John,
Also, what release are you using? There was a major fix in
5.0 that eliminated some of the temporary images we used when
loading images through some mechanisms; these temporary images
tended to bloat the footprint way beyond what you could expect.
There may be some paths where we still do this; what methods are you
using to load the images? What images types are you loading?
Chet.
Nidel, Mike wrote:
John,
Can you tell us a bit more about your images? The format, tiling,
compression, size, etc.?
In my experience there is no inherent reason a Java app should be
a great deal slower or use a lot more memory than a native app.
However, there may be some difference with the readers that are
being used to decode the format in either case.
Have you tried running a memory profiler such as JProbe?
Mike
-----Original Message-----
From: Discussion list for Java 2D API
[mailto:[EMAIL PROTECTED] On Behalf Of John Wells
Sent: Sunday, July 17, 2005 11:58 PM
To: [EMAIL PROTECTED]
Subject: [JAVA2D] Memory and images
Hi guys,
Conceptual question for you, if you don't mind.
Why is one able to load images up in various C/C++ image
viewer applications (for instance, Windows XP's ImageViewer
application) and use very little memory, but if you load the
same image in a java application you consume a substantial
amount of memory?
I know you have to consider the overhead the JVM adds to the
picture, but I'm surprised that it seems to be so much. I
end up getting OutOfMemory exceptions for images I really
don't expect to, and have to up my JVM to well over 128MB
heap space for most images.
Forgive me if this is a naive question, but I can't really
see anything in my application that seems to be causing this.
Is C/C++ really that much more efficient for imaging
applications on the memory side?
Thanks for your help.
John
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