Question about loading and using Images.

I know how to load an image and to draw it onto a canvas etc etc. However my question is to do with the efficiency of loading multiple images (possibly the same image!) and using them together. I have multiple objects, all instances of the same class, which all draw themselves onto a screen in different positions. However they all use the same 3 images (depending on an internal state).
So if I create 5 of these objects and each object calls to load the same image using something along the lines of:
url = this.getClass().getResource("MyImage.png");
normalImage = Toolkit.getDefaultToolkit().getImage(url);Does this mean that in the memory there are 5 exactly the same copies of this image? Or does java do something clever and use one image that they would all reference? I suspect I will have 5 in memory but I wanted to ask about this before going and making an imageManager class where I load all the images and just use getMethods in that when drawing. I will not be preforming any transforms or anything on any of the images so they can all literally be the same image but simply drawn in multiple positions on the one canvas.
(note: I am using active rendering to draw these images myself and then blit it to the screen ...).

Use ImageIO rather than Toolkit--with Toolkit you need to use a MediaTracker to ensure you have your image loaded before you try to use it.
If you load an image and then do this:
MyImage1 = MyImage;
MyImage2 = MyImage;
MyImage3 = MyImage;
There are 4 references to the Image in MyImage. If you don't specifically use a method that gives you a new Image, usually, you are getting a refrence to an image already loaded in memory.

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    pgsmick wrote:
    > 1. Is the progress I am seeing real progress? For example I have a user with
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    >
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    From: Adobe Forums <[email protected]<mailto:[email protected]>>
    Reply-To: "[email protected]<mailto:[email protected]>" <[email protected]<mailto:[email protected]>>
    Date: Mon, 10 Oct 2011 08:51:08 -0700
    To: Leonard Rosenthol <[email protected]<mailto:[email protected]>>
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    -L

    Yes I'm sure it will work great for you.
    The iFrame format is something Apple has come up with. The reason for its existence is unknown to me so I can only speculate. But it seems to me that Apple "invented" this format in order to have devices such as Ipod/Ipad/Iphone/Ixxx create clips that are editable on consumer hardware such as already mentioned devices but also standard Mac computers, without the need for format conversion.
    iMovie converts most input formats during import, which takes a lot of time, and this need for conversion often comes as a surprise to most people new to home video editing.
    iFrame has a resolution of 960x540 which is long way from the common standards of 1920x1080 and 1280x720. If your end target is YouTube however, this may not be too bad though. However if you intend to go with YouTube HD, you may find iFrame footage to look wrong since they are effectively upscaled to a higher resolution.
    Technically iFrame uses the H.264 algorithm, a smaller frame size (960x540) and a rather low compression scheme. This will result in large files, but the plus side is that the files are ready for editing without the need for any conversion and iMovie will natively edit the files.

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