this post was submitted on 31 Aug 2024
868 points (98.5% liked)

196

16553 readers
2013 users here now

Be sure to follow the rule before you head out.

Rule: You must post before you leave.

^other^ ^rules^

founded 1 year ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 52 points 2 months ago (12 children)

Dev here. Javascript engines (especially Chromium) have a memory limit (as per performance.memory.jsHeapSizeLimit), in best case scenarios, 4GB max. LocalStorage and SessionStorage (JS features that would be used to store the neural network weights and training data) have even lower limits. While I fear that locally AI-driven advertisement could happen in a closer future, it's not currently technically feasible in current Chromium (Chrome, Vivaldi, Edge, Opera, etc) and Gecko (Firefox) implementations.

[–] [email protected] 15 points 2 months ago (4 children)

I really hope you don't know about this 4GB limit specifically because you've run up against it while doing anything real-world.

[–] [email protected] 6 points 2 months ago (1 children)

Canvas code can get out of hand very quickly if not done right

[–] [email protected] 1 points 2 months ago (1 children)

I've made exactly two projects that utilized canvas, both of which I "released" in a sense. One contains 248kb of JS code and the other contains 246kb. That's before it's minified.

So I guess that means I did my canvas code right. Lol.

(Unless you meant 3d canvas or WebGL stuff with which I haven't played.)

[–] [email protected] 6 points 2 months ago

I think they're referring to the memory footprint, not the source code file size.

load more comments (2 replies)
load more comments (9 replies)