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base64 image leak with javascript using toDataURL

I have a canvas element, and a button that calls the covertCanvasToImage() function. imageAsFile is just a div where an image element is added. imageToSave is global, and keeps being reused. No additional image elements are continuously added to the page, yet when I look at the sources in the inspector, new images keep being added, making the memory use go up and up. How do I keep it from leaking?

source memory use

var imageToSave = new Image(); 

function convertCanvasToImage() {
    imageToSave.src  = canvas.toDataURL("image/png");
    document.getElementById('imageAsFile').appendChild(imageToSave);
}
about 4 years ago · Juan Pablo Isaza
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