shape, you can just change its X and Y so that the relevant part of the level is displayed on stage.
Don't use giant bitmaps - they use a lot of memory, and even if not all of the content is visible, they will degrade performance considerably. For this reason, Flash imposes a size limit of 4095x4095 pixels (or an equal amount of pixels in rectangular formats).
The way to deal with this is to tile your graphics into parts of equal size, preferably smaller than the stage (1/2 or 1/3 side length is a good measure). You then place them all as a grid into a larger Sprite or MovieClip and set visible=false; on each tile. Then, at runtime, your game loop must check for each frame, which of the tiles should actually appear on the stage - and only those should then be set to visible=true;. That way, you reduce the amount of pixels drawn to what is absolutely necessary, and keep screen memory usage to a minimum.

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