I'm working on a concent to show the thumbnail of a large number of images from the local drive.
With HTML5 File API is seems quite possible, but whn I try to load a big number of images the memory usage of the browser goes over the roof and the collapses.
I think the problem is that the FileReader doesn't releases the memory after a file read.
Originally I had a new instance of FileReader and a simple loop to iterate through the images.
To solve this memory problem I replaced this to have one FileReader only, but it did not really help.
Here is the relevand code block:
<script>
var areader = new FileReader();
var counter=0;
function loadImage(file) {
var canvas = document.createElement("canvas");
areader.onload = function (event) {
var img = new Image;
img.onload = function () {
canvas.width = img.width / 100;
canvas.height = img.height / 100;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, img.width / 100, img.height / 100);
var browse = document.getElementById("uploadInput");
if (browse.files.length > counter) {
counter++;
areader.result = null;//I don't think this makes any difference
loadImage(browse.files[counter]);
}
};
img.src = event.target.result;
};
areader.readAsDataURL(file);
preview.appendChild(canvas);
}
function showImages() {
loadImage(document.getElementById("uploadInput").files[0]);
}
If anybody come across this problem the I do something very stupid could you reply.
Thanks,
Tamas
It's not the file reader but you are using the entire image's data in base64 as the src property of the image, which will actually take 133% of the image's size in memory.
You should use Blob URLs instead:
var URL = window.URL || window.webkitURL;
function loadImage( file ) {
var canvas = document.createElement("canvas"),
img = new Image();
img.onload = function() {
canvas.width = img.width / 100;
canvas.height = img.height / 100;
var ctx = canvas.getContext("2d");
ctx.drawImage(img, 0, 0, img.width / 100, img.height / 100);
URL.revokeObjectURL( img.src );
img = null;
var browse = document.getElementById("uploadInput");
if (browse.files.length > counter) {
counter++;
loadImage(browse.files[counter]);
}
};
img.src = URL.createObjectURL( file );
preview.appendChild(canvas);
}
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