Currently developing a JavaScript based animation project.
I have noticed that, proper use of setInterval()
, setTimeout()
and even re
Chrome is hardly seeing any memory pressure from your program (1.23 MB is very low memory usage by today's standards), so it probably does not think it needs to GC aggressively. If you modify your program to use more memory, you will see the garbage collector kick in. e.g. try this:
<!html>
<html>
<head>
<title>Where goes memory?</title>
</head>
<body>
Greetings!
<script>
function init()
{
var ref = window.setInterval(function() { draw(); }, 50);
}
function draw()
{
var ar = new Array();
for (var i = 0; i < 1e6; ++i) {
ar.push(Math.rand());
}
return true
}
init();
</script>
</body>
</html>
When I run this, I get a saw tooth memory usage pattern, peaking bellow around 13.5MB (again, pretty small by today's standards).
PS: Specifics of my browsers:
Google Chrome 23.0.1271.101 (Official Build 172594)
OS Mac OS X
WebKit 537.11 (@136278)
JavaScript V8 3.13.7.5
Flash 11.5.31.5
User Agent Mozilla/5.0 (Macintosh; Intel Mac OS X 10_8_2) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.101 Safari/537.11
I wanted to respond to your comment about setInterval and flickering:
I have noticed that, proper use of setInterval(), setTimeout() and even requestAnimationFrame allocates memory without my request, and causes frequent garbage collection calls. More GC calls = flickers :-(
You might want to try replacing the setInterval call with a less evil self-invoking function based on setTimeout. Paul Irish mentions this in the talk called 10 things I learned from the jQuery source (video here, notes here see #2). What you do is replace your call to setInterval with a function that invokes itself indirectly through setTimeout after it completes the work it's supposed to do. To quote the talk:
Many have argued that setInterval is an evil function. It keeps calling a function at specified intervals regardless of whether the function is finished or not.
Using your example code above, you could update your init function from:
function init()
{
var ref = window.setInterval(function() { draw(); }, 50);
}
to:
function init()
{
//init stuff
//awesome code
//start rendering
drawLoop();
}
function drawLoop()
{
//do work
draw();
//queue more work
setTimeout(drawLoop, 50);
}
This should help a bit because:
Hope this helps!
I also have the same problem. The client reported me that the memory of its computer was increasing every time more and more. At first I thought it was really strange that a web app could make that even though it was accessed by a simple browser. I noticed that this happened only in Chrome.
However, I started with a partner to investigate and through the developer tools of Chrome and the manager task we could see the memory increase the client had reported me.
Then we see that a jquery function (request animation frame) was loaded over and over increasing the system memory. After that, we saw thanks to this post, a jquery countdown was doing that, because it has inside a "SETINTERVAL" that each time was updating the date in my app's layout.
As I am working with ASP.NET MVC, I just quit this jquery script countdown from the BundleConfig, and from my layout, replacing my time countdown with the following code:
@(DateTime.Now.ToString("dd/MM/yyyy HH:mm"))
The problem here is not in the code itself, it doesn't leak. It is because of the way Timeline panel is implemented. When Timeline records events we collect JavaScript stack traces on each invocation of setInterval callback. The stack trace is first allocated in JS heap and then copied into native data structures, after the stack trace is copied into the native event it becomes garbage in the JS heap. This is reflected on the graph. Disabling the following call http://trac.webkit.org/browser/trunk/Source/WebCore/inspector/TimelineRecordFactory.cpp#L55 makes the memory graph flat.
There is a bug related to this issue: https://code.google.com/p/chromium/issues/detail?id=120186
Try doing this without the anonymous function. For example:
function draw()
{
return true;
}
function init()
{
var ref = window.setInterval(draw, 50);
}
Does it still behave the same way?
There does not appear to be a memory leak. So long as the memory usage decreases again after GC, and the overall memory usage does not trend upward on average, there is no leak.
The "real" question I'm seeing here is that setInterval
does indeed use memory to operate, and it doesn't look like it should be allocating anything. In reality it needs to allocate a few things:
true
return value from draw()
.Every time your anonymous function executes there is going to be some memory allocated. When those allocations add up to some threshold, the GC will kick in and clean up to bring you back down to a base level. The cycle will continue like this until you shut it off. This is expected behavior.