I'm trying to display the height & width of a certain image inside a div. However its now displaying 'undefined'. I guess this has to do with that onload is an ASYN function. I'm pretty new to coffeescript/javascript and i'm trying to learn it. But how can I enable the callback?
getMeta = (url, callback) ->
img = new Image()
img.src = url
console.log(img)
img.onload = ->
console.log("load")
width = #width
height = #height
imageUrl = "http://imgcdn.igdb.com/images/limbo/6843_screenshot_show_6843_at_igdb_com.jpg"
meta = getMeta imageUrl
$("#debug").html("Height: " + meta.height + "px W: " + meta.width + "px")
But, if you really want it at the top, try:
$("document").ready(function() {
$("#click").click(function() {
var img = new Image();
img.onload = function() {
$("#debug").html("Height: " + this.height + "px W: " + this.width + "px")
}
img.src = $("#img_url").val();
});
});
and the HTML
<input id="img_url" type="text">
<div id="click">Click Here</div>
<div id="debug"></div>
Example: http://jdl-enterprises.co.uk/sof/25742662.php
Related
I would get the size of an image, following this tutorial, but I get a TypeScript error:
const img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.height);
}
img.src = 'http://www.google.com/intl/en_ALL/images/logo.gif';
How to get image size (height & width) using JavaScript?
Property 'width' does not exist on type 'GlobalEventHandlers'.
What to do?
The load handler's this isn't typed to the image. Reference the image directly instead.
const img = new Image();
img.onload = function() {
console.log(img.width + 'x' + img.height);
}
Or use addEventListener.
img.addEventListener('load', function() {
console.log(this.width + 'x' + this.height);
})
PROBLEM: I have 2 images, one is taken from my database using src=data:image;base64,$row[2] and has given dimensions.
The other image is taken from an HTML element with ID=img00 and it is a transparent image. I need the transparent image to have the same width and height of the image taken from my database.
MY GUESS: I would like to save getMeta output to 2 variables for width and height, that I would later use instead of '200px'.
Do you believe there's a smarter way than this code?
Else, what would I have to do to save getMeta output and use it instead of that 200px?
function getMeta(url, callback) {
var img = new Image();
img.src = url;
img.onload = function() { callback(this.width, this.height); }
}
getMeta(
"data:image;base64,$row[2]",
function(width, height) { alert(width + 'px ' + height + 'px') }
);
var img00 = document.getElementById('img00');
if(img00 && img00.style) {
img00.style.height = '200px';
img00.style.width = '200px';
}
If you want to use the values from inside getMeta, you are going to have to change the timing of the execution of the last block of code. Perhaps something like this?
function getMeta(url, callback) {
var img = new Image();
img.src = url;
img.onload = function() { callback(this.width, this.height); }
}
function sizeImg00(w,h){
var img00 = document.getElementById('img00');
if(img00 && img00.style) {
img00.style.height = h + 'px';
img00.style.width = w + 'px';
}
}
getMeta(
"data:image;base64,$row[2]",
function(width, height) {
console.log(width + 'px ' + height + 'px');
sizeImg00(width, height);
}
);
I have problem with my code, which is quite similar to this CodePen.
var img = new Image();
img.src = 'https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Diceros_bicornis.jpg/320px-Diceros_bicornis.jpg';
img.crossOrigin = "Anonymous"
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
img.onload = function() {
ctx.drawImage(img, 0, 0);
img.style.display = 'none';
};
var color = document.getElementById('color');
function pick(event) {
var x = event.layerX;
var y = event.layerY;
var pixel = ctx.getImageData(x, y, 1, 1);
var data = pixel.data;
var rgba = 'rgba(' + data[0] + ', ' + data[1] +
', ' + data[2] + ', ' + (data[3] / 255) + ')';
color.style.background = rgba;
color.textContent = rgba;
}
canvas.addEventListener('mousemove', pick);
<!-- Learn about this code on MDN: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas -->
<canvas id="canvas" width="300" height="227" style="float:left"></canvas>
<div id="color" style="width:200px;height:50px;float:left"></div>
It somehow certainly works when the page is first open. But when I refresh the page with F5, it SOMETIMES starts throwing the tainted canvas error. Only when I click x to close the tab, and then click the link again to open a brand new tab will it certainly work again.
I already have img.crossOrigin = "Anonymous".
That sounds like a chrome bug, but easily workaround-able :
Set your crossOrigin attribute first.
The first time the request is made, the crossOrigin attribute is set before the image has loaded, hence your browser will redo the request.
But when you reload the page, the image is already cached, and loads before the crossOrigin attribute is set. Then your canvas will be tainted.
For similar little bugs cases, you should also define your onload event handler before setting this src attribute :
var canvas = document.getElementById('canvas');
var ctx = canvas.getContext('2d');
var img = new Image();
img.crossOrigin = "Anonymous"
img.onload = function() {
ctx.drawImage(img, 0, 0);
img.style.display = 'none';
};
// set the src last
img.src = 'https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Diceros_bicornis.jpg/320px-Diceros_bicornis.jpg';
var color = document.getElementById('color');
function pick(event) {
var x = event.layerX;
var y = event.layerY;
var pixel = ctx.getImageData(x, y, 1, 1);
var data = pixel.data;
var rgba = 'rgba(' + data[0] + ', ' + data[1] +
', ' + data[2] + ', ' + (data[3] / 255) + ')';
color.style.background = rgba;
color.textContent = rgba;
}
canvas.addEventListener('mousemove', pick);
<!-- Learn about this code on MDN: https://developer.mozilla.org/en-US/docs/Web/API/Canvas_API/Tutorial/Pixel_manipulation_with_canvas -->
<canvas id="canvas" width="300" height="227" style="float:left"></canvas>
<div id="color" style="width:200px;height:50px;float:left"></div>
I'm trying to get the width and height of an external image and use the width and height to set a Div's width and height in my page.
I can easily get the image width and height but I cannot use the width/height for my div for some strange reason!
To explain this better, I've created this fiddle:
https://jsfiddle.net/qtc3q6sd/2/
And this is my entire code:
var img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.width);
$("#mydiv").css("width", $(this.width()));
$("#mydiv").css("height", $(this.height()));
}
img.src = 'https://www.google.co.uk/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png';
could someone please advise on this issue?
Thanks in advance.
You are getting the width and the height the wrong way.
var img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.height);
$("#droppable").css("width", this.width);
$("#droppable").css("height", this.height);
}
img.src = 'https://www.google.co.uk/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png';
See jsfiddle.
Nothing wrong with the logic of your code. just a syntax error.
it should be $(this).width() instead of $(this.width())
var img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.width);
$("#mydiv").css("width", $(this).width());
$("#mydiv").css("height", $(this).height());
}
img.src = 'https://www.google.co.uk/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png';
Syntax is just a bit off,
try this
var img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.height);
$("#mydiv").css("width", this.width);
$("#mydiv").css("height", this.height);
}
img.src = 'https://www.google.co.uk/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png';
Here is your solution. Inside your callback function, this is the image
var img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.height);
$("#mydiv").css("width", this.width + 'px');
$("#mydiv").css("height", this.height + 'px');
}
img.src = 'https://www.google.co.uk/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png';
Your code has two mistakes.
First, inside the onload function 'this' represents the image object. You're trying to call the with() and height() functions of the image, but they're not functions, they are properties. You must lose the '()'.
Second, when you try to do this $(this.width()) you're encapsulating the width value in a jQuery object. You don't need that, just use the width property this.width.
The code below will work:
var img = new Image();
img.onload = function() {
alert(this.width + 'x' + this.width);
$("#mydiv").css("width", this.width);
$("#mydiv").css("height", this.height);
}
img.src = 'https://www.google.co.uk/images/branding/googlelogo/1x/googlelogo_color_272x92dp.png';
I need to resize multiple images.
This is the HTML:
<img id="thumbnailId" src='http://thumbs1.ebaystatic.com/m/mPlrV_wS_b1vK9avUQ22r9w/140.jpg' class="img-responsive galleryproductimg" style="border: 0px solid blue; margin-top:10px;" />
<img id="thumbnailId" src='http://thumbs1.ebaystatic.com/m/mIeHLNVqUI1opFM0NmZvH_A/140.jpg' class="img-responsive galleryproductimg" style="border: 0px solid blue; margin-top:10px;" />
And my JavaScript code:
$(document).ready(function() {
console.log("ready to go");
var imgs = getElementsById("thumbnailId");
for (var i = 0; i < imgs.length; i++) {
var img = imgs[i];
img.onload = function () {
console.log("image is loaded");
}
resizeImage(img);
}
});
The functions called from this:
function getElementsById(elementID) {
var elementCollection = new Array();
var allElements = document.getElementsByTagName("*");
for(i = 0; i < allElements.length; i++) {
if(allElements[i].id == elementID)
elementCollection.push(allElements[i]);
}
return elementCollection;
}
And
function resizeImage(img) {
console.log("width, height, src " + img.width + ", " + img.height + ", " + img.src);
console.log("loaded? " + img.complete);
var width = img.width;
var height = img.height;
var constant = 100;
var ratio = width / height;
console.log("ratio " + ratio);
if(width > constant || height > constant) {
var newWidth = constant;
var newHeight = constant*ratio;
if(width > height) {
newWidth = constant;
newHeight = constant*ratio;
} else {
newWidth = constant*ratio;
newHeight = constant;
}
console.log("newWidth, newHeight " + newWidth + ", " + newHeight);
//img.width = newWidth;
//img.height = newHeight;
img.style.width = newWidth + "px;";
img.style.height = newHeight + + "px;";
console.log("img from url AFTER " + img.width + ", " + img.height);
}
console.log("==========================");
}
The code seems right, and works for one image. But not for multiple images. The output I get is this:
ready to go
resizeImages called
width, height, src 84, 110, http://thumbs1.ebaystatic.com/m/mPlrV_wS_b1vK9avUQ22r9w/140.jpg
loaded? true
ratio 0.7636363636363637
newWidth, newHeight 76.36363636363637, 100
img from url AFTER 84, 110
==========================
width, height, src 86, 110, http://thumbs1.ebaystatic.com/m/mIeHLNVqUI1opFM0NmZvH_A/140.jpg
loaded? true
ratio 0.7818181818181819
newWidth, newHeight 78.18181818181819, 100
img from url AFTER 86, 110
==========================
2 image is loaded
So basically I'm not even getting the correct dimensions of the image at the start. For some reason the width is always 110. Any idea what's going on here?
HTML element ID must be unique.
You cannot have more than one element using the same ID
Use HTML element Class instead of ID. Use document.getElementsByClassName to filter these elements.
First of all in html id can not be duplicate in whole html page .. and second thing ... you did not called image resize function because it is function's .. out of scope
$(document).ready(function() {
console.log("ready to go");
var imgs = getElementsById("thumbnailId");
for (var i = 0; i < imgs.length; i++) {
var img = imgs[i];
img.onload = function () {
console.log("image is loaded");
//call should be here
resizeImage(img);
}
//resizeImage(img);
}
});