Memory efficient javascript
Memory efficient javascript
Out of context: Reply #6
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- monNom0
^ a huge sprite sheet is probably going to be more trouble than individual files unless we're talking a clock or something smaller.
I'd suggest something like
var myImage = new Image()
myImage.src = 'url';
// do things with the image, either append to DOM or draw to canvas
//when done with it
delete myImage();that should free up the memory used by the image when the garbage collector comes around.
otherwise, your only problem might be a long running loop, but my link above gives strategies for that.