The reason I'm using an <img>
tag for the mjpg stream is that I'm able to size the image with css. However, after letting it run for a while, the browser crashes becuase it's getting out of memory.
I'm currently using URL.revokeObjectURL(mjpgURLwithOutdatedRandomParam)
and add a new random param to the URL every few seconds. But unfortunately, the current Chrome still crashes with Out of Memory
.
I also tried loading the stream into a canvas, but after a while the browser still gets out of memory:
const canvas = document.getElementById('canvas');
const image = new Image();
image.src = 'http://example.com';
const FRAME_RATE = 30;
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
setInterval(function() {
const context = canvas.getContext('2d');
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}, 1000 / FRAME_RATE);
};
<canvas id="canvas"></canvas>
What simple/optimal solution is there?
PS: I don't understand how a browser can support mjpg (within an <img>
tag) but not be prepared to handle the memory...
This is because you are continuously drawing on the canvas. You need to clear the resources properly. See Example Below:
const canvas = document.getElementById('canvas');
const image = new Image();
image.src = 'http://example.com';
const FRAME_RATE = 30;
image.onload = function() {
canvas.width = image.width;
canvas.height = image.height;
setInterval(function() {
const context = canvas.getContext('2d');
// Clear the canvas before drawing each frame
context.clearRect(0, 0, canvas.width, canvas.height);
// Draw the image onto the canvas
context.drawImage(image, 0, 0, canvas.width, canvas.height);
}, 1000 / FRAME_RATE);
};