05-20-2022 01:45
05-20-2022 01:45
I need to replace around 225 characters in multiple strings, then some additional work.
case 'k':
console.log(`MEMORYA: JS: ${memory.js.used} / ${memory.js.total}`)
for(let i=0; i<15;i++){
for(let f=0; f<15;f++){
canvas[(y-7)+i] = canvas[(y-7)+i].substring(0, (x-7)+f) + evt.data.data[i][f] + canvas[(y-7)+i].substring((x-7)+f+1);
}
}
console.log(`MEMORYB: JS: ${memory.js.used} / ${memory.js.total}`)
loadSection.style.display = "none";
loadSection2.style.display = 'none'
pixelsSection.style.display = 'inline'
console.log(`MEMORYC: JS: ${memory.js.used} / ${memory.js.total}`)
draw()
console.log(`MEMORYD: JS: ${memory.js.used} / ${memory.js.total}`)
canMove = true
position.text = `${x}, ${y}`
isRefresh = false
console.log(`MEMORYE: JS: ${memory.js.used} / ${memory.js.total}`)
break;
Output is as such:
[18:40:53]MEMORYA: JS: 36712 / 131064
[18:40:53]MEMORYB: JS: 59992 / 131064
[18:40:53]MEMORYC: JS: 60088 / 131064
[18:40:53]MEMORYD: JS: 52576 / 131064
[18:40:53]MEMORYE: JS: 52584 / 131064
memory jumps some 10,000 and never goes back down.
Any possible solutions? Been stuck on this for days.
What I've tried:
05-20-2022 01:57
05-20-2022 01:57
JavaScript (and most recent languages) don't usually release memory as soon as they can. They release it when the need to, which can mean just before a new memory allocation that can't be satisfied. Keep running your app and you should see that happening. Only panic if you actually get an out-of-memory error.
05-20-2022 01:59
05-20-2022 01:59
The thing is, it needs to happen a lot, up to once every 5 seconds or so.
After about a minute of interacting with the app, I get an out-of-memory error.