openseadragon/test/demo/memorycheck-with-simple-image.html
Takuma Kira 6cb57aa66c - Make ImageTileSource.freeupCanvasMemory method private and call it from ImageTileSource.destroy for consistency.
- Add comment to memorycheck-with-simple-image demo how to reproduce the problem.
- Simplify memorycheck-with-simple-image demo.
2020-03-19 12:02:50 +09:00

55 lines
1.5 KiB
HTML

<!DOCTYPE html>
<html>
<head>
<title>OpenSeadragon Memory Check With Simple Image Demo</title>
<script type="text/javascript" src='../../build/openseadragon/openseadragon.js'></script>
<style type="text/css">
.openseadragon1 {
width: 800px;
height: 600px;
}
</style>
</head>
<body>
<div>
Simple demo page to monitor OpenSeadragon Memory Usage.
</div>
<!-- To get "Total canvas memory use exceeds the maximum limit" warning and then "null is not an object (evaluating 'smallContext.drawImage')" error,
disable _freeupCanvasMemory method in ImageTileSource,
then click Create button below 12 times on "iPad Air (3rd generation) -- 13.3" Simulator on Mac with Web Inspector by Safari. -->
<button onclick="createViewer()">Create</button>
<button onclick="destroyViewer()">Destroy</button>
<div id="contentDiv" class="openseadragon1"></div>
<script type="text/javascript">
var _viewer;
function createViewer() {
if ( _viewer ) {
destroyViewer();
}
_viewer = OpenSeadragon({
element: document.getElementById("contentDiv"),
showNavigationControl: false,
tileSources: {
type: "image",
url: "../data/CCyan.png"
}
});
}
function destroyViewer() {
if ( _viewer ) {
_viewer.destroy();
}
_viewer = null;
}
</script>
</body>
</html>