Just an information: let us all remember that the Image
class is actually an abstract class and referencing a variable of this with a BufferedImage only stores or returns any Object's memory adress.
Also, wherefore, static java.awt.image.imageIO
's read()
method returns a BufferedImage
object, therefore no doubt that using operator/expression instanceof BufferedImage
on that object will return true
.
In fact, being abstract, Image
class has such method signatures as:
public abstract Graphics getGraphics()
public abstract ImageProducer getSource()
among others.
I emphasize, an actual Image
variable only holds memory adress of a concrete Image-subclass object, almost like pointers in C, C++, Ada, etc.
If you're introduced or advanced in those languages, and also of Java interface instances like Runnable
, javax.sound.Clip
, AWT's Shape
, etc.. . Take note that Image
has: public abstract Image getScaledInstance(...)
- you get the point. (Of course, scaling in 2D Graphics programming is interchangeable to resizing, for which precision is desirable).
But in an impossible case when herein ImageIO method return ! (instanceof BufferedImage)
just create a new BufferedImage
object with this ImgObjNotInstncfBufImg
apassed to one of its constructor argument. Then, at (rational) will manipulate this in the logic of your code.
Anyways, the Affine Transform class is appropriate for transforming Shapes and Images to thier scaled, rotated, relocated, etc forms, so I recommend you to study about using an "affine transform".
Take note that you can manipulate the actual pixels in such Image's Raster - well another technical 2D Graphics jargon which must be referenced from a technical glossary - which perhaps a excercised skill in Java ways of binary blitwise operations will be needed, in types of Image buffers that store individual color attributes in a compact in of 32-bytes - 7-bits each for the alpha and RGB values.
I suspect your gonna use it in layering images. So, FINALLY, the rational is that you only reference BufferedImage
with the abstract Image, and if ever your Image
object isn't a BufferedImage
one yet, then you can just make an image out of this related-but-non-BufferedImage-instance without having to worry about any conversion, casting, autoboxing or whatever; manipulating a BufferedImage really means manipulating also the underlying root Image data-bearing object that it points to.
Okay, finished; I think I certainly extracted and splintered out what deadlock you may have thought you are facing to. As I have said abstract classes in java, and also interfaces, are very much the equivaleng of the low-level, more-close-to-hardware operators called pointers in other languages.