I have a requirement where I need to play cine (a movie) out of a certain set of images. I am using HTML5 canvas to do that. I need to play four cine concurrently, but my browser IE11 quickly becomes unresponsive or relaunches itself. When it relaunches
itself, I see in task manager that memory has reached to about 1.5 GB but when it becomes unresponsive there is no memory spike.
I have created a fiddle to demonstrate that. The same thing works fine in Chrome.
The images are JPeg images (converted from Dicom) and I need to decompress them, put them onto a tempcanvas and read the pixel data for some manipulation before putting them back on to a canvas.
Can you help what could be the reason causing it, so I can change my design if required.
https://jsfiddle.net/hkuntal/03tjvhhn/
Machine specs: 8 core, 18 GB RAM, NVidia graphics card, IE11, Windows 7 64 bit
I have created a fiddle to demonstrate that. The same thing works fine in Chrome.
The images are JPeg images (converted from Dicom) and I need to decompress them, put them onto a tempcanvas and read the pixel data for some manipulation before putting them back on to a canvas.
Can you help what could be the reason causing it, so I can change my design if required.
https://jsfiddle.net/hkuntal/03tjvhhn/
this.loadLossyData = function() { var lossyImage = new Image(); lossyImage.onload = function() { input.tempCanvas.height = headerInfo.Rows; input.tempCanvas.width = headerInfo.Columns; var tempContext = input.tempCanvas.getContext("2d") tempContext.drawImage(this, 0, 0, headerInfo.Columns, headerInfo.Rows); var tempCanvasPixelData = tempContext.getImageData(0, 0, headerInfo.Columns, headerInfo.Rows); // SOME PIXEL MANIPULATION WILL BE DONE HERE ON tempCanvasPixelData drawImageOnCanvas(input.tempCanvas, input.canvas, input); this.onload = null; this.src = ""; }; lossyImage.src = jpegImageData;
Machine specs: 8 core, 18 GB RAM, NVidia graphics card, IE11, Windows 7 64 bit