Comment #15 on issue 20067 by lievenswouter: Canvas - memory leaks on  
getImageData
http://code.google.com/p/chromium/issues/detail?id=20067

I upgraded to 4.0.223.16, the problem seems to persist. My usage is not  
significantly
different from that in the original description:

1) html page with a canvas
2) create a javascript timer with high frequency
3) in the timer function, call getImageData on a Canvas 2d render context  
and assign
it to a variable
4) watch as memory usage goes ever higher

One would expect the garbage collector to know to reclaim the memory of the  
discarded
ImageData buffers on each new assignment. As the original report states:  
Firefox does
this correctly.

Chrome 4's JavaScript engine appears to be even faster than previous  
versions. I get
about twice the framerate as on firefox.

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