I'm working on a website which uses ExpressionEngine to create a list of images with img1, img2, img3 etc as the ID and creates an array with their sources imgAddresses[1], imgAddresses[2], imgAddresses[3] etc.
I'm attempting to create a function which loads the first image, then (when the first is completely loaded), load the second, third etc. The following is what I have so far:
function loadImage(counter) {
var i = document.getElementById("img"+counter);
if(counter==imgAddresses.length) { return; }
i.onload = function(){
loadImage(counter+1)
};
i.src = imgAddresses[counter];
}
document.onload=loadImage(0);
It works when refreshing the page, but not when accessing the page via the URL. As far as I can tell from research, this is because the onload event is not fired when a cached image is loaded, and refreshing the page clears the cache, whereas accessing the page via the URL does not.
Research suggests that assigning the src of the image after declaring the onload event would get around this, but it does not seem to have solved it in this case. I was thinking that this may be because the onload event is recursive in this case.
Does anyone have any ideas on how to make sure the browser is loaded a fresh copy of the image, rather than a cached version? Or whether there is a better way to write this function? Thanks for any help!
EDIT: One solution that I have found is to change the img source assignment to:
i.src = imgAddresses[counter] + '?' + new Date().getTime();
This forces the user to load a fresh copy each time, which I guess is not so much a solution, but a workaround
The only thing I can say is that you are not attaching the document.onload handler correctly. I cannot tell if it will fix your issue because image.onload is not reliable in all browsers, however the onload should be set to a function reference and that's not what you are doing.
Instead, you should have something like:
function loadImage(counter) {
//initialize the counter to 0 if no counter was passed
counter = counter || 0;
var i = document.getElementById("img"+counter);
if(counter==imgAddresses.length) { return; }
i.onload = function(){
loadImage(counter+1)
};
i.src = imgAddresses[counter];
}
document.onload = loadImage; //instead of loadImage(0);
You can tell how the browser will manage the cached resources
Take a look to HTML5 cache approach:
HTML5: The cache manifest file
This way you can avoid the browser cache for the specified resources.
Related
sorry if this thread is repited but i didn't find it in browser.
I want to create/handle an event that let me know when a specific resource load into the web page. (similar to onload or DOMContentLoaded, BUT i need to know when each resource finish, not the whole page)
Example--> Assets = image1,image2,image3,...
when finish loading image1 trigger a ready event,
After ready event triggered start loading image2
keep going...keep going....
After last image, trigger again ready event.
The final result is the same as DOMContentLoaded or "windows.onload", but as i said im not abble to put some logic in the middle of assets load.
Someone know how to handle that kind of thing?
I am not sure, why (or if) you want to 'load' the images in a specific order. Be aware that browsers rarely open a single connection. Normally all resources will be collected (after downloading the html itself) and the browser will load many of them in parallel. In short - in case you do this for performance or speed, you would slow down the process!
A more common approach to lazy load images is using the viewport / scroll position to decide which images should be loaded "next", there are a few jquery plugins, e.g. lazyload.
Anyway - in case you do not care about the order and you just want to a element specific callback when ready you could do something like this:
$("img").one("load", function() {
var $this = this;
// 'this' is your specific element
// do whatever you like to do onready
}).each(function() {
// handle cached elements
if(this.complete) $(this).load();
});
In case you do care about the order and you really want to load the next image after the first one is ready you need a different approach.
First: Your HTML does not contain image sources, but images with a data-attribute(s):
<img data-src="the/path/to/your/image" data-assets-order="1" />
Second: In JS you collect all these images without a real source, you order the collection and finally trigger the loading one after each other.
var toLoad = [];
// scanning for all images with a data-src attribute
// and collect them in a specified order.
$('img[data-src]').each(function() {
// either you define a custom order by a data-attribute (data-assets-order)
// or you use the DOM position as the index. Mixing both might be risky.
var index = $(this).attr('data-assets-order') ?
$(this).attr('data-assets-order') : toLoad.length;
// already existing? put the element to the end
if (toLoad[index]) { index = toLoad.length; }
toLoad[index] = this;
});
// this method handles the loading itself and triggers
// the next element of the collection to be loaded.
function loadAsset(index) {
if (toLoad[index]) {
var asset = $(toLoad[index]);
// bind onload to the element
asset.on("load", function() {
// in case it is ready, call the next asset
if (index < toLoad.length) {
loadAsset(index + 1);
}
});
// set the source attribut to trigger the load event
asset.attr('src', asset.attr('data-src'));
}
}
// we have assets? start loading process
if (toLoad.length) { loadAsset(index); }
I'm not sure if this will work for you, but did you tried the setTimeOut function?
You can set a specific time for your image to load (through ajax, you can make the call to the resource and wait until request.done), and after that, call to the next one.
I also found something 'similar' to your request here:
How to wait for another JS to load to proceed operation?
Sorry if this doesn't help you.
When I click on my website sometimes you can visually see the images slowly loading into the place. I don't really like this and if possible would like to prevent it from happening.
From reading round it seems preloading images is the solution I'm looking for? Let me know if that's correct or if there is a better way.
On this forum I see lots of answers to preloading images and below is a code I think works but I want to change it slightly:
var preloadImages = [ img/1.jpg,img/2.jpg];
for(var i = 0 ; i < preloadImages.length; i++) {
new Image().src = preloadImages[i];
}
I think this code above works but it requires me to type in every image source into an array. On my website there are lots of images and I will probably continue to add more. So is there a way to push all the image sources into the array without actually typing them in. So as I add more images the preloading take care of itself.
If you wanted to go down the route you already have you could search the entire DOM for tags first and then add them to the array.
Perhaps something along these lines:
images = []
$(body).find('img').each ->
imgSrc = $(this).attr('src')
image.push imgSrc
i = 0
while i < preloadImages.length
(new Image).src = preloadImages[i]
i++
That will need jQuery and probably some tweaking. I can't imagine this being the best approach however as you still need to wait for the DOM, then jQuery to load and then run through the entire DOM with the function(s).
If the issue is more that the content is moving around you can (and probably should) prevent this by giving the tag itself a height and width if you know it in advance.
Additionally it's always worth optimizing your images (either by hand or on build/compile using something like Gulp.js) if you haven't already. It's incredible how much you can reduce load times by simply by using the optimal image (in terms of size and format).
You can call below function after page load
function preloadImages(){
$('img').each(function(){
new Image().src = this.src;
});
}
You can use this function to set multiple after-page-load functions
function addLoadEvent(func) {
var oldonload = window.onload;
if (typeof window.onload != 'function') {
window.onload = function(){
func();
};
} else {
window.onload = function() {
if (oldonload) {
oldonload();
}
func();
};
}
}
then add your function like this
addLoadEvent(preloadImages);
But I don't think you can really pre-load images like this. To really pre-load images, you have to start loading those images as soon as your DOM starts to render on the client-side. And that means loading them in the head section. But if you do that, because you don't have your html just yet, you will not be able to run the above function, because it needs the DOM to be fully downloaded. You have to hardcode your image sources into javascript like you already did, and put your function as the first thing in the head section.
I have script that I would like visitors on my website to run when they load a web page. It looks like this:
window.onload = function(){
var pxl=document.createElement('img');
pxl.setAttribute('src', 'http://localhost:8080/getTrackingPixel')
document.body.appendChild(pxl);
}
Most of the times the source returns an image and it works fine. However, sometimes it returns this:
<html><body style="background-color:transparent"></body></html>
And I can't really change the fact that it might sometimes not return an image. How do I change the javascript so that it can handle the html response without any errors? It might be possible for me to predict when it happens though - but I haven't managed to find a good way to request the source and return the html either.
You can achieve it by using the javascript Image object which, unlike the createElement approach, allows you to fetch the src url before inserting the img in the DOM.
The onload event of the Image object won't fire if the loaded content isn't an img.
Here it is :
window.onload = function(){
var pxl = new Image();
pxl.onload = function(){
// is IMG
document.body.appendChild(pxl);
}
pxl.onerror = function(){
// is not IMG
// Meaning in your case : <html><body style="background-color:transparent"></body></html>
}
pxl.src = 'http://localhost:8080/getTrackingPixel';
}
(Note that your code also missed the semicolon ";" line 4)
I have an iframe that's supposed to load different modules of a web application.
When the user clicks a navigation menu in the top window, it's passes a new url to the iframe. The trouble is, the new url doesn't actually point to a new page, it only uses a changed hash.
i.e.:
User clicks "dashboard", iframe src set to application.html#/dashboard
User clicks "history", iframe src set to application.html#/history
This means that the iframe does not actually load the src url again because hash changes don't require it to. The application inside the iframe is an angular app which loads the required modules dynamically using requireJS. We need this functionality to remain.
I need to force the frame source to load again even though only the hash changed. It's possible that I instead find a way to rewrite our angular app to dynamically unload/load the modules on push state events but that introduces several layers of issues for the app, plus some IE trouble.
I've tried:
Setting iframe src and calling it's location.reload, but that reloads the originally loaded url
Setting the iframe location.href/hash and calling reload, same issue
Blanking the src attribute and then setting the new url - no effect
The only solution I can find is to set the src to a blank screen, then onload set it to the new url:
var appIFrame = document.getElementById('appIFrame');
appIFrame.src = 'about:blank';
appIFrame.onload = function(){
appIFrame.src = '// set the real source here';
appIFrame.onload = false;
}
This works, yet it seems inefficient because there's an extra step.
Maybe add a dynamic GET parameter – f.e. the current timestamp, which you can get from the JavaScript Date object – to the iframe URL.
Instead of assigning application.html#/dashboard as src value, assign application.html?1234567890#/dashboard from your outside page (with 1234567890 replaced by the current timestamp, obviously).
I don't have a specific answer for you. However, the following script may proved useful (I wrote this about a year or so ago). The following script deals with re-adjusting iframe height when the document changes. This script was tested cross-browser. It does deal with the issues you're experience but indirectly. There is a lot of commenting with the Gist:
https://gist.github.com/say2joe/4694780
Here my solution (based on this stackoverflow answer):
var $ = function(id) { return document.getElementById(id); };
var hashChangeDetector = function(frame, callback) {
var frameWindow = frame.contentWindow || frame.contentDocument;
// 'old' browser
if (! "onhashchange" in window) {
var detecter = function(callback) {
var previousHash = frameWindow.location.hash;
window.setTimeout(function() {
if (frameWindow.location.hash != previousHash) {
previousHash = frameWindow.location.hash;
callback(previousHash);
}
}, 100);
};
}
else // modern browser ?
{
var detecter = function(callback) {
frameWindow.onhashchange = function () {
callback(frameWindow.location.hash);
}
};
}
detecter(callback);
};
hashChangeDetector($('myframe'), function(hash) {
alert ('detecting hash change: ' + hash);
});
You can test this here: http://paulrad.com/stackoverflow/iframe-hash-detection.html
I don't want to know a way to preload images, I found much on the net, but I want to know how it works.
How is javascript able to preload images?
I mean, I tried a snippet from here, and even if it works, it doesn't seem to preload images.
When I check firebug, I can see that the image is loaded twice, once while the preloading, another time when displaying it!
To improve this code I'd like to know how it works.
Here is what i do:
function preload(arrayOfImages) {
$(arrayOfImages).each(function(){
$('<img/>')[0].src = this;
//(new Image()).src = this;
alert(this +' && ' + i++);
});
}
then i do something like that:
preloader = function() {
preload(myImages);
}
$(document).ready(preloader);
Here is how i display/add the image :
$("li.works").click(function() {
$("#viewer").children().empty();
$('#viewer').children().append('<img src=\'images/ref/'+this.firstChild.id+'.jpg\' alt="'+this.firstChild.id+'" \/>')
$("#viewer").children().fadeIn();
Your basic Javascript preloader does this:
var image = new Image();
image.src = '/path/to/the/image.jpg';
The way it works is simply by creating a new Image object and setting the src of it, the browser is going to go grab the image. We're not adding this particular image to the browser, but when the time comes to show the image in the page via whatever method we have setup, the browser will already have it in its cache and will not go fetch it again. I can't really tell you why whatever you have isn't working this way without looking at the code, though.
One interesting gotcha that is discussed in this question is what happens when you have an array of images and try preloading them all by using the same Image object:
var images = ['image1.jpg','image2.jpg'];
var image = new Image();
for(var x = 0; x < images.length; x++) {
image.src = images[x];
}
This will only preload the last image as the rest will not have time to preload before the loop comes around again to change the source of the object. View an example of this. You should be able to instantly see the second image once you click on the button, but the first one will have to load as it didn't get a chance to preload when you try to view it.
As such, the proper way to do many at once would be:
var images = ['image1.jpg','image2.jpg'];
for(var x = 0; x < images.length; x++) {
var image = new Image();
image.src = images[x];
}
Javascript preloading works by taking advantage of the caching mechanism used by browsers.
The basic idea is that once a resource is downloaded, it is stored for a period of time locally on the client machine so that the browser doesn't have to retrieve the resource again from across the net, the next time it is required for display/use by the browser.
Your code is probably working just fine and you're just misinterpeting what Fire Bug is displaying.
To test this theory just hit www.google.com with a clean cache. I.e. clear your download history first.
The first time through everything will likely have a status of 200 OK. Meaning your browser requested the resource and the server sent it. If you look at the bottom on the Fire Bug window it will says how big the page was say 195Kb and how much of that was pulled from cache. In this case 0Kb.
Then reload the same page without clearing your cache, and you will still see the same number of requests in FireBug.
The reason for this is simple enough. The page hasn't changed and still needs all the same resources it needed before.
What is different is that for the majority of these requests the server returned a 304 Not Modified Status, so the browser checked it's cache to see if it already had the resource stored locally, which in this case it did from the previous page load. So the browser just pulled the resource from the local cache.
If you look at the bottom of the Fire Bug window you will see that page size is still the same (195Kb) but that the majority of it, in my case 188Kb, was pulled locally from cache.
So the cache did work and the second time i hit Google I saved 188Kb of download.
I'm sure you will find the same thing with preloading your images. The request is still made but if the server returns a status of 304 then you will see that the image is in fact just pulled from local cache and not the net.
So with caching, the advantage is NOT that you kill off all future resource requests, i.e. a Uri lookup is still made to the net but rather that if possible the browser will pull from the local cache to satisify the need for the content, rather than run around the net looking for it.
You may be confused by the concept of "preloading". If you have a bunch of images in your HTML with <img src="...">, they cannot be preloaded with Javascript, they just load with the page.
Preloading images with Javascript is about loading images not already in the document source, then displaying them later. They are loaded after the page has rendered for the first time. They are preloaded in order to eliminate/minimize loading time when it comes to making them appear, for example when changing an image on mouse rollover.
For most applications, it is usually better practice to use "CSS sprites" as a form of preloading, in lieu of Javascript. SO should have a ton of questions on this.
It just involves making a new DOM image object and setting the src attribute. Nothing clever and AFAIK, it has always worked for me.
Is it possible the second "load" firebug is showing you is it loading it from cache?
The index on the loop is only looking
at the first image. Change it to use
the index:
function preload(arrayOfImages) {
$(arrayOfImages).each(function(i){ // Note the argument
$('<img/>')[i].src = this; // Note the i
//(new Image()).src = this;
alert(this +' && ' + i++);
});
}
Edit: In retrospect, this was wrong and I can see you're trying to create image elements. I don't understand why the index is there at all, there need not be an index. I think the function should look like this:
function preload(arrayOfImages) {
$(arrayOfImages).each(function () {
$('<img/>').attr('src', this);
});
}
And to instantiate it, why not just do this:
$(function () { // Equivalent to $(document).ready()
preload(myImages);
});
JavaScript image preloading works because when a DOM element that contains an image is created, the image is downloaded and cached. Even if another request is made when the image is actually rendered from the HTML, the server will send back a 304 (not changed), and the browser will simply load the image from its cache.
Paolo suggests using the following notation to create an image object:
var image = new Image();
While this will work, the DOM-compliant way of doing this is:
var image = document.createElement('img');
image.setAttribute('src', 'path/to/image.jpg');
Which is the way it is being done in the script, except it's using jQuery's HTML string literal syntax to do it. Additionally, most modern browsers offer compatibility with the Image() constructor by simply calling DOM-standard methods. For example, if you open up the Google Chrome JavaScript console and type Image, this is what you'll get:
function Image() {
return document.createElementNS('http://www.w3.org/1999/xhtml', 'img');
}
Chrome merely uses the native DOM methods to create an image element.