Hello I make simple site but I have a little trouble with loading images. As you can see with new category there is new image. There is a problem, beacause only then img is loading, and I want to load all images when my site is loading.
sample code how I operate with those img.
imgUrls.push("img/01.jpg");
imgUrls.push("img/02.jpg");
var k3:Boolean=false;
btn1.addEventListener(MouseEvet.CLICK, clickFunc);
function clickFunc(e:MouseEvent):void
if (k3==false)
{
img1.myUILoader.source = imgUrls[0];
k3=true;
}else
{
img2.myUILoader.source = imgUrls[0];
k3=false;
}
btn2.addEventListener(MouseEvet.CLICK, clickFunc2);
function clickFunc2(e:MouseEvent):void
if (k3==false)
{
img1.myUILoader.source = imgUrls[1];
k3=true;
}else
{
img2.myUILoader.source = imgUrls[1];
k3=false;
}
So my question is: How can I load all img with site.?
Your code currently is telling the program to load the images when either btn1 or btn2 is clicked. You need to tell the program to load the images right away, before user input, then have btn1 and btn2 display them.
Related
I am in the process of creating an interactive map which gives users the option of clicking on a random site, viewing the content and then either going back to the overview, or continuing on to the next site.
I am having trouble adding 1 to the site number, when the users click "next site". Instead of continuing on to the next site, it goes on from a random number.
My code for the view site button
vmsite1.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandlervmsite1);
function mouseDownHandlervmsite1(event:MouseEvent):void
{
gotoAndStop(33); // WHERE THE DYNAMIC CONTENT LOADS
var siteNumber = 1;
}
My code for the next button:
next_site1.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandlernext_site1);
function mouseDownHandlernext_site1(event:MouseEvent):void
{
siteNumber = siteNumber;
if (siteNumber <= 29) {
siteNumber ++;
}
else {
siteNumber = siteNumber;
}
// UNLOAD THE PREVIOUS SLIDE SHOW
myLoader.unload();
SiteNumberText1.text = siteNumber.toString();
site1scroll.scrollTarget = field;
loadData();
// LOAD THE SLIDE SHOW
var urlforswfcomp2:URLRequest = new URLRequest(URLSWF + siteNumber + imgext);
myLoader.load(urlforswfcomp2);
}
I have had a look through the AS3 guide on the Adobe website, but I can't find an issue similar to mine.
http://help.adobe.com/en_US/ActionScript/3.0_ProgrammingAS3/WS5b3ccc516d4fbf351e63e3d118a9b90204-7fcf.html
http://www.adobe.com/devnet/actionscript/learning/as3-fundamentals/operators.html
Thanks in Advance!
I moved my siteNumber variable definition outside the button code, and it worked. This is my new view more button code.
var siteNumber:int = 0;
vmsite1.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandlervmsite1);
function mouseDownHandlervmsite1(event:MouseEvent):void
{
gotoAndStop(33);
siteNumber = 1
}
Okay, so I need to change images on hover in my Angular app. However, due to some peculiarities of the site, it wasn't really feasible to change images on hover via css [without a ton of extra work], which would have been the best way, I realize.
So instead, I'm using ng-mouseenter and ng-mouseleave to change the images on hover.
landing.jade
img.share-button(src='images/btn_share.png', ng-click='dropdownShareIcons()')
img.share-icon-top(src='{{ shareIcons[0].orig }}', data-id='0', ng-mouseenter='colorizeIcons($event)', ng-mouseleave='decolorizeIcons($event)')
img.share-icon-top(src='{{ shareIcons[1].orig }}', data-id='1', ng-mouseenter='colorizeIcons($event)', ng-mouseleave='decolorizeIcons($event)')
img.share-icon-top(src='{{ shareIcons[2].orig }}', data-id='2', ng-mouseenter='colorizeIcons($event)', ng-mouseleave='decolorizeIcons($event)')
Then in the controller I have an object which contains the paths to the images, and the functions which switch images on hover.
landing.js
$scope.shareIcons = [
{orig: 'images/follow_weibo_grey.png', hover: 'images/follow_weibo_colored.png'},
{orig: 'images/follow_wechat_grey.png', hover: 'images/follow_wechat_colored.png'},
{orig: 'images/follow_youku_grey.png', hover: 'images/follow_youku_colored.png'},
]
$scope.colorizeIcons = function($event) {
$event.target.src = $scope.shareIcons[$event.target.dataset.id].hover;
}
$scope.decolorizeIcons = function($event) {
$event.target.src = $scope.shareIcons[$event.target.dataset.id].orig;
}
This all works fine and well on my local environment, but on the production server it is veeeerrrrry slow. Like, 2-3 seconds to switch the images.
So my question is - is there an easy way to fix this? Either something within angular or a workaround/hack. Doesnt really matter as long as image switch time is sped up a bit. Or is it going to continue to be slow as long as I'm switching images via JS like this? Ideally, I would like avoid rewriting this using CSS.
Thanks in advance.
Hey bro I had the same problem, and all I could think of doing was preloading the images. That helped alot. Add a small piece of js code which loads asynchronously at the beginning of your document. Like this for example:
var images = new Array()
function preload() {
for (i = 0; i < preload.arguments.length; i++) {
images[i] = new Image()
images[i].src = preload.arguments[i]
}
}
preload(
// for (i = 0; i < $scope.members.length; i ++){
// return members[i].source + ",";
// }
"http://ramiawar.co/pages/speakersPage/pages/team/assets/images/image1.1.jpg",
"http://ramiawar.co/pages/speakersPage/pages/team/assets/images/image2.1.jpg",
"http://ramiawar.co/pages/speakersPage/pages/team/assets/images/image3.1.jpg",
"http://ramiawar.co/pages/speakersPage/pages/team/assets/images/image4.1.jpg",
"http://ramiawar.co/pages/speakersPage/pages/team/assets/images/image5.1.jpg",
"http://ramiawar.co/pages/speakersPage/pages/team/assets/images/image6.1.jpg"
)
I would consider optimizing the PNG image sizes. There are batch optimization tools available online, here is a blog post comparing a few of them to get you started: http://www.sitepoint.com/image-compression-tools/ perhaps you can test optimize a couple of images to see if you notice a change?
GL!
I am displaying a table with some data in my jsp. I want to add a download button on top of it , clicking on which will download the whole table in the form of an image. Please help me with this implementation.
$(function() {
$("#btnSave").click(function() {
html2canvas($("#widget"), {
onrendered: function(canvas) {
theCanvas = canvas;
document.body.appendChild(canvas);
// Convert and download as image
Canvas2Image.saveAsPNG(canvas);
$("#img-out").append(canvas);
// Clean up
//document.body.removeChild(canvas);
}
});
});
});
check out this fiddle Demo
Click on Save PNG right click to save image as option and your good to go.
I am creating an image dynamically on the page using dataURL,
var aImg = document.createElement('img');
aImg.setAttribute('src', dataURL);
aImg.setAttribute('alt', 'pic');
aImg.setAttribute('width', '438px');
aImg.setAttribute('height', '267px');
aImg.onclick = (function() {
//download the image object
})();
I am not sure what to do to download this image object that is a PNG image.
Can someone give hints?
If you want the image to be displayed the follwing should be fine :
aImg.src = YOUR_URL
if you want to save it on to the file , you shoud redirect and let the browser take care of the rest. JS redirect can be done as follows :
window.location.replace(dataURL)
If you want the browser to give a pop-up saying "Save File" check out this link : http://muaz-khan.blogspot.in/2012/10/save-files-on-disk-using-javascript-or.html
im a little stuck using the canvas element in html5, have scoured the net looking for a workable solution but to no avail!
the main issue is that I want to click a button and send just the canvas element on the page to the printer.
i have tried using toDataUrl() - but this just seems to be resulting in a blank white image which has none of the canvas content!
the other issue i am experiencing is that attempting to initiate any javascript functions using "onClick" attached to a form button seems to be being tempermental at best!
here is my current attempt - this works in the sense that it does open a new window and attempt to send it to printer and it does create a base64 string (tested this using the "dataUrl" output on the second lowest document.write line) but as previously mentioned the image appears to be completely blank! (the canvas itself is definitely filled, both with an imported image and some text)
function printCanv()
{
var dataUrl = document.getElementById('copy').toDataURL(); //attempt to save base64 string to server using this var
document.getElementById('testBox').value = dataUrl; //load data into textarea
//attempt open window and add canvas etc
win = window.open();
self.focus();
win.document.open();
win.document.write('<'+'html'+'><'+'head'+'><'+'style'+'>');
win.document.write('body, td { font-family: Verdana; font-size: 10pt;}');
win.document.write('<'+'/'+'style'+'><'+'/'+'head'+'><'+'body'+'>');
((image code is here but site will not let me post it for some reason?))
win.document.write(dataUrl);
win.document.write('<'+'/'+'body'+'><'+'/'+'html'+'>');
win.document.close();
win.print();
win.close();
}
note: the code from "win = window.open()" onwards is currently taken from a tutorial and not my own work!
it is currently being called using <body onload="printCanv";"> - for some reason I could not get this to work at all using a button (little chunk of code below is my attempt which seemed to fail)
<input type="button" id="test" value="click me" onClick="printCanv();"> </input>
apologies is this help request is all over the place! i haven't posted to a site like this before and it didn't like me posting some html/script!
thanks in advance for any help you may be able to offer :)
Edit: draw function:
function copydraw() { //function called "copydraw" (could be anything)
var testimage3 = document.getElementById('copy').getContext('2d'); //declare variable for canvas overall (inc paths)
var img3 = new Image(); //declare image variable called "img3"
var testVar = document.getElementById('userIn').value; //take value from userin box. only updating on browser refresh?
img3.onload = function(){ //when image has loaded (img.onload) run this function
testimage3.drawImage(img3,0,0); //draw "img" to testimage
testimage3.font = "30pt 'Arial'"; //font method varies font attrib (weight, size, face)
testimage3.fillStyle = "#000000"; //sets fill color
testimage3.fillText(testVar, 310, 360); //filltext method draws text (xup ydown)
}
img3.src = 'images/liecakeA4.jpg'; //source of image
}
This function works perfectly, it draws the object and adds text from the variable, but for some reason it seems to be preventing me from outputting it as an image. I'm really confused!
I'm not sure exactly what's wrong with your code, I suspect in your current version calling printCanv in the body load event will mean you're trying to print the canvas before it's drawn. Running it off the button should work better, I'm not sure why that wasn't working for you as there's no reason in principle why it shouldn't work.
To arrive at a working version I've modified your code slightly:
function printCanvas(el) {
var dataUrl = document.getElementById(el).toDataURL(); //attempt to save base64 string to server using this var
var windowContent = '<!DOCTYPE html>';
windowContent += '<html>'
windowContent += '<head><title>Print canvas</title></head>';
windowContent += '<body>'
windowContent += '<img src="' + dataUrl + '">';
windowContent += '</body>';
windowContent += '</html>';
var printWin = window.open('','','width=340,height=260');
printWin.document.open();
printWin.document.write(windowContent);
printWin.document.close();
printWin.focus();
printWin.print();
printWin.close();
}
This works for me in the Firefox 4.0 nightly.
One addition to the accepted-best-answer: It doesnt work here with Chrome 17.0.942.0 winvista, because the print-preview-dlg is shown within the website itself and printWin.close() will close the dlg too.
So printWin.close() must be delayed or initiated by the user, but those are no good solutions.
It would be best, if chrome printdlg could have a callback, sth. one knows, printing is done, and can close the window. If this is possible is another question.