Q:

memory leak while drawing many new images to canvas

I have written a "slide show" that displays images sequentially and quickly, much like a stop-frame movie. 
Once an image is displayed, I have no further use for it and would like to clear it from memory to free space for new images. However, while monitoring Google Chrome Helper in Activity Monitor, I see that the memory continues to increase steadily until the browser crashes.
I noticed a chrome garbage collection issue that was submitted as a bug and I'm wondering if maybe I'm experiencing this?
Otherwise, here is one example of a trick I tried based on this post to get Chrome to trash my old image data. 
  function ClearChunk()
  {      
        imageSet1 = null; // garbage collect please?
        imageSet1 = [];
  }

  function LoadNewChunk()
  {
        for (i=start_of_chunk;i<end_of_chunk;i++)
        {
              imageSet1[i-start_of_chunk] = new Image();
              imageSet1[i-start_of_chunk].src = img[i]; 
        }
  }

This clears first and then loads in the background, all while another array of images are being displayed. It seemed like a good idea at the time, but on my machine it still climbs steadily to about 3Gb and... Aw, Snap. 
How to mitigate this rampant memory consumption in the first place?
Any conversational or code-based feedback would be appreciated.

A:

Try doing only one 'new Image()', and reuse that, instead of creating many in the loop.  This helped me solve the same issue.

