BufferedImage.getGraphics() resulting in memory leak, is there a fix? - java

I'm having problem with some framework API calling BufferedImage.getGraphics() method and thus causing memory leak. What this method does is that it always calls BufferedImage.createGraphics(). On a windows machine, createGraphics() is handled by Win32GraphicsEnvironment which keeps a listeners list inside its field displayChanger. When I call getGraphics on my BufferedImage someChart, someChart's SurfaceManager(which retains a reference to someChart) is added to the listeners map in Win32GraphicsEnvironment, preventing someChart to be garbage collected. Nothing afterwards removes someChart's SurfaceManager from the listeners map.
In general, the summarized path stopping a BufferedImage from being garbage collected, once getGraphics is called, is as follows:
GC Root -> localGraphicsEnvironment(Win32GraphicsEnvironment)
-> displayChanger(SunDisplayChanger) -> listeners(Map) -> key(D3DChachingSurfaceManager) -> bImg(BufferedImage)
I could have changed the framework's code so that after every called to BufferedImage.getGraphics(), I keep a reference to the BufferedImage's SurfaceManager. Then, I get hold of localGraphicsEnvironment, cast it to Win32GraphicsEnvironment, then call removeDisplayChangedListener() using the reference to the BufferedImage's SurfaceManager. But I don't think this is a proper way to solve the problem.
Could someone please help me with this issue? Thanks a lot!
MORE DETAILS AND FINDINGS
The component I'm trying to add to my UI is makes calls to BufferedImage.getGraphics() every time it is repainted. As a result, the number of garbage kept by displayChanger(inside SunGraphicsEnvironment) should grow as the component gets repainted.
However, things a behaving weirdly enough:
when I counted my actions on my UI which would surely trigger repaint, then check the number of garbage listeners inside displayChanger against my count, they don't match up. (eg. There were 8 listeners before my clicks, and I made 60 clicks. After all, there are only 18 listeners.)
On the other hand, if I turn on the breakpoint, and step into the process of adding things to displayListeners, every single click resulted in a new entry in displayListeners. And thus, every BufferedImage held by displayListeners become garbage.
I considered the possibility of SurfaceManager, which is used as the key for displayListeners, may be shared or reused, yet my experiment ruled out this possibility. I also considered caching and I deliberately prevented caching from happening by making every call to repaint unique. Still, I have no clue how this could happen and how to solve the leak.

After rendering the BufferedImage, you should invoke dispose() on the graphics context returned by createGraphics(). Here's an example and a list of similar methods.
Addendum: This seems like an object leak called packratting; the listener mismatch sounds like an artifact of using the debugger. You might get some ideas from the article Plugging memory leaks with soft references, by Brian Goetz.

Try to call flush() when you don't need your image any more.

Related

Swing dispose() doesn't actually null the current object reference?

After wondering whether disposing my frame would return a null (if checked) I went ahead and tested it out. I've searched on dispose() but most of the articles I read just state when to use it, not what it actually does. I tried out the sample code, maybe my code is simply incorrect but if it's not. What does dispose() actually do inside the JVM?
If someone does find a link related to this, please post it so I can remove this question
Objects can change their state. However, they cannot willy-nilly change any state in the entire collection of other objects.
So, if you call any method on an object, it will not have a direct impact on any reference to that object from any possible other object.
In your case, dispose() is releasing the in-object references to the wrapped OS level components, not removing the Java object from the environment (and clearing out its references).
1) No method ever can set your variable to null. Never ever. It may change an internal state so any future call may throw an error (e.g. with a Socket), but the variable itself won't be changed. You need to do this explicitly yourself.
2) Read the javadocs :)
Releases all of the native screen resources used by this Window, its subcomponents, and all of its owned children. That is, the resources for these Components will be destroyed, any memory they consume will be returned to the OS, and they will be marked as undisplayable.
[...]

Garbage Collector Listeners

I read an small article at some point about adding some callbacks to WeakReference objects that would be triggered upon garbage collection. Now, no mater how much I search, I cannot find it.
I need a way to execute some code whenever a weak referenced object is destroyed. I know that it can be done, I just don't remember how or whether I need a WeakReference or something else like a WeakHasMap?
Use ReferenceQueues to archieve that. You might want to look into PhantomReferences, too, depending on what you're actually trying to do (but WeakReferences work with the queues, too). Just create a reference queue and pass it as a second argument to the reference-constructor. When the GC remove the object, the reference is enqueued and you can get it using remove() (blocking) or poll() (non-blocking) on your queue.
There is an alternative: implementing finalize. It'S much less flexible though and runs in another thread, too (so you still have concurrency - with the addition of not even knowing which thread will execute it). The ReferenceQueue is superiour in all aspects.

Destroy current class object and run same class through thread

I am calling a thread in which i am again calling the same class
TrafficMainGUI traffic=new TrafficMainGUI(storeValue);
traffic.setVisible(true);
but i want the previous class object to get destroy.How can i acheive this.
As TrafficMainGUI is a jFrame object.Please help??
To properly destroy a JFrame, you should dispose it.
previousTraffic.dispose();
TrafficMainGUI traffic=new TrafficMainGUI(storeValue);
traffic.setVisible(true);
From the documentation :
Releases all of the native screen resources used by this Window, its subcomponents, and all of its owned children. That is, the resources for these Components will be destroyed, any memory they consume will be returned to the OS, and they will be marked as undisplayable.
Your question is quite vague about what you are doing with the threads.
As mentioned by #MadProgrammer, when you are working with swing, you should take into account the EDT. But to get a more specific help, you should provide an sscce.
add this code:
traffic = new TrafficMainGUI(newValues);
traffic will be assigned by new Object, and the previous object will be replaced as new function is request new object in memory.
To make your frame disappear just call
traffic.setVisible(true);
This however does not remove the instance of TrafficMainGUI you created. Since java has automatic garbage collection this object will be removed at some point of time automatically when all references that refer to it are not accessible. For example if your variable traffic is defined in method scope it becomes obsolete once your code exits the method. If not you can say traffic = null;. This will remove the reference.
You should note however that GC (garbage collector) lives its own life and can decide itself when to remove your object. It can decide not to remove it even forever. But you should not care about it.

Is there a more ideal way to send draw commands?

I'm still working on moving my android app over to OpenGL and i'm once again having an issue.
I have gotten to the point where everything FUNCTIONS, the only problem is that the animation seems a little juddery.
I'm monitoring the frame rates and seeing that the drawing thread isn't slowing down, but every once in a while, the main loop slows a bit and I suspect I'm having a problem I was worried about.
The way the app works is that as new objects (say for instance, enemies) are created, 2 objects are actually created. The first one is created and mapped in the main thread, and then in it's constructor, it creates a mesh object which is then added to a group to be drawn continuously by the renderer.
Every time an attribute for the object is changed, (such as its coordinates) The object relays the necessary command to its mesh counterpart (in this example to translate the mesh.)
It was suggested that this was thread safe communication, but i'm having my doubts. I also notice a greater amount of frame skip when new objects are created, I can fix this somewhat by reusing the same mesh object for identical Game objects, but I don't believe this will fix everything by itself.
Can you think of a way to make this more efficient and thread-safe?
Another possible solution: The game logic does not HAVE to go at full speed (realtime) I have it actually set up so that no updates are made untill 33 millis pass. So obviously, I should have plenty of time between frames to draw, can I set it up so that draw is only called on command in the thread (after the game logic has been updated)?
It looks like you need something like a ScheduledThreadPoolExecutor.
With one of these you could put your renderer on a schedule so it executes at 30fps leaving your main/control thread to do whatever it needs to do to the object map between frames.
I don't think you need any wait/notify interlocking as all you really need is to block access to the map while the renderer is walking it. To do this you just need to make the map synchronized. As this will only happen once every 1/30th of a second you are certainly not introducing a significant overhead.
Your main aim should be to put as little unnecessary load on the CPU as possible, this is the key to smooth multithread work. Try to spend as much time as possible either sleeping or blocked.
Added
I subtract the time it took to loop from 33ms, and use the result to specify the length of sleep().
I wonder if that may be part of your issue. On a Windows machine you often get a 15ms resolution on the currentTimeMillis so your sleeps may end up hardly sleeping at all. It may be worth experimenting with a ScheduledThreadPoolExecutor just to see if it improves your timing. ... oops ... this is Android isn't it. Still ... it may be worth a try.

Pros and Cons of Listeners as WeakReferences

What are the pros and cons of keeping listeners as WeakReferences?
The big 'Pro' of course is that:
Adding a listener as a WeakReference means the listener doesn't need to bother 'removing' itself.
For those worried about the listener having the only reference to the object, why can't there be 2 methods, addListener() and addWeakRefListener()?
Those who don't care about removal can use the latter.
First of all, using WeakReference in listeners lists will give your object different semantic, then using hard references. In hard-reference case addListener(...) means "notify supplied object about specific event(s) until I stop it explicitly with removeListener(..)", in weak-reference case it means "notify supplied object about specific event(s) until this object will not be used by anybody else (or explicitly stop with removeListener)". Notice, it is perfectly legal in many situations to have object, listening for some events, and having no other references keeping it from GC. Logger can be an example.
As you can see, using WeakReference not just solve one problem ("I should keep in mind to not forget to remove added listener somewhere"), but also rise another -- "I should keep in mind that my listener can stop listen at any moment when there is no reference to it anymore". You not solve problem, you just trade one problem for another. Look, in any way you've forced to clearly define, design and trace livespan of you listener -- one way or another.
So, personally, I agree with mention what use WeakReference in listeners lists is more like a hack than a solution. It's pattern worth to know about, sometimes it can help you -- to make legacy code work well, for example. But it is not pattern of choice :)
P.S. Also it should be noted what WeakReference introduce additional level of indirection, which, in some cases with extremely high event rates, can reduce performance.
This is not a complete answer, but the very strength you cite can also be its principal weakness. Consider what would happen if action listeners were implemented weakly:
button.addActionListener(new ActionListener() {
// blah
});
That action listener is going to get garbage collected at any moment! It's not uncommon that the only reference to an anonymous class is the event to which you are adding it.
I have seen tons of code where listeners were not unregistered properly. This means they were still called unnecessarily to perform unnecessary tasks.
If only one class is relying on a listener, then it is easy to clean, but what happens when 25 classes rely on it? It becomes much trickier to unregister them properly. The fact is, your code can start with one object referencing your listener and end up in a future version with 25 objects referencing that same listener.
Not using WeakReference is equivalent to taking a big risk of consuming unnecessary memory and CPU. It is more complicated, trickier and requires more work with hard references in the complex code.
WeakReferences are full of pros, because they are cleaned up automatically. The only con is that you must not forget to keep a hard reference elsewhere in your code. Typically, that would in objects relying on this listener.
I hate code creating anonymous class instances of listeners (as mentioned by Kirk Woll), because once registered, you can't unregister these listeners anymore. You don't have a reference to them. It is really bad coding IMHO.
You can also null a reference to a listener when you don't need it anymore. You don't need to worry about it anymore.
There are really no pros. A weakrefrence is usually used for "optional" data, such as a cache where you don't want to prevent garbage collection. You don't want your listener garbage collected, you want it to keep listening.
Update:
Ok, I think I might have figured out what you are getting at. If you are adding short-lived listeners to long-lived objects there may be benefit in using a weakReference. So for example, if you were adding PropertyChangeListeners to your domain objects to update the state of the GUI that is constantly being recreated, the domain objects are going to hold on to the GUIs, which could build up. Think of a big popup dialog that is constantly being recreated, with a listener reference back to an Employee object via a PropertyChangeListener. Correct me if I'm wrong, but I don't think the whole PropertyChangeListener pattern is very popular anymore.
On the other hand, if you are talking about listeners between GUI elements or having domain objects listening to GUI elements, you won't be buying anything, since when the GUI goes away, so will the listeners.
Here are a couple interesting reads:
http://www.javalobby.org/java/forums/t19468.html
How to resolve swing listener memory leaks?
To be honest I don't really buy that idea and exactly what you expect to do with a addWeakListener. Maybe it is just me, but it appear to be a wrong good idea. At first it is seducing but the problems it might implies are not negligible.
With weakReference you are not sure that the listener will no longer be called when the listener itself is no longer referenced. The garbage collector can free up menmory a few ms later or never. This mean that it might continue to consume CPU and make strange this like throwing exception because the listener shall not be called.
An example with swing would be to try to do things you can only do if your UI component is actually attached to an active window. This could throw an exception, and affect the notifier making it to crash and preventing valid listeners to be notofied.
Second problem as already stated is anonymous listener, they could be freed too soon never notified at all or only a few times.
What you are trying to achieve is dangerous as you cannot control anymore when you stop receiving notifications. They may last for ever or stop too soon.
Because you are adding WeakReference listener, I'm assuming, you are using a custom Observable object.
It makes perfect sense to use a WeakReference to an object in the following situation.
- There is a list of listeners in Observable object.
- You already have a hard reference to the listeners somewhere else. (you'd have to be sure of this)
- You don't want the garbage collector to stop clearing the listeners just because there is a reference to it in the Observable.
- During garbage collection the listeners will be cleared up. In the method where you notify the listeners, you clear up the WeakReference objects from the notification list.
In my opinion it's a good idea in most cases. The code that is responsible for releasing the listener is at the same place where it gets registered.
In practice i see a lot of software which is keeping listeners forever. Often programmers are not even aware that they should unregister them.
It usually is possible to return a custom object with a reference to the listener that allows manipulation of when to unregister. For example:
listeners.on("change", new Runnable() {
public void run() {
System.out.println("hello!");
}
}).keepFor(someInstance).keepFor(otherInstance);
this code would register the listener, return an object that encapsulates the listener and has a method, keepFor that adds the listener to a static weakHashMap with the instance parameter as the key. That would guarantee that the listener is registered at least as long as someInstance and otherInstance are not garbage collected.
There can be other methods like keepForever() or keepUntilCalled(5) or keepUntil(DateTime.now().plusSeconds(5)) or unregisterNow().
Default can be keep forever (until unregistered).
This could also be implemented without weak references but phantom references that trigger the removal of the listener.
edit: created a small lib which implements a basic version of this aproach https://github.com/creichlin/struwwel
I can't think of any legitimate use case for using WeakReferences for listeners, unless somehow your use case involves listeners that explicitly shouldn't exist after the next GC cycle (that use case, of course, would be VM/platform specific).
It's possible to envision a slightly more legitimate use case for SoftReferences, where the listeners are optional, but take up a lot of heap and should be the first to go when free heap size starts getting dicey. Some sort of optional caching or other type of assisting listener, I suppose, could be a candidate. Even then it seems like you'd want the internals of the listeners to utilize the SoftReferences, not the link between the listener and listenee.
Generally if you're using a persistent listener pattern, though, the listeners are non-optional, so asking this question may be a symptom that you need to reconsider your architecture.
Is this an academic question, or do you have a practical situation you're trying to address? If it's a practical situation I'd love to hear what it is -- and you could probably get more, less abstract advice on how to solve it.
I have 3 suggestions for the original poster. Sorry for resurrecting an old thread but I think my solutions were not previously discussed in this thread.
First,
Consider following the example of javafx.beans.values.WeakChangeListener in the JavaFX libraries.
Second,
I one upped the JavaFX pattern by modifying the addListener methods of my Observable. The new addListener() method now creates instances of the corresponding WeakXxxListener classes for me.
The "fire event" method was easily modified to dereference the XxxWeakListeners and to remove them when the WeakReference.get() returned null.
The remove method was now a bit nastier since I need to iterate the entire list, and that means I need to do synchronization.
Third,
Prior to implementing this strategy I employed a different method which you may find useful. The (hard reference) listeners got a new event they did a reality check of whether or not they were still being used. If not, then they unsubscribed from the observer which allowed them to be GCed. For short lived Listeners subscribed to long lived Observables, detecting obsolescence was fairly easy.
In deference to the folks who stipulated that it was "good programming practice to always unsubscribe your listeners, whenever a Listener resorted to unsubscribing itself, I made sure to create a log entry and corrected the problem in my code later.
WeakListeners are useful in situations where you specifically want GC to control the lifetime of the listener.
As stated before, this really is different semantics, compared to the usual addListener/removeListener case, but it is valid in some scenarios.
For example, consider a very large tree, which is sparse - some levels of nodes are not explicitly defined, but can be inferred from parent nodes further up the hierarchy. The implicitly defined nodes listen to those parent nodes that are defined so they keep their implied/inherited value up to date. But, the tree is huge - we don't want implied nodes to be around forever - just as long as they are used by the calling code, plus perhaps a LRU cache of a few seconds to avoid churning the same values over and over.
Here, the weak listener makes it possible for child nodes to listen to parents while also having their lifetime decided by reachability/caching so the structure doesn't maintain all the implied nodes in memory.
You may also need to implement your listener with a WeakReference if you are unregistering it somewhere that isn't guaranteed to be called every time.
I seem to recall we had some problems with one of our custom PropertyChangeSupport listeners that was used inside row Views in our ListView. We couldn't find a nice and reliable way to unregister those listeners, so using a WeakReference listener seemed the cleanest solution.
It appears from a test program that anonymous ActionListeners will not prevent an object from being garbage collected:
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import javax.swing.JButton;
public class ListenerGC {
private static ActionListener al = new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
System.err.println("blah blah");
}
};
public static void main(String[] args) throws InterruptedException {
{
NoisyButton sec = new NoisyButton("second");
sec.addActionListener(al);
new NoisyButton("first");
//sec.removeActionListener(al);
sec = null;
}
System.out.println("start collect");
System.gc( );
System.out.println("end collect");
Thread.sleep(1000);
System.out.println("end program");
}
private static class NoisyButton extends JButton {
private static final long serialVersionUID = 1L;
private final String name;
public NoisyButton(String name) {
super();
this.name = name;
}
#Override
protected void finalize() throws Throwable {
System.out.println(name + " finalized");
super.finalize();
}
}
}
produces:
start collect
end collect
first finalized
second finalized
end program
It depends on what you want to do.
If you want to create a reactive value that depends on a specific value but where the callback is not supposed to have side effects, use a weak reference.
If you want to set up a callback which is run for its side effects, use a strong reference.
Imho, this is also why I strongly feel that the observer pattern should be encapsulated into a library most times, with something like Signal/ComputedSignal/Effect and the like.
Your register methods should be named based on what you want to do. The case where you want a reactive dependent value should be something like Subject.dependent_value( (args) => value) while the case with the Effect should be Subject.register_effect((args) => dostuff...).
Effects that depend on dependent values should walk their dependency graphs and register themselves as a strong child of the root observables.

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