I tested this, and it seems to still not work quite right.

As far as I can see, it is not a memory leak, just slow performance when subtracting many shapes from roughly the same location from another shape. When the shapes are more spread out, it performs better.

I don't think it is a major issue, definitely not for regular uses of shapes.

Doing "game" like graphics is often an exercise to find how an API can be best exploited to get what you want with good performance; telling an API to brute-force render 10000 points in a 100x100 grid for example won't perform well, put them on a texture instead and it will perform well.

This seems to be a similar case, so I'd recommend to use a Canvas, and draw circles on that instead.

--John

On 02/01/2022 15:56, Eric Bresie wrote:
Noticed a recent tweet (1) about an older memory leak issue (2) and was
curious if with recent performance and memory changes if anyone can confirm
if this is still an issue or if it has been resolved as part of the recent
changes.  There appears to be a test attached to the original issue.

Eric

References:
(1) https://twitter.com/dlemmermann/status/1477340490299330566?s=21

(2) https://bugs.openjdk.java.net/browse/JDK-8088535

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