Optimizing performance of a javascript image animation - javascript

I've got a question in regards to javascript and dynamically displaying images to
form an animation.
The pictures I have are around 1360x768 in size and quite big despite being .png pics.
I've come up with a code for switching out the pics dynamically, but even run on a local
webserver it is too slow (thus sometimes I see the pic being built).
So my question is: is there a better way to do this than dynamically switching out
the "src" part of the image tag, or is there something else that could be done in combination with that, to make sure that the user doesn't have any strange phenomenons
on the client?
<script>
var title_index = 0;
function display_title()
{
document.getElementById('picture').src=
"pics/title_" + title_index + '.png';
if (title_index < 100) {
title_index = title_index + 5;
setTimeout(display_title,3000);
}
}
</script>
<body onload="setTimeout(display_image,3000)">
<image id="picture" src="pic/title_0.png"/>
</body>
Thanks.

I've had this problem too, even when preloading the images into the cache,
Google's The Hobbit experiment does something interesting. They do low resolution while animating and switch it for a hiresolution if you "pause" (stop scolling in the case of The Hobbit experiment). They also use the HTML5 canvas tag to smooth out the animation.
Here's their blog post about their method:
http://www.html5rocks.com/en/tutorials/casestudies/hobbit-front-end/
Their end product:
http://middle-earth.thehobbit.com
Edit:
Pre loading example:
<!Doctype html>
<head>
<title>test</title>
</head>
<body>
<canvas id="myCanvas" width="1360" height="768"></canvas>
<script type="text/javascript">
var images = {};
var loadedImages = 0;
var numImages = 0;
var context = '';
function loadImages(sources, callback)
{
// get num of sources
for(var src in sources)
{
numImages++;
}
for(var src in sources)
{
images[src] = new Image();
images[src].onload = function()
{
if(++loadedImages >= numImages)
{
callback(images);
}
};
images[src].src = sources[src];
}
}
var canvas = document.getElementById('myCanvas');
context = canvas.getContext('2d');
var sources =
{
frame0: 'http://piggyandmoo.com/0001.png',
frame1: 'http://piggyandmoo.com/0002.png',
frame2: 'http://piggyandmoo.com/0003.png',
frame3: 'http://piggyandmoo.com/0004.png',
frame4: 'http://piggyandmoo.com/0005.png',
frame5: 'http://piggyandmoo.com/0006.png',
frame5: 'http://piggyandmoo.com/0007.png',
frame5: 'http://piggyandmoo.com/0008.png',
frame5: 'http://piggyandmoo.com/0009.png'
};
var width = 1360;
var height = 768;
var inter = '';
var i = 0;
function next_frame()
{
if(numImages > i)
{
context.drawImage(images['frame' + (i++)], 0, 0);
}
else
{
clearInterval(inter);
}
}
loadImages(sources, function(images)
{
//animate using set_timeout or some such...
inter = setInterval(function()
{
next_frame();
}, 1000);
});
</script>
</body>
Code modified from: www.html5canvastutorials.com/tutorials/html5-canvas-image-loader/

You could overcome this issue by preloading the images on page load. This means that the images would then be stored in memory and immediately available to you. Take a look at the following:
JavaScript Preloading Images
http://perishablepress.com/3-ways-preload-images-css-javascript-ajax/

Related

how to cache favicon javascript

I'm trying to cache my favicon image just like any other image, but I'm not seeing it in the cache, nor getting my confirmation console.log, nor seeing it when I disconnect from the internet (basically it is not caching).
I want to cache it so I can access it offline, so I can dynamically change the icon if the internet disconnects.
My html:
<link id="favicon" rel="icon" type="image/png" src="assets/favicon-red-16x16.ico.png">
My js:
// cache images
function preloadImages(array) {
if (!preloadImages.list) {
preloadImages.list = [];
}
var list = preloadImages.list;
for (var i = 0; i < array.length; i++) {
console.log('caching image...')
var img = new Image();
img.onload = function() {
console.log('image cached')
var index = list.indexOf(this);
if (index !== -1) {
// remove image from the array once it's loaded
// for memory consumption reasons
list.splice(index, 1);
}
}
list.src = array[i];
}
}
preloadImages(["../assets/favicon-green-16x16.ico.png", "../assets/favicon-red-16x16.ico.png"]);
question: Is it possible to cache the favicon client side? Is there another way to store it locally?
if i convert to base64 how do I store and grab it from local storage?
ps. using Chrome latest
<___ UPDATE ___>
Though the question is technically answered, How can I do this two store 2 (more than one) base64 image? I can't figure out how to draw 2 onto a canvas or 2 canvases.
Try this code pal.
You can hide iconImage img element. The other img tag i have used, is for testing only, so you can remove it.
<!DOCTYPE html>
<html>
<link id="favicon" rel="icon" href="img_the_scream.jpg" />
<body>
<img id="iconImage" src="img_the_scream.jpg" alt="The Scream" width="220" height="277">
<br />
<img id="img" width="220" height="277"/>
<script>
function onLoadHandler() {
var canvas = document.createElement("canvas");
var ctx = canvas.getContext("2d");
var img = document.getElementById("iconImage");
var base64Image = localStorage.getItem("lsFavicon");
var favicon = document.getElementById("favicon");
var img2 = document.getElementById("img");
if (base64Image == null && document.navigator.onLine) {
ctx.drawImage(img, 0, 0);
base64Image = canvas.toDataURL();
localStorage.setItem("lsFavicon", base64Image);
favicon.setAttribute("href", base64Image);
}
else if (base64Image != null) {
favicon.setAttribute("href", base64Image);
img2.setAttribute("src", base64Image);
}
}
window.onload = onLoadHandler;
</script>
</body>
</html>

Javascript display dynamic changing image

I want to refresh an image every 1 second. This picture is dynamically generated by my webcam, but this script sometimes display broken images when browser didnt yet load a picture before display. How to detect when picture is loaded and then change the diplay picture?
I have a code like this:
<img id="image" src="webcam.jpg">
<script>
setInterval(function() {
var myImageElement = document.getElementById('image');
myImageElement.src = 'webcam.jpg?rand=' + Math.random();
}, 1000);
</script>
You should wait for the image to be loaded first, before replacing it.
For this, you can use different approaches. What I usually do, is to create another image which is not visible and replace the one visible once the previous image is loaded.
Your code should look like this if you want to follow this approach:
<img id="image" src="webcam.jpg">
<script>
setInterval(function() {
var url = 'webcam.jpg?rand=' + Math.random();
var img = new Image();
img.src = url;
img.addEventListener('load', function() {
var myImageElement = document.getElementById('image');
myImageElement.src = url;
});
}, 1000);
</script>
What you can also do is play with css styles to make the image hidden or visible depending on the state, but that would make your image appear and disappear which is a bit ugly...
I hope it helps :)
I think you can use something like this:
var _img = document.getElementById('pic'),
urlToImage = 'pic.jpg',
modified = false, lastModified = 0;
setInterval(function(){
fetch(urlToImage)
.then(function(resp){
var f = new File([resp],"file");
switch(true) {
case modified === false:
lastModified = f.lastModified;
modified = true; break;
default:
modified = false;
if(lastModified < f.lastModified) {
modified = true;
}
}
return resp.blob();
})
.then(function(blobdata){
switch(true) {
case modified === true:
var obj_url = URL.createObjectURL(blobdata);
_img.src = obj_url;
break;
}
});
},1000);
<img src="" id="pic" alt="LOCAL pic here"/>
I think that looking at lastModified time in File properties is a good way to assume image was finished written on the server.
Hope this helps.
Try using this after loading the document
$( document ).ready(function() {
setInterval(function() {
var myImageElement = document.getElementById('image');
myImageElement.src = 'webcam.jpg?rand=' + Math.random();
}, 500);
});
Hope this helps

HTML5/Javascript Image loading method & passing to variable

I have some code for loading images.
var assets = {
total:0,
success:0,
error:0
};
var stillLoading = true;
var img = {};
function LoadImage(name, path){
var toLoad = new Image();
toLoad.src = path;
assets.total++;
toLoad.addEventListener("load", function(){
assets.success++;
console.log(name + " loaded.");
img[name] = toLoad;
}, false);
toLoad.addEventListener("error", function(){
assets.error++;
}, false);
};
function Loading(){
if (assets.success == assets.total){
if (stillLoading){
console.log("All assets loaded. Starting game.");
};
stillLoading = false;
return false;
}else{
stillLoading = true;
return true;
};
};
May still be inefficient, and ugly since I'm new to practicing javascript, open to suggestions. It loads the image and tells the main program when all the assets have finished loading through the function Loading(), and then adds the image to the object img.
I've been using this for a while now for my images, and it works.
For example, if I did.
LoadImage("Car", "imageOfCar.png");
ctx.drawImage(img.Car, 0, 0);
this would draw the image just fine to the canvas.
However, when I assign another variable the image, which for various reasons I want to do, such as assigning images to objects. e.g.
var secondCar = img.Car
then try to draw it.
ctx.drawImage(secondCar, 0, 0);
I get this error.
Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(HTMLImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap)'
If it works for the initial variable, it should act the same way towards another variable that has just been assigned the exact same thing. So why is it am I getting this error?
If I was to load the image the typical way that doesn't check if it's finished loading.
img.Car = new Image();
img.Car.src = "imageOfCar.png";
secondCar = img.Car;
ctx.drawImage(secondCar);
This would work.
The behaviour here is a bit confusing, could someone explain to me what is happening, and perhaps suggest a way to fix it?
EDIT: Just to clarify.
This is the html file, called index.html.
<!DOCTYPE html>
<head>
<title>HTML5 Game Base</title>
<link rel = "stylesheet" type = "text/css" href = "styles.css">
</head>
<body>
<canvas id="screen" width="270" height="480" style="border:1px solid #000000;"></canvas>
<script src = "script.js"></script>
</body>
</html>
The canvas is set up as screen. All the javascript code I've displayed above takes place within script.js which is called in index.html.
This is how screen is called within the script.js.
var canvas = document.getElementById("screen");
var ctx = canvas.getContext("2d");
This is what ctx.drawImage() is referencing.
I realize this won't be the most helpful answer, but I tinkered around with your code a little. This is what I used:
<!DOCTYPE html>
<head>
<title>HTML5 Game Base</title>
</head>
<body>
<canvas id="screen" width="270" height="480" style="border:1px solid #000000;"></canvas>
<script>
var stillLoading = true;
var img = {};
var canvas = document.getElementById("screen");
var ctx = canvas.getContext("2d");
assets = {};
assets.total = 0;
function LoadImage(name, path){
var toLoad = new Image();
toLoad.src = path;
assets.total++;
toLoad.addEventListener("load", function(){
//assets.success++;
console.log(name + " loaded.");
img[name] = toLoad;
}, false);
toLoad.addEventListener("error", function(){
assets.error++;
}, false);
}
</script>
</body>
</html>
Then in Chrome's console I typed
LoadImage("Car", "map.png");
LoadImage("un", "Untitled.png");
ctx.drawImage(img.Car, 0, 0);
ctx.drawImage(img.un, 0, 0);
and get the expected result of images loading in the canvas. Even when assigning one of the img images to a new variable, this works as expected.
var second = img.Car
ctx.drawImage(second, 0, 0)
It appears everything is working fine when run manually, so my guess would be timing. When are you running these commands? Are they in the js file or from the console?
It would appear your LoadImage function is fine. Sorry this is not super helpful, but hopefully will help you rule out where not to look for the problem.
One approach could be to utilize Promise , as load event of new Image is asynchronous secondCar could be undefined when used as parameter within setInterval, e.g., load event of img may not be complete when var secondCar = img.Car applied after call to LoadImage; also added variable reference for setInterval for ability to call clearInterval() if needed
var canvas = document.getElementById("screen");
var ctx = canvas.getContext("2d");
var interval = null;
var assets = {
total: 0,
success: 0,
error: 0
};
var stillLoading = true;
var img = {};
function LoadImage(name, path) {
return new Promise(function(resolve, reject) {
var toLoad = new Image();
assets.total++;
toLoad.addEventListener("load", function() {
assets.success++;
console.log(name + " loaded.");
img[name] = toLoad;
// resolve `img` , `assets` object
resolve([img, assets])
}, false);
toLoad.addEventListener("error", function() {
assets.error++;
reject(assets)
}, false);
toLoad.src = path;
})
};
function Loading() {
if (assets.success == assets.total) {
if (stillLoading) {
console.log("All assets loaded. Starting game.");
};
stillLoading = false;
return false;
} else {
stillLoading = true;
return true;
};
};
var promise = LoadImage("Car", "http://pngimg.com/upload/audi_PNG1736.png");
promise.then(function(data) {
// `data` : array containing `img` , `assets` objects
console.log(data);
var secondCar = data[0].Car;
interval = setInterval(function() {
if (!(Loading())) {
ctx.drawImage(secondCar, 0, 0);
};
}, 1000 / 60);
});
<canvas id="screen" width="1000" height="700" style="border:1px solid #000000;"></canvas>
Solved. Turns out it was a timing issue. In the example I gave, when secondCar is assigned img.Car, img.Car had not yet loaded.
Instead I created a new function called Initialise(), and called it from within Loading(). So from now on I would just have to initialise all my variables that may require images from within Initialise(). This way, variables can only be assigned images after they've loaded.
New Code:
var canvas = document.getElementById("screen");
var ctx = canvas.getContext("2d");
var assets = {
total:0,
success:0,
error:0
};
var stillLoading = true;
var img = {};
function LoadImage(name, path){
var toLoad = new Image();
toLoad.src = path;
assets.total++;
toLoad.addEventListener("load", function(){
assets.success++;
console.log(name + " loaded.");
img[name] = toLoad;
}, false);
toLoad.addEventListener("error", function(){
assets.error++;
}, false);
};
function Loading(){
if (assets.success == assets.total){
if (stillLoading){
console.log("All assets loaded. Starting game.");
Initialise();
};
stillLoading = false;
return false;
}else{
stillLoading = true;
return true;
};
};
LoadImage("Car", "http://pngimg.com/upload/audi_PNG1736.png");
function Initialise(){
window.secondCar = img.Car;
};
setInterval(function(){
if (!(Loading())) ctx.drawImage(secondCar, 0, 0);
}, 1000/60);
Works now, thanks for the help although I ended up solving it myself. I would still appreciate any tips on how to improve it. Or knowing that I'm new to javascript, any nitpicks to help me conform to javascript conventions.

How can i play a gif like 9 gag?

http://www.9gag.com
I want pause and play a gif,like the 9gag,
how can i do that?
I know I have to use one. Jpg and. Gif but I tried a few things but did not work
I found this function
function is_gif_image(i) {
return /^(?!data:).*\.gif/i.test(i.src);
}
function freeze_gif(i) {
var c = document.createElement('canvas');
var w = c.width = i.width;
var h = c.height = i.height;
c.getContext('2d').drawImage(i, 0, 0, w, h);
try {
i.src = c.toDataURL("image/gif"); // if possible, retain all css aspects
} catch(e) { // cross-domain -- mimic original with all its tag attributes
for (var j = 0, a; a = i.attributes[j]; j++)
c.setAttribute(a.name, a.value);
i.parentNode.replaceChild(c, i);
}
}
function unfreeze_gif(id, src) {
i = document.getElementById(id);
i.src = src;
}
but i dont know how to use on the HTML
Can someone give me an example? with HTML , CSS E JS (or Jquery) ?
Thanks
It's just 2 versions of the image: One static JPG, one moving GIF.
Here's a fiddle that mimic the behaviour: http://jsfiddle.net/bortao/QADeM/
JS
$(".gif-post").on("click", function () {
var $this = $(this);
var img = $this.find("img"); // Find the image element
if (!this.playing) {
this.playing = true; // Set or create a variable
img.attr("src", img.attr("src").replace(".jpg", "a.gif"));
$this.find(".play").hide(); // Hide the overlay
} else {
this.playing = false;
img.attr("src", img.attr("src").replace("a.gif", ".jpg"));
$this.find(".play").show();
}
});
I was actually working on a 9gag clone myself, so i was searching as well for a gif player.
You can use this one: http://freezeframe.chrisantonellis.com/
All you have to do for this one is include the javascript and in the .gif link and add the following class: "freezeframe"
There is also this one: http://quickleft.com/blog/embeddable-animated-gifs-with-controls-just-in-time-for-christmas
I haven't used it, but it seems very interesting.

JavaScript Preloader in Modal Div from HTML Table concatenates to new img URL

This code is meant for a real estate website I am updating for my company. Basically, There is a table with the property name, address, etc, and an image. Originally, I was coding this website in ASP.net switch over to regular Javascript for a few reasons (hosting overhead etc).
Sections of this code are from a few different tutorials out there, one of which is an ASP.net modal div image "enlarger" tutorial, which is sort of the basis combined with a few other sites. I have yet to comment in their names etc, but I plan on giving them credit in the code. Thier links are below before I post my code.
http://archive.aspsnippets.com/post/2009/07/06/Image-Gallery-using-ASPNet-GridView-control.aspx
My code is essentially as follows (I will trim the fat and excess line breaks in the style section):
First are the modal style tags from that tutorial by Mudassar Khan (partially relevant):
<style>
body {margin:0;padding:0;height:100%;}
.modal {display: none;position: absolute;top: 0px;left: 0px;background-color:black;z-index:100;opacity: 0.8; filter: alpha(opacity=60);-moz-opacity:0.8;min-height: 100%;}
&#divImage{display: none;z-index: 1000;position: fixed;top: 0;left: 0;background-color:White;height: 550px;width: 600px;padding: 3px;border: solid 1px black;}
<style>
Then comes his script, which I may have tweaked here and there:
<script type="text/javascript">
function LoadDiv(url) {
var img = new Image();
var bcgDiv = document.getElementById("divBackground");
var imgDiv = document.getElementById("divImage");
var imgFull = document.getElementById("imgFull");
var imgLoader = document.getElementById("imgLoader");
img.src = url;
var tcopy = img.src.slice(0,(img.src.length-4)) + "_big.png";
img.src = tcopy;
img.onload = function () {
imgFull.src = tcopy
imgFull.style.display = "block";
imgLoader.style.display = "none";
};
var width = document.body.clientWidth;
if (document.body.clientHeight > document.body.scrollHeight) {
bcgDiv.style.height = document.body.clientHeight + "px";
}
else {
bcgDiv.style.height = document.body.scrollHeight + "px";
}
imgDiv.style.left = (width - 650) / 2 + "px";
imgDiv.style.top = "20px";
bcgDiv.style.width = "100%";
bcgDiv.style.display = "block";
imgDiv.style.display = "block";
return false;
}
function HideDiv() {
var bcgDiv = document.getElementById("divBackground");
var imgDiv = document.getElementById("divImage");
var imgFull = document.getElementById("imgFull");
imgLoader.style.display = "block"; // I added as it seems to bring back the loader gif
if (bcgDiv != null) {
bcgDiv.style.display = "none";
imgDiv.style.display = "none";
imgFull.style.display = "none";
}
}
</script>
Now All this above script gets called upon a onClick Event Handler on an image of each of the real estate companies properties. This will work well to both preload images with the little animated gif and the close button works fine. It works on more than one image, BUT if the image is already preloaded, I cant think of a way to force the redisplay of an already preloaded image if a user clicks on the photo, then clicks close to hide the div tag and then clicks on the same preloaded image.
That event handler looks like this:
img onClick="return LoadDiv(this.src);" src="http://www.ourcompany.com/images/prop_thumbs/Some_plaza.png" style="min-width:200 px;max-height:150 px;max-width:200 px;"
I thought global booleans would work, but then I realized, theres no telling which and what is preloaded, so the boolean might not help if you can't pass something meaningful back and forth.
I'm not asking any one to do my work for me, however I would appreciate suggestions in the right direction.
Regards and TIA!
You could make a array of all of the images with key values of loaded. For instance.
image_list = {image1:false,image2:true,image3:false};
true and false being loaded or not loaded. When an image is clicked just update the array.
image_list[image1] = true;
Did this really quick, so my syntax might be off, feel free to correct me or berate me...
Yay!!! Figured it out with the help of both jhanifen and the guy who did the tutorial I used (he actually emailed me). My code is below (its an excerpt, but you'll get the idea):
images = new Array(30);
//need to define each image to be in array
images[0]="website/images/prop_thumbs/property1_big.png";
images[1]="website/images/prop_thumbs/property2_big.png";
images[2]="website/images/prop_thumbs/property3_big.png";
//This continues for some time
imagesLoaded = new Array(30);
// per stack overflow person suggestion make array of bool values; initialize them all to false on page load
function onLoadScript() {
for (i = 0; i < imagesLoaded.length; ++ i)
{
imagesLoaded [i] = false;
}
}
// the above is called onLoad in body tag
// Changes the script for Loading the Div tag are below:
function LoadDiv(imgNum) {
var img = new Image();
var bcgDiv = document.getElementById("divBackground");
var imgDiv = document.getElementById("divImage");
var imgFull = document.getElementById("imgFull");
var imgLoader = document.getElementById("imgLoader");
img.src = images[imgNum];
if(imagesLoaded[imgNum] = true)
{ // this statement triggers same as onload below!
imgFull.src = img.src
imgFull.style.display = "block";
imgLoader.style.display = "none";
}
img.onload = function () {
imgFull.src = img.src
imgFull.style.display = "block";
imgLoader.style.display = "none";
imagesLoaded[imgNum] = true;
};
The rest of the document is the same except I changed the onClick event handler for the property images to LoadDiv(and some sequential number);
Thanks to all for your help! Particular props to both Mudassar Khan and jhanifen!

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