I am using Canvas.. I can not use SVG... well not now at least, unless i
revamp a whole lot of code.
Filling is easy using canvas at the time you want to  draw, but filling
later..after it has been drawn requires pixel manipulation, for which I am
using the flood fill algorithm.

I guess I can use window.setTimeout but it will just avoid that script
dialog to pop-up, but the whole performance issue still exists. I am going
to try it and see what performance stats I get.

- Preet

On 5/7/07, Matthew Wilson <[EMAIL PROTECTED]> wrote:

Preet Shihn wrote:
> Heyas!
>
> I am a semi-javascript newbie. I noticed that Javascript isn't really
> great with long running recursive methods or a long running while loop
> that can be memory intensive.
> I see the browser popup "A script on the page may be busy, or it may
> have stopped responding..... Stop the script or continue". I was
> wondering how people have dealt with this. An example of such a method
> that I was implementing is Flood Fill. Basically, fill a contoor with a
> specified colour.

Can you use SVG or Canvas to avoid the work?

Or use window.setTimeout to split up the work you're doing into chunks?

Matthew
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