我正在使用“canvas”元素,并尝试在 FIrefox 4 中使用 Javascript 对图像进行一些基于像素的操作。
以下代码泄漏内存,我想知道是否有人可以帮助识别泄漏的内容。
使用的图像是预加载的,一旦加载(到 pImages 数组中),就会调用此代码片段。
var canvas = document.getElementById('displaycanvas');
if (canvas.getContext){
var canvasContext = canvas.getContext("2d");
var canvasWidth = parseInt(canvas.getAttribute("width"));
var canvasHeight = parseInt(canvas.getAttribute("height"));
// fill the canvas context with white (only at start)
canvasContext.fillStyle = "rgb(255,255,255)";
canvasContext.fillRect(0, 0, canvasWidth, canvasHeight);
// for image choice
var photoIndex;
// all images are the same width and height
var imgWidth = pImages[0].width;
var imgHeight = pImages[0].height;
// destination coords
var destX, destY;
// prep some canvases and contexts
var imageMatrixCanvas = document.createElement("canvas");
var imageMatrixCanvasContext = imageMatrixCanvas.getContext("2d");
// Set the temp canvases to same size - apparently this needs to happen according
// to one comment in an example - possibly to initialise the canvas?
imageMatrixCanvas.width = imgWidth;
imageMatrixCanvas.height = imgHeight;
setInterval(function() {
// pick an image
photoIndex = Math.floor(Math.random() * 5);
// fill contexts with random image
imageMatrixCanvasContext.drawImage(pImages[photoIndex],0,0);
imageMatrixData = imageMatrixCanvasContext.getImageData(0,0, imgWidth, imgHeight);
// do some pixel manipulation
// ...
// ...
// choose random destination coords (inside canvas)
destX = Math.floor(Math.random() * (canvasWidth - imgWidth));
destY = Math.floor(Math.random() * (canvasHeight - imgHeight));
// show the work on the image at the random coords
canvasContext.putImageData(imageMatrixData, destX, destY);
}, 500);
}
哦..错误。经过几次测试,内存看起来不错。
但还有另一个问题。
更改 img 元素的 src 属性时,选项卡进程使用的内存大小会增加......
Src property = canvas.getContext('2d').toDataURL('image/png') (changing each time);
我尝试过“删除 img.src”,删除节点...
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