The major problem with single step scaling is they don't generally produce quality output, as they focus on taking the original and squeezing into a smaller space, usually by dropping out a lot of pixel information (different algorithms do different things, so I'm generalizing)
Will drawGraphics
scale up and down, yes, will it do it efficiently or produce a quality output? These will come down to implementation, generally speaking, most of the scaling algorithms used by default are focused on speed. You can effect these in a little way, but generally, unless you're scaling over a small range, the quality generally suffers (from my experience).
You can take a look at The Perils of Image.getScaledInstance() for more details and discussions on the topic.
Generally, what is generally recommend is to either use a dedicated library, like imgscalr, which, from the ten minutes I've played with it, does a pretty good job or perform a stepped scale.
A stepped scale basically steps the image up or down by the power of 2 until it reaches it's desired size. Remember, scaling up is nothing more then taking a pixel and enlarging it a little, so quality will always be an issue if you scale up to a very large size.
For example...
Remember, any scaling is generally an expensive operation (based on the original and target size of the image), so it is generally best to try and do those operations out side of the paint process and in the background where possible.
There is also the question whether you want to maintain the aspect ratio of the image? Based on you example, the image would be scaled in a square manner (stretched to meet to the requirements of the target size), this is generally not desired. You can pass -1
to either the width or height parameter and the underlying algorithm will maintain the aspect ratio of the original image or you could simply take control and make more determinations over whether you want to fill or fit the image to a target area, for example...
In general, I avoid using drawImage
or getScaledInstance
most of the time (if your scaling only over a small range or want to do a low quality, fast scale, these can work) and rely more on things like fit/fill a target area and stepped scaling. The reason for using my own methods simply comes down to not always being allowed to use outside libraries. Nice not to have to re-invent the wheel where you can