Greetings Everyone,

I am just wondering about something I stumbled over during programming. I 
implemented a slice plane rendering for a voxel cube, meaning I needed to 
create 2d images "on the fly". My first approach was to use a BufferedImage 
(only one) which I filled pixel by pixel with setRGB when the slice plane 
position changed.

To my surprise, it was not so slow as many ppl reported - but had a huge memory 
leak effect. Whenever I changed the slice plane position quickly (causing many, 
many, many setRGB() calls but NO new images), the garbage collector got lots of 
work to do.

The memory-leaking behavior is not relevant for me anymore since I changed the 
implementation to MemoryImageSource already, but I am still curious if anyone 
has an idea why setting pixels consumes that much memory.

MfG;
ChaosE
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