使用 getImageData、javascript、HTML5 canvas 会导致内存泄漏吗

发布于 2024-10-15 11:45:09 字数 2170 浏览 7 评论 0原文

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);        
    }

I am working with the 'canvas' element, and trying to do some pixel based manipulations of images with Javascript in FIrefox 4.

The following code leaks memory, and i wondered if anyone could help identify what is leaking.

The images used are preloaded, and this code fragment is called once they are loaded (into the pImages array).

    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);        
    }

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评论(2

意中人 2024-10-22 11:45:09

哦..错误。经过几次测试,内存看起来不错。
但还有一个问题。
更改 img 元素的 src 属性时,选项卡进程使用的内存大小不断增加...

Src property = canvas.getContext('2d').toDataURL('image/png') (changing each time);

我尝试“删除 img.src”,删除节点...

Oh.. mistake. The memory lookes OK after few test.
But there is another problem.
The size of used memory by tab process is growing when changing the src property of img elements...

Src property = canvas.getContext('2d').toDataURL('image/png') (changing each time);

I've tried to "delete img.src", remove node...

墨小墨 2024-10-22 11:45:09

imageMatrixData = ... 更改为 var imageMatrixData = ... 可能会有所帮助,但我怀疑这就是全部内容。但据我所知,imageMatrixData 是一个全局范围变量,您在每次间隔迭代时都分配该变量,这不太健康,尤其是对于大量数据:)

我知道 getImageData< /code> 曾经在 Chrome 中出现内存泄漏,但那是版本 7 之前的情况,不确定现在怎么样,并且看到您正在谈论 ff4 那么这可能非常无关紧要。

Changing imageMatrixData = ... to var imageMatrixData = ... might help a bit, but I doubt that is the full story. But as far as i can tell imageMatrixData is a global scope variable that you assign on every interval iteration, and that cannot be healthy especially with a big chunk of data :)

I know that getImageData used to memoryleak in Chrome but that was pre version 7, not sure how it is now, and seeing as you are talking about ff4 then that is probably very irrelevant.

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