How to clear downloaded images from cache - javascript

How to clear downloaded images from browser cache?
Here is how i assing new src to <img>:
img.onload = function () {
var canvas = document.createElement("canvas");
canvas.width = this.width;
canvas.height = this.height;
var ctx = canvas.getContext("2d");
ctx.drawImage(this, 0, 0);
var dataURL = canvas.toDataURL("image/png");
imageSrc = dataURL.replace(/^data:image\/(png|jpg);base64,/, "");
self.$cameraImg.attr('src', 'data:image/png;base64,' + imageSrc);
};
img.src = '/camera/image/vehicle/' + id + '/code/' + code + '/cam_no/1/';
After many downloads, browsers memory use grow to massive number (> 1gb), after that i get browser crash (Chrome and Firefox).

You should do it from the server side. Thus it depends on what tech you are using there. Here are a lot of ideas how: How to set HTTP headers (for cache-control)?. But do not use HTML meta tag, as it is considered as a bad practice for cache control.

I found solution.
Download image as base64 instead of image and dont use new Image object and canvas.
var xhr = $.ajax({
type: "post",
url: '/camera/image/vehicle/' + self.selected.id + '/code/' + code + '/cam_no/1/',
data: {},
success: function (o) {
if (o) {
if (!o.err) {
self.$cameraImg.attr('src','');
self.$cameraImg.attr('src', 'data:image/png;base64,' + o);
}
}
},
error: function (xhr) {
}
});

Related

Sending image manipulated via JS in AJAX POST request

I'm a server-side dev learning the ropes of vanilla JS. I need to clear my concepts regarding sending an Ajax POST request for an image object I'm creating in JS - this question is about that.
Imagine a web app where users upload photos for others to see. At the point of each image's upload, I use vanilla JS to confirm the image's mime-type (via interpreting magic numbers), and then resize the image for optimization purposes.
After resizing, I do:
var canvas = document.createElement('canvas');
canvas.width = resized_width;
canvas.height = resized_height;
var ctx = canvas.getContext("2d");
ctx.drawImage(source_img, 0, 0, resized_width, resized_height);
var resized_img = new Image();
resized_img.src = canvas.toDataURL("image/jpeg",0.7);
return resized_img;
The image object returned has to be sent to the backend via an Ajax request. Something like:
function overwrite_default_submit(e) {
e.preventDefault();
var form = new FormData();
form.append("myfile", resized_img, img_name);
var xhr = new XMLHttpRequest();
xhr.open('POST', e.target.action);
// xhr.send(form); // uncomment to really send the request
}
However, the image object returned after resizing is essentially an HTML element like so <img src="data:image/jpeg;base64>. Whereas the object expected in the FormData object ought to be a File object, e.g. something like: File { name: "example.jpg", lastModified: 1500117303000, lastModifiedDate: Date 2017-07-15T11:15:03.000Z, webkitRelativePath: "", size: 115711, type: "image/jpeg" }.
So what do I do to fix this issue? Would prefer to learn the most efficient way of doing things here.
Btw, I've seen an example on SO of using the JS FILE object, but I'd prefer a more cross-browser method, given File garnered support from Safari, Opera Mobile and built-in Android browsers relatively recently.
Moreover, only want pure JS solutions since I'm using this as an exercise to learn the ropes. JQuery is on my radar, but for later.
The rest of my code is as follows (only included JPEG processing for brevity):
var max_img_width = 400;
var wranges = [max_img_width, Math.round(0.8*max_img_width), Math.round(0.6*max_img_width),Math.round(0.4*max_img_width),Math.round(0.2*max_img_width)];
// grab the file from the input and process it
function process_user_file(e) {
var file = e.target.files[0];
var reader = new FileReader();
reader.onload = process_image;
reader.readAsArrayBuffer(file.slice(0,25));
}
// checking file type programmatically (via magic numbers), getting dimensions and returning a compressed image
function process_image(e) {
var img_width;
var img_height;
var view = new Uint8Array(e.target.result);
var arr = view.subarray(0, 4);
var header = "";
for(var i = 0; i < arr.length; i++) {
header += arr[i].toString(16);
}
switch (header) {
case "ffd8ffe0":
case "ffd8ffe1":
case "ffd8ffe2":
case "ffd8ffe3":
case "ffd8ffe8":
// magic numbers represent type = "image/jpeg";
// use the 'slow' method to get the dimensions of the media
img_file = browse_image_btn.files[0];
var fr = new FileReader();
fr.onload = function(){
var dataURL = fr.result;
var img = new Image();
img.onload = function() {
img_width = this.width;
img_height = this.height;
resized_img = resize_and_compress(this, img_width, img_height, 80);
}
img.src = dataURL;
};
fr.readAsDataURL(img_file);
to_send = browse_image_btn.files[0];
load_rest = true;
subform.disabled = false;
break;
default:
// type = "unknown"; // Or one can use the blob.type as fallback
load_rest = false;
subform.disabled = true;
browse_image_btn.value = "";
to_send = null;
break;
}
}
// resizing (& compressing) image
function resize_and_compress(source_img, img_width, img_height, quality){
var new_width;
switch (true) {
case img_width < wranges[4]:
new_width = wranges[4];
break;
case img_width < wranges[3]:
new_width = wranges[4];
break;
case img_width < wranges[2]:
new_width = wranges[3];
break;
case img_width < wranges[1]:
new_width = wranges[2];
break;
case img_width < wranges[0]:
new_width = wranges[1];
break;
default:
new_width = wranges[0];
break;
}
var wpercent = (new_width/img_width);
var new_height = Math.round(img_height*wpercent);
var canvas = document.createElement('canvas');
canvas.width = new_width;
canvas.height = new_height;
var ctx = canvas.getContext("2d");
ctx.drawImage(source_img, 0, 0, new_width, new_height);
console.log(ctx);
var resized_img = new Image();
resized_img.src = canvas.toDataURL("image/jpeg",quality/100);
return resized_img;
}
Update: I'm employing the following:
// converting image data uri to a blob object
function dataURItoBlob(dataURI,mime_type) {
var byteString = atob(dataURI.split(',')[1]);
var ab = new ArrayBuffer(byteString.length);
var ia = new Uint8Array(ab);
for (var i = 0; i < byteString.length; i++) { ia[i] = byteString.charCodeAt(i); }
return new Blob([ab], { type: mime_type });
}
Where the dataURI parameter is canvas.toDataURL(mime_type,quality/100)
You should call the canvas.toBlob() to get the binary instead of using a base64 string.
it's async so you would have to add a callback to it.
canvas.toBlob(function(blob) {
resized_img.onload = function() {
// no longer need to read the blob so it's revoked
URL.revokeObjectURL(this.url);
};
// Preview the image using createObjectURL
resized_img.src = URL.createObjectURL(blob);
// Attach the blob to the FormData
var form = new FormData();
form.append("myfile", blob, img_name);
}, "image/jpeg", 0.7);
See to this SO post: How to get base64 encoded data from html image
I think you need to call 'canvas.toDataURL()' to get the actual base64 stream of the image.
var image = canvas.toDataURL();
Then upload it with a Form: Upload a base64 encoded image using FormData?
var data = new FormData();
data.append("image_data", image);
Untested, but this should be about it.

HTML5 Canvas toDataURL is always the same in a for loop

Consider this JSFiddle. In it I select photos which I then want to base64 encode using canvas so I can store them in sessionStorage for deferred uploading. Because I have it set for multiple files, I loop through each one and create an image and a canvas, but no matter what it just seems to output the exact same base64 encoded image every time. Through testing I know that on each loop iteration the image is different and does indeed point to a different file blob, but the canvas is just outputting the same thing over and over, which I think is also the last file in the files list. Sometimes it will also just output a "data," string and that's it. I'd love it if someone can point me in the right direction.
Code is show below:
HTML
<style type="text/css">
input[type="file"] {
display: none;
}
a {
display: inline-block;
margin: 6px;
}
</style>
<form action="#" method="post">
<input type="file" accept="image/*" multiple />
<button type="button">Select Photos</button>
</form>
<nav></nav>
JavaScript
console.clear();
$(function () {
$("button[type=button]").on("click", function (e) {
$("input[type=file]").trigger("click");
});
$("input[type=file]").on("change", function (e) {
var nav = $("nav").empty();
for (var i = 0, l = this.files.length; i < l; i++) {
var file = this.files[i],
image = new Image();
$(image).on("load", i, function (e) {
var canvas = document.createElement("canvas"),
context = canvas.getContext("2d");
canvas.height = this.height;
canvas.width = this.width;
context.drawImage(this, 0, 0);
nav.append("" + e.data + "");
URL.revokeObjectURL(this.src);
});
image.src = URL.createObjectURL(file);
}
});
});
but no matter what it just seems to output the exact same base64
encoded image every time.
.load() event is asynchronous. You can use $.when() , $.Deferred(), substitute $.map() for for loop to handle asynchronously loaded img elements. The caveat that the displayed a element text may not be in numerical order; which can be adjusted by sorting the elements at .then(); though not addressed at Question, if required, the listing or loading of images sequentially can also be achieved.
$("input[type=file]").on("change", function(e) {
var nav = $("nav").empty();
var file = this.files
$.when.apply($, $.map(file, function(img, i) {
return new $.Deferred(function(dfd) {
var image = new Image();
$(image).on("load", i, function(e) {
var canvas = document.createElement("canvas")
, context = canvas.getContext("2d");
canvas.height = this.height;
canvas.width = this.width;
context.drawImage(this, 0, 0);
nav.append("<a href=\""
+ canvas.toDataURL()
+ "\" target=\"_blank\">"
+ e.data + "</a>");
dfd.resolve()
URL.revokeObjectURL(this.src);
});
image.src = URL.createObjectURL(img);
return dfd.promise()
})
})).then(function() {
nav.find("a").each(function() {
console.log(this.href + "\n");
})
})
});
})
jsfiddle https://jsfiddle.net/bc6x3s02/19/

PDFKit: Unknown image format error for PNG

I'm using the prebuilt version of PDFKit in the browser, and when attempting to add a PNG I get the following error:
Uncaught Error: Unknown image
PDFImage.open format.util.js:546
module.exports.image deflate.js:773
img.onload PDFrenderer.js:195
I'm converting my images to PNG on the server (to crop them into circles) and the mime type of the images returned by the server is 'image/png'. I'm unsure whether the method I'm using to convert the PNG into an ArrayBuffer is incorrect.
Here is the code I use to fetch the PNG and convert it into an ArrayBuffer:
var img = new Image, ctxData;
img.onError = function () {
throw new Error('Cannot load image: "' + url + '"');
}
img.onload = function () {
var canvas = document.createElement('canvas');
document.body.appendChild(canvas);
canvas.width = img.width;
canvas.height = img.height;
var ctx = canvas.getContext('2d');
ctx.drawImage(img, 0, 0);
ctxData = canvas.toDataURL('image/png').slice('data:image/png;base64,'.length);
ctxData = atob(ctxData);
document.body.removeChild(canvas);
var buffer = [];
for (var i = 0, l = ctxData.length; i < l; i++) {
buffer.push(ctxData.charCodeAt(i));
buffer._isBuffer = true;
buffer.readUInt16BE = function (offset, noAssert) {
var len = this.length;
if (offset >= len) return;
var val = this[offset] << 8;
if (offset + 1 < len)
l |= this[offset + 1];
return val;
}
}
pdf.image(buffer);
}
img.src = url;
This works fine for JPEGs when this line is changed from
ctxData = canvas.toDataURL('image/png').slice('data:image/png;base64,'.length);
to
ctxData = canvas.toDataURL('image/jpeg').slice('data:image/jpeg;base64,'.length);
however I need to be able to pass in PNGs so that I can place I can place round images over any background.
I've also tried passing in the full url (e.g. 'http://mysite.dev/userimages/1234/roundavatar.png'), however I'm then presented with the following error:
Uncaught TypeError: undefined is not a function
PDFImage.open util.js:535
module.exports.image deflate.js:773
Has anyone had any success adding PNGs to PDFkit via the browser, and if so what method did you use?
I found a solution as per this https://github.com/devongovett/pdfkit/blob/master/lib/image.coffee just make sure your name your png files with at capital ending .PNG, it worked for me.

Export Canvas content to PDF

I am working on something using HTML5 Canvas.
It's all working great, except right now, I can export the canvas content to PNG using Canvas2image. But I would like to export it to PDF. I've made some research and I'm pretty sure it's possible...but I can't seem to understand what I need to change in my code to make it work. I've read about a plugin called pdf.js...but I can't figure out how to implent it in my code.
First part :
function showDownloadText() {
document.getElementById("buttoncontainer").style.display = "none";
document.getElementById("textdownload").style.display = "block";
}
function hideDownloadText() {
document.getElementById("buttoncontainer").style.display = "block";
document.getElementById("textdownload").style.display = "none";
}
function convertCanvas(strType) {
if (strType == "PNG")
var oImg = Canvas2Image.saveAsPNG(oCanvas, true);
if (strType == "BMP")
var oImg = Canvas2Image.saveAsBMP(oCanvas, true);
if (strType == "JPEG")
var oImg = Canvas2Image.saveAsJPEG(oCanvas, true);
if (!oImg) {
alert("Sorry, this browser is not capable of saving " + strType + " files!");
return false;
}
oImg.id = "canvasimage";
oImg.style.border = oCanvas.style.border;
oCanvas.parentNode.replaceChild(oImg, oCanvas);
showDownloadText();
}
And the JS to that saves the image :
document.getElementById("convertpngbtn").onclick = function() {
convertCanvas("PNG");
}
document.getElementById("resetbtn").onclick = function() {
var oImg = document.getElementById("canvasimage");
oImg.parentNode.replaceChild(oCanvas, oImg);
hideDownloadText();
}
}
You need to use 2 plugins for this:
1) jsPDF
2) canvas-toBlob.js
Then add this piece of code to generate light weight PDF:
canvas.toBlob(function (blob) {
var url = window.URL || window.webkitURL;
var imgSrc = url.createObjectURL(blob);
var img = new Image();
img.src = imgSrc;
img.onload = function () {
var pdf = new jsPDF('p', 'px', [img.height, img.width]);
pdf.addImage(img, 0, 0, img.width, img.height);
pdf.save(fileName + '.pdf');
};
});
Look at this links:
http://www.codeproject.com/Questions/385045/export-html5-webpage-including-canvas-to-pdf
http://badassjs.com/post/708922912/pdf-js-create-pdfs-in-javascript
Most probably it will do the work you need
This jspdf is only useful in saving the file in the browser but we can't use that PDF generated to send to the server

Resizing dynamic images not working more than one time

I've got a little problem here. I've been trying to do an image gallery with JavaScript but there's something that I got a problem with. I can get the image to resize when the first image load, but as soon as I load another image, it won't resize anymore! Since the user will be able to upload a lot of different size pictures, I really need to make it work.
I've checked for ready-to-use image gallery and such and nothing was doing what I need to do.
Here's my javascript:
function changeCurrentImage(conteneur)
{
var img = conteneur.getElementsByTagName("img");
var imgUrl = img[0].src;
var imgFirstPart = imgUrl.substring(0, imgUrl.lastIndexOf('.') - 9);
var imgLastPart = imgUrl.substring(imgUrl.lastIndexOf('.'));
var currentImg = document.getElementById('currentImage');
currentImg.src = imgFirstPart + "borne" + imgLastPart;
resize(document.getElementById('currentImage'), 375, 655);
}
function resize(img, maxh, maxw) {
var ratio = maxh/maxw;
if (img.height/img.width > ratio){
// height is the problem
if (img.height > maxh){
img.width = Math.round(img.width*(maxh/img.height));
img.height = maxh;
}
} else {
// width is the problem
if (img.width > maxw){
img.height = Math.round(img.height*(maxw/img.width));
img.width = maxw;
}
}
};
Here's the HTML (using ASP.Net Repeater):
<asp:Repeater ID="rptImages" runat="server">
<HeaderTemplate>
</HeaderTemplate>
<ItemTemplate>
<a href="#">
<div id="thumbnailImageContainer1" onclick="changeCurrentImage(this)">
<div id="thumbnailImageContainer2">
<img id="thumbnailImage" src="<%# SiteUrl + Eval("ImageThumbnailPath")%>?rn=<%=Random()%>" alt="Photo" onload="resize(this, 60, 105)" />
</div>
</div>
</a>
</ItemTemplate>
<FooterTemplate>
</FooterTemplate>
</asp:Repeater>
Most likely the image is not yet downloaded so img.height and img.width are not yet there. Technically you don't need to wait till the whole image is downloaded, you can poll the image in a timer until width and height are non-zero. This sounds messy but can be done nicely if you take the time to do it right. (I have an ImageLoader utility I made for this purpose....has only one timer even if it is handling multiple images at once, and calls a callback function when it has the sizes) I have to disagree with Marcel....client side works great for this sort of thing, and can work even if the images are from a source other than your server.
Edit: add ImageLoader utility:
var ImageLoader = {
maxChecks: 1000,
list: [],
intervalHandle : null,
loadImage : function (callback, url, userdata) {
var img = new Image ();
img.src = url;
if (img.width && img.height) {
callback (img.width, img.height, url, 0, userdata);
}
else {
var obj = {image: img, url: url, callback: callback,
checks: 1, userdata: userdata};
var i;
for (i=0; i < this.list.length; i++) {
if (this.list[i] == null)
break;
}
this.list[i] = obj;
if (!this.intervalHandle)
this.intervalHandle = setInterval(this.interval, 30);
}
},
// called by setInterval
interval : function () {
var count = 0;
var list = ImageLoader.list, item;
for (var i=0; i<list.length; i++) {
item = list[i];
if (item != null) {
if (item.image.width && item.image.height) {
item.callback (item.image.width, item.image.height,
item.url, item.checks, item.userdata);
ImageLoader.list[i] = null;
}
else if (item.checks > ImageLoader.maxChecks) {
item.callback (0, 0, item.url, item.checks, item.userdata);
ImageLoader.list[i] = null;
}
else {
count++;
item.checks++;
}
}
}
if (count == 0) {
ImageLoader.list = [];
clearInterval (ImageLoader.intervalHandle);
delete ImageLoader.intervalHandle;
}
}
};
Example usage:
var callback = function (width, height, url, checks, userdata) {
// show stuff in the title
document.title = "w: " + width + ", h:" + height +
", url:" + url + ", checks:" + checks + ", userdata: " + userdata;
var img = document.createElement("IMG");
img.src = url;
// size it to be 100 px wide, and the correct
// height for its aspect ratio
img.style.width = "100px";
img.style.height = ((height/width)*100) + "px";
document.body.appendChild (img);
};
ImageLoader.loadImage (callback,
"http://upload.wikimedia.org/wikipedia/commons/thumb/" +
"1/19/Caerulea3_crop.jpg/800px-Caerulea3_crop.jpg", 1);
ImageLoader.loadImage (callback,
"http://upload.wikimedia.org/wikipedia/commons/thumb/" +
"8/85/Calliphora_sp_Portrait.jpg/402px-Calliphora_sp_Portrait.jpg", 2);
With the way you have your code setup, I would try and call your resize function from an onload event.
function resize() {
var img = document.getElementById('currentImage');
var maxh = 375;
var maxw = 655;
var ratio = maxh/maxw;
if (img.height/img.width > ratio){
// height is the problem
if (img.height > maxh){
img.width = Math.round(img.width*(maxh/img.height));
img.height = maxh;
}
} else {
// width is the problem
if (img.width > maxw){
img.height = Math.round(img.height*(maxw/img.width));
img.width = maxw;
}
}
};
function changeCurrentImage(conteneur)
{
var img = conteneur.getElementsByTagName("img");
img.onload = resize;
var imgUrl = img[0].src;
var imgFirstPart = imgUrl.substring(0, imgUrl.lastIndexOf('.') - 9);
var imgLastPart = imgUrl.substring(imgUrl.lastIndexOf('.'));
var currentImg = document.getElementById('currentImage');
currentImg.src = imgFirstPart + "borne" + imgLastPart;
}
I would play around with that. Maybe use global variables for your maxH/W and image ID(s);
#Comments: No, I can't do that server side since it would refresh the page everytime someone click on a new image. That would be way too bothersome and annoying for the users.
As for the thumbnails, those image are already saved in the appropriate size. Only the big image that shows is about 33% of its size. Since we already have 3 images PER uploaded images, I didn't want to upload a 4th one for each upload, that would take too much server space!
As for the "currentImage", I forgot to add it, so that might be helful lol:
<div id="currentImageContainer">
<div id="currentImageContainer1">
<div id="currentImageContainer2">
<img id="currentImage" src="#" alt="" onload="resize(this, 375, 655)" />
</div>
</div>
</div>
#rob: I'll try the ImageLoader class, that might do the trick.
I found an alternative that is working really well. Instead of changing that IMG width and height, I delete it and create a new one:
function changeCurrentImage(conteneur)
{
var thumbnailImg = conteneur.getElementsByTagName("img");
var thumbnailImgUrl = thumbnailImg[0].src;
var newImgUrl = thumbnailImgUrl.replace("thumbnail", "borne");
var currentImgDiv = document.getElementById('currentImageContainer2');
var currentImg = currentImgDiv.getElementById("currentImage");
if (currentImg != null)
{
currentImgDiv.removeChild(currentImg);
}
var newImg = document.createElement("img");
newImageDiv = document.getElementById('currentImageContainer2');
newImg.id = "currentImage";
newImg.onload = function() {
Resize(newImg, 375, 655);
newImageDiv.appendChild(newImg);
}
newImg.src = newImgUrl;
}
Also, in case people wonder, you MUST put the .onload before the .src when assigning an a new source for an image!

Categories

Resources