Reputation: 449
This script is endlessly taking memory in all the browsers. I can't see why!
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var particles = [], amount = 5;
var x = 100; var y = 100;
var W, H;
var p, gradient;
//dimensions
if(window.innerHeight){
W = window.innerWidth, H = window.innerHeight;
}else{
W = document.documentElement.clientWidth, H = document.documentElement.clientHeight;
}
canvas.width = W, canvas.height = H;
//array voor de meerdere particles
for(var i=0;i<amount;i++){
particles.push(new create_particle());
}
function create_particle(){
//random positie op canvas
this.x = Math.random()*W;
this.y = Math.random()*H;
//random snelheid
this.vx = Math.random()*20-10;
this.vy = Math.random()*20-10;
//Random kleur
var r = Math.random()*255>>0;
var g = Math.random()*255>>0;
var b = Math.random()*255>>0;
this.color = "rgba("+r+", "+g+", "+b+", 0.5)";
this.radius = Math.random()*20+20;
}
window.requestAnimFrame = (function(){
return window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( callback ){
window.setTimeout(callback, 1000 / 60);
};
})();
function draw(){
canvas.width = canvas.width;
canvas.height = canvas.height;
//achtergrond tekenen
//ctx.globalCompositeOperation = "source-over";
//ctx.fillStyle = "rgba(0,0,0,0.5)";
ctx.fillRect(0, 0, W, H);
//ctx.globalCompositeOperation = "lighter";
//teken cirkel
for(var t=0; t<particles.length;t++){
p = particles[t];
//gradient
gradient = ctx.createRadialGradient(p.x,p.y,0,p.x,p.y,p.radius);
gradient.addColorStop(0,"white");
gradient.addColorStop(0.4,"white");
gradient.addColorStop(0.4,p.color);
gradient.addColorStop(1,"black");
ctx.beginPath();
ctx.fillStyle = gradient;
ctx.arc(p.x,p.y,p.radius,Math.PI*2,false)
ctx.fill();
//beweeg
p.x+=p.vx;
p.y+=p.vy;
//canvas boundery detect
if(p.x < -50)p.x = W+50;
if(p.y < -50)p.y=H+50;
if(p.x > W+50)p.x = -50;
if(p.y > H+50)p.y = -50;
}
}
(function animloop(){
canvas.width = canvas.width;
canvas.height = canvas.height;
requestAnimFrame(animloop);
draw();
})();
//resize?
function resizeCanvas(){
canvas.height = W;
canvas.width = H;
ctx.fillRect(0, 0, W, H);
}
if(window.addEventListener){
window.addEventListener('resize', resizeCanvas, false);
}else{
window.attachEvent('resize', resizeCanvas);
}
I tried to change some code around (this is also final version) but still it leaks. If you use this script and watch 'taskmanager' or in-browser's memory check you see that it slowly and constantly eats memory.
EDIT: after adding in the canvas.height solution and moving some declaring's around, the script still leaks! I must say that it looks like Firefox leaks harder then Chrome!
Upvotes: 5
Views: 3841
Reputation: 1064
my guess is your create_particle function could be leaking but im not sure as how, one idea would be to create an interal object instead of using this
function create_particle(){
return {
x: Math.random()*W,
y: Math.random()*H,
vx: Math.random()*20-10,
vy: Math.random()*20-10,
r: Math.random()*255>>0,
g: Math.random()*255>>0,
b: Math.random()*255>>0,
color: "rgba("+r+", "+g+", "+b+", 0.5)",
radius: Math.random()*20+20,
};
}
Im not sure if this is the issue, but it seems to be the only thing I can really think of that kinda looks odd,
Upvotes: 0
Reputation: 8277
You have:
canvas.width = canvas.width;
canvas.height = canvas.height;
I'm guessing this does the same as clearRect... but to be sure try this too:
function draw(){
ctx.clearRect ( 0 , 0 , canvas.width , canvas.height );
/* draw */
}
See if any thing changes.
Upvotes: 2
Reputation: 9691
Try cleaning the canvas before starting another set of drawing. You can clear it by setting it's width and height again.
Here is some orientative code:
function draw() {
canvas.width = canvas.width;
canvas.height = canvas.height;
/* draw */
}
Upvotes: 1