Thus spake Don Holt:
> Having done the same, but with 20/30 kb images, I can
> say no, your going to have a big problem.
> 
> 2 work arounds, but I don't think they'll work in your
> case. Both are glorified bandaids and not very good.
> 
> 1)In actual play it will take a little less, rather
> than in developing the module. Add fewer cards, then
> save the module. Perhaps restarting after every save.
> 
> 2)Get a computer with more memory, and allocate more
> to the java stack on startup.
> 
> The solution (had I to do it over again, and I may
> some day) is to use a background image for the face of
> each card, enter the text as a property, and trim your
> image to contain only the image specific to that card.
> 
> The B5 module runs with about 400-500 cards (and a
> palette of 2300) in play and each image is ~25KB.
> 
> A game will almost always start with about 300-400 MB
> and will increase to about 750 MB. I don't think that
> the piece rotation algorithms are linear in their use
> of space. Large images require a lot more memory to
> manipulate. So at 80 KB an image, I really don't see
> how you'd survive without 2 GB of memory or more.
> --- alejandroanz <[EMAIL PROTECTED]> wrote:

The problem is that images are stored in memory uncompressed. The 
compressed, on-disk size of images isn't relevant for memory usage,
only the resolution of images in pixels. One pixel will require 4
bytes in memory when the image is loaded. There's no way around
this if you want the images to display quickly; the alternative would
be to uncompress and decode images on the fly, which is rather slow
last time I checked. (I may look into this again, however.)

How large are your cards in pixels?

-- 
J.

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