Force eager image loading on mobile browsers - javascript

On my website, I have several images with an onload and onerror callback
<img onload="imgCallback()" onerror="imgCallback()" class="article-img" src=":assets:/price/12-2.jpg" alt="A chart showing vitamin and mineral content of liver, kidney, spleen, heart, broccoli, kale, banana and apple" />
Some initialization is only done after all images have loaded because I need the full height of the container element after all images are shown.
This works fine on my desktop, however, it seems to not work on some mobile browsers. I have tested this on my Android Chrome browser and it seems to only load images lazily after I scroll far enough down, delaying page initialization that is expected to happen on the initial loading of the website.
I can't really think of any other way of solving this as I need the full width of the container post image loading, something I don't know statically, therefore I am asking if there is a way to signal to the browser that it should eagerly load images?

Found an answer here.
I simply had to add loading="eager" to my image tags.

Related

IE 11 - Very Weird. PNG only displays after certain page interactions

I use JS to create an Image() then set the src to be a PNG from a remote location (Amazon S3). When the image has loaded I attach it to the DOM with appendChild().
This works fine in most browsers but in IE11 nothing displays AT FIRST.
If I open the dev tools then the image element is there in the DOM but not visible in the actual display. As soon as I toggle a style (any style) off and on in dev tools it appears though.
It also appears if I resize the page (I'm not listening for resize anywhere) or select some text elsewhere in the build. If I click and drag on the area where it should be displaying then I get the ghost preview of the image and can drag it around but as soon as I drop it it disappears again.
Most weirdly, if I scroll the page so that part of the area where the image should be moves off screen then when I scroll back that part of the image is visible but the rest is still not rendered, as though it has been masked.
I've loaded this same PNG in the past and never seen this issue and I can't see that I'm doing anything different this time round.
Any thoughts? Or do I need to write another email to my boss asking why we even still support that manky old POS.
IE has planting of issues displaying PNGs, perhaps this might help https://perishablepress.com/css-hackz-series-png-fix-for-internet-explorer/

Chrome - background-size: cover;-based gallery causes performance issues

I'm building an app using Vue 2. There's a page that contains a simple image gallery that contains about 20 images and one large page background image.
The background image of the page itself is actually contained in a fixed div element that is position: fixed;, has 100% width and height and uses background-size: cover; to display the image.
All of the ~20 items in the gallery as well are using div elements with background-size: cover; displayed in a 3-column grid and the images are displayed using the dynamically generated background-url CSS property using a Vue computed property. The image paths are never being changed so they aren't being recomputed constantly AFAIK.
The performance of this page in Chrome is abysmal, loading takes forever (those are some high resolution images, though, 4K in width) and once the images are loaded I can somewhat interact with the page but everything is extremely laggy and sometimes the page stops responding completely.
On the other hand, in Firefox and Edge everything is basically buttery smooth, both during the loading of the images and during the scrolling/rendering. The interaction with the app is never blocked.
What I remember trying to fix this is replacing the div elements with regular img tags and loading up images using those. Also, I've tried caching the images, I've tried using static image URLs for testing purposes - the same thing happens every time - other browsers handle it well, Chrome is choking on it.
Here's a screenshot of the performance summary in ~30 seconds, from the moment I click the page URL to the moment that basically everything is loaded and the browser is still struggling to render anything and process any interaction with the page. Obviously the painting phase is an issue here:
Any advice? Thanks!
This question is hard to answer as it is a very specific problem.
You can analyze what is causing this behaviour in chrome by using the developer tools:
Open the developer tools in chrome by pressing "Ctrl+Shift+I".
Go to the tab "Performance".
Hit the record button and do the action which has low performance.
Hit stop and you get a breakdown what happened in the background.
If you don't find the issue with above suggestion, you can post a detailed screenshot of the performance breakdown here, I might be able to help you with it.

Best way to load lots of images without stuttering.

I have a site that I load images only when these are in slightly below the view point.
This way, the site first loads without the images then determine what images are needed to be loaded based on the viewpoint.
When user scrolls, and the image is just below the viewpoint, then it loads them.
It works fine on desktop. No laggy, no stutter.
However on mobile web, when I scroll, it stutters as the images are loaded.
Once everything is loaded, the site scrolls up and down smoothly. Also images are resized on the fly to minize file size.
The question that I have is that, what is the best way to load lots of images?
I am loading them only after the site is loaded, then only if they are just bit below the view point.
Do you think I should load them all to avoid stuttering especially on mobile?
I googleed smooth image loading but I don't think I am searching correct terms.
Anyway suggestions will be much appreciated.
Thank you.
Here is a simple and lightweight JS lazy loader library. It's straight forward and easy to understand.
BLazy.js
There is a walk through example from their site.
<script src="blazy.js"></script>
<script>
(function() {
// Initialize
var bLazy = new Blazy();
})();
</script>
Then in your HTML you would setup your images like this. Give it a b-lazy class and a data-src attribute that points to the image.
<img class="b-lazy" data-src="image.jpg" />
ebLazy.js – A lazyload image script
blazy.js examples

Issues Creating Image Sequence Animation in IE11

I'm using Skrollr.js to animate an image sequence. I took inspiration from how the http://moto.oakley.com site handles image sequences, and built some scripts to help me automate writing a series of images into the DOM. Then, I use Skrollr to change the display:none; to display:block at key scroll positions. My script preloads all the images before dispatching a complete event, and then I initialize Skrollr and allow interaction.
So, basically I have a <div> containing that has a bunch of these:
<img src="seq-000.png" data-0-top="display:block;" data-50-top="display:none;">
<img src="seq-001.png" data-0-top="display:none;" data-50-top="display:block;" data-100-top="display:none;">
<img src="seq-002.png" data-50-top="display:none;" data-100-top="display:block;" data-150-top="display:none;">
...
Now, this is working just fine in Chrome and FireFox (naturally), but Internet Explorer 11 seems to have problems rendering the images during the first scroll through the page. In other words, when I first load the page and scroll the images blink into place like they have not be preloaded, but subsequent scrolls the animation is perfectly fine. It's like IE11 hasn't rendered the images into memory, so the draw speed to the screen has a delay the first time any image is displayed.
I don't think Skrollr is the problem. Perhaps there's some magic CSS setting I should using.
Does anybody have any tips for making image sequences so they look ultra smooth everytime even in Internet Explorer?!?
Thanks!

Javascript image loading slow on ipad

I am drawing many frames on a canvas using KineticJs library.
I am creating a new javascript Image object with the relevant image source for every frame and setting the new image on the canvas after the image loaded.
I see that it takes about 22ms on chrome and about 600ms on ipad safari ... that's a big difference, has anyone experienced such a behavior and does anyone have any insight on how we can overcome this issue? For example maybe I can force the ipad to use its gpu.
Any response will be highly appreciated.
This page says that iPad cuts off loading images at 6.5mb. I'm not sure if this is still true but I've definitely noticed throttling before 6.5 mb.
Since I'm using a photo scroller, what I've done is load the image names in a hidden html field and then load the next image in a hidden image tag 2.5 seconds before the scroller displays the next image. Of course, you could also load the image names in a JavaScript array. I can provide code snippet if still interested...

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