this post was submitted on 31 Aug 2024
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[–] dsilverz@thelemmy.club 52 points 2 months ago (14 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.

[–] TootSweet@lemmy.world 15 points 2 months ago (5 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.

[–] Daxtron2@startrek.website 6 points 2 months ago (1 children)

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

[–] TootSweet@lemmy.world 1 points 2 months ago (2 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.)

[–] thanks_shakey_snake@lemmy.ca 6 points 2 months ago

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

[–] Daxtron2@startrek.website 2 points 2 months ago

Code size isn't really related to how much graphics data you're throwing in RAM

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