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DPaint.js: A web-based image editor modeled after Deluxe Paint

stef.be

11–16 of 16 posts

Re: DPaint.js: A web-based image editor modeled after Deluxe Paint

#13
post #7

Earlier quoted context omitted.

Big frameworks are so overrated ... IMHO they bring more bloat to the table then structure. These days with ES6 modules and workers and native custom elements, you can combine structure, maintainability and performance without frameworks. The entire application is something of 400 to 450 in, and that includes all the colour reduction/dithering stuff and the reading and writing of those weird binary Amiga specific fil…

Fascinating. > 450 in Inches? I would have expected kb perhaps.

For those curious, this is about 11 metres. Or 388KB.

Re: DPaint.js: A web-based image editor modeled after Deluxe Paint

#14

GitHub link: https://github.com/steffest/DPaint-js

Interesting. I've wondered how to build a media or presentation editor like this myself. Looks like it centers around the canvas object and a bunch of divs pretending to be widgets. I found this interesting as well, from the readme: It is written in 100% plain JavaScript and has no dependencies. It's 100% free, no ads, no tracking, no accounts, no nothing. All processing is done in your browser, no data is sent to an…

> …yet wonder how maintainable it will be in the future.

If the code is well written, is should be no problem and actually be easier because there are no framework you need to keep in pace with.

> DPaint.js doesn't need building.

Was not included in the quote above but it is equally rare!

Re: DPaint.js: A web-based image editor modeled after Deluxe Paint

#15
Nice. It seems to be missing the multi-cursor mode (snowflake icon). Which allows to draw as if you had multiple cursors all equidistant to a center point. I remember spending countless hours as a kid using that tool to draw a weird flower like shapes, it was mesmerizing.

Re: DPaint.js: A web-based image editor modeled after Deluxe Paint

#16
post #12

Great work. However the key question is, the original runs in less than 512 KB, how much does DPaint.js need?

After importing a image (320x256), duplicating some layers, doing some edits and more for ~5 minutes, the heap snapshot ends up being 4.3MB.

To get some base layer, here are some other examples from doing a heap snapshot directly after page load (so no interactions):

- https://chrome.google.com/webstore/category/extensions?hl=en - 12.1MB

- https://www.nytimes.com/ - 31.9MB

- https://github.com/ (logged in) - 18MB

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