optimizing code for future changes - html5-canvas

I am a bit new to this but one of my canvas slide shows begins with the creation of image objects whuch are later inserted into an arra.
var image0 = new Image();
image0.src = "images/pic1.jpg";
var image1 = new Image();
image1.src = "images/pic2.jpg";
var image2 = new Image();
image2.src = "images/pic3.jpg";
var image3 = new Image();
image3.src = "images/pic4.jpg";
// array of 4 images
images = new Array(image0, image1, image2, image3);
however, whenever i try to put it in a "for" loop so that later on i can add pictures to it, the code crushes, any idea what the best syntax for this wil be?
var im = new Array(x);
for (var i = 1;i<im.length;i++) {
im[i] = new Image;
im[i].src = "images/pic"+(i+1)+".jpg"
};
images = new Array(im[0], im[1], im[2], im[3]);
i apologize in advance if the answer is too simple and i just missed it.

The problem with the code is that as it stands the number of images is unknown at the time the loop starts.
One way is to define the urls you want to use first.
var urls = [url1, url2, url3, url3]; /// no need for new Array()
Then create another array to hold the images. This can be empty when we start as we will fill it with image elements:
var images = [], /// array to hold images
count = urls.length; /// counter
The next problem is that your code does not handle the asynchronous nature of image loading. We will have to add a load handler to the element so we know when it has finished loading all the images. We can share the same handler for all images by using a counter so:
for(var i = 0; i < urls.length; i++) {
var img = new Image; /// declare the var in here to avoid same reference
images.push(img); /// add the element to the images array
img.onload = handle; /// set load handler for element
img.src = urls[i]; /// and finally set src which will start the loading
}
What happens here is that the code continues when the loop has finished as the images are still loading in the background. So what we need to do is to continue from the handler when all images has loaded:
function handler() {
count--; /// count-down for this load
if (count === 0) {
/// here all images has loaded so from here we call the next function
/// in the code
nextStep(); /// some function to invoke next
}
}
The bonus here is that your images array has the images in the same order as in the url array.
As mentioned elsewhere there are many loaders out there. One of them is my own YAIL loader (MIT license = free) which you can check out if you want less hassle with loading many images. It does all the above and a bit more such as handling errors and progress++.

Related

Issue scaling the first page of a PDF using iText7 for .NET

I'm trying to scale the first page of a PDF using iText7 for .NET. The rest of the pages should remain untouched.
The method below works if the PDF contains one page, but if there's multiple pages, the first (supposed to be scaled) page is blank, while the remaining pages is added correctly.
What am I missing here?
public byte[] ScaleFirstPagePdf(byte[] pdf)
{
using (var inputStream = new MemoryStream(pdf))
using (var outputStream = new MemoryStream(pdf))
using (var srcPdf = new PdfDocument(new PdfReader(inputStream)))
using (var destPdf = new PdfDocument(new PdfWriter(outputStream)))
{
for (int pageNum = 1; pageNum <= srcPdf.GetNumberOfPages(); pageNum++)
{
var srcPage = srcPdf.GetPage(pageNum);
var srcPageSize = srcPage.GetPageSizeWithRotation();
if (pageNum == 1)
{
var destPage = destPdf.AddNewPage(new PageSize(srcPageSize));
var canvas = new PdfCanvas(destPage);
var transformMatrix = AffineTransform.GetScaleInstance(0.5f, 0.5f);
canvas.ConcatMatrix(transformMatrix);
var pageCopy = srcPage.CopyAsFormXObject(destPdf);
canvas.AddXObject(pageCopy, 0, 0);
}
else
{
destPdf.AddPage(srcPage.CopyTo(destPdf));
}
}
destPdf.Close();
srcPdf.Close();
return outputStream.ToArray();
}
}
I couldn't reproduce the blank page issue with this code, but definitely the files that are generated in this way can be problematic.
The issue is that you are sharing a byte buffer between two memory streams - one used for reading and another one for writing, simultaneously.
Simply using another buffer or relying on the default MemoryStream implementation solved the issue for me, and should do so for you as well because there doesn't seem to be anything suspicious about your code apart from the problem I mentioned.
Here is how you should create the output stream:
using (var inputStream = new MemoryStream(pdf))
using (var outputStream = new MemoryStream())
If you still experience issues even after this tweak then the problem is definitely file-specific and I doubt you could get any help without sharing the file.

Canvas ctx.drawImage is not working with a transparent PNG

ctx.drawImage() is not working when I use a transparent PNG, but does work when I use a regular PNG.
var context = document.getElementById("canvas").getContext('2d');
....
function draw(img, x, y){
context.drawImage(img, x, y);
}
//actulaly there is loop here, but for simplicity I put only this.
var img = new Image();
img.src = "images/a.png";
img.onload = draw(img, 10, 10);
If I use a regular PNG image it works, but with a PNG with transparency that has the background deleted, it is not working.
Do you guys have any idea why? Thank you.
img.onload takes a function reference rather than a function call.
So do this:
img.onload=function(){draw(img,10,10);}
If you need to load many images, here is an image preloader that fully loads all images before calling the start() function:
// image loader
// put the paths to your images in imageURLs[]
var imageURLs=[];
// push all your image urls!
imageURLs.push("");
imageURLs.push("");
// the loaded images will be placed in images[]
var imgs=[];
var imagesOK=0;
loadAllImages(start);
function loadAllImages(callback){
for (var i=0; i<imageURLs.length; i++) {
var img = new Image();
imgs.push(img);
img.onload = function(){
imagesOK++;
if (imagesOK>=imageURLs.length ) {
callback();
}
};
img.onerror=function(){alert("image load failed");}
img.crossOrigin="anonymous";
img.src = imageURLs[i];
}
}
function start(){
// the imgs[] array now holds fully loaded images
// the imgs[] are in the same order as imageURLs[]
}

Text within an image is jaggy/broken - Adobe Flash

this is a post I have made on the adobe forum...
I'm newish to flash and i'm doing a presentation as part of a University assignment.
My problem is basically this. As part of my presentation I have a photo gallery which uses thumbnail images as buttons and then a UI loader to load a pop up version of the larger image from my webserver - as per https://www.youtube.com/watch?v=Peo_nT9HHa0
The image was created on photoshop. It is a .jpg and has text within the image that describes underneath it what the image is all about. The text within photoshop is set to anti-aliasing 'smooth' and when I test the movie within flash, the text underneath the image looks fine - just as it does in photoshop.
However, when I publish and upload the .swf file to my webserver and view the image through a browser, the text looks awful - all jaggy and broken if that makes sense.
Any ideas why?
I was given a reply of...
If you are loading the images dynamically then you will have to set the smoothing property true after the file(s) has been loaded. So if you don't currently have a listener for the images finishing loading, you will need one, and an event handler function to assign the smoothing property to true for each of them.
Can anyone help with creating the actionscript for this listener and event handler function?
I basically have a gallery movie clip with buttons that act as clickable thumbnails. The actionscript for that is...
btnImage1.addEventListener(MouseEvent.CLICK, loadimage1);
function loadimage1 (event:MouseEvent):void{
imagetxt.text = "a";
togglewindow.gotoAndPlay(2)
}
and then a UI loader that displays the larger image when a thumbnail is clicked
if (MovieClip(this.parent).imagetxt.text == "a"){
var imgurl:String ="IMAGE URL";
var myrequest:URLRequest = new URLRequest(imgurl);
myloader.load(myrequest);
}
As indicated, you should always turn smoothing on if the image is going to be scaled at all. It uses a different scaling algorithm that blurs pixels rather than deletes them. Take note that it is substantially slower to smooth, but on modern machines you shouldn't notice the difference unless you are doing it to thousands of images all at once.
After instantiation, add a Event.COMPLETE handler to Loader.contentLoaderInfo.
var myLoader = new Loader();
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
Then in the handler, you can access the Bitmap and turn smoothing on.
function loaderCompleteHandler(e:Event):void {
var image:Bitmap = myLoader.content as Bitmap; //Loader.content is typed as a DisplayObject, so we need to cast it as a Bitmap
image.smoothing = true;
}
And that should solve the issue. You may need to add the image object to the stage rather than the myLoader object. I don't think you'll have to, but I can't remember.
Just add event an event listener to your loader. Like this:
load.addEventListener(Event.COMPLETE,doneLoad);
then in the doneLoad function get the event.data and cast it to Bitmap and set the bitmap smoothing to true:
var myBitmap:Bitmap= e.target.data as Bitmap;
myBitmap.smoothing=true;
//add bitmap to parent ....
I wrote you universal method for loading images, you should pass 3 arguments to the method: holder for big images, image path, and rectangle to restrict image bounds and resize them. This method should be sufficient for your task.
private function loadImage(holder:DisplayObjectContainer, path:String, bounds:Rectangle):void {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (e:Event):void {
var bitmap:Bitmap = loader.content as Bitmap;
if (bitmap != null) {
bitmap.smoothing = true;
//Resize bitmap to fit bounds
var availableRatio:Number = bounds.width / bounds.height;
var componentRatio:Number = bitmap.width / bitmap.height;
if (componentRatio > availableRatio) {
bitmap.width = bounds.width;
bitmap.height = bounds.width / componentRatio;
} else {
bitmap.width = bounds.height * componentRatio;
bitmap.height = bounds.height;
}
//Clear previous
var i:uint, len: uint = holder.numChildren, old: Bitmap;
for(i; i < len; ++i){
old = holder.removeChildAt(0) as Bitmap;
old.bitmapData.dispose();
}
//Here you can add some appear animation
bitmap.x = bounds.x + ((bounds.width - bitmap.width) >> 1);
bitmap.y = bounds.y + ((bounds.height - bitmap.height) >> 1);
holder.addChild(bitmap);
}
});
loader.load(new URLRequest(path));
}
Usage:
loadImage(myContainer, "Path-to-Image", new Rectangle(20, 20, 400, 200));

Updating Canvas Image dynamically using PaperJs

I have an image element with src pointing to an Handler (asp.net), and this image being used as source for Raster (PaperJs) object defined as global object and updated during window.load.
var raster;
paper.install(window);
function WindowOnLoad() {
raster = new paper.Raster('MainContent_imageData');
raster.position = paper.view.center;
window.paper.view.draw();
}
The above code is loading image onto the canvas on first load then the image element is getting updated through a button click which is associated with callback control (ComponentArt callback control) but the canvas is not, it displays blank.
Then I created an handler that is being called after the callback is complete but it also didn't work.
function CallBackCompleted(sender,eventArgs) {
var imgData = document.getElementById('MainContent_imageData');
raster.image = imgData ;
raster.position = window.paper.view.center;
window.paper.view.draw();
}
The following code fixed the issue. The raster object is added as a child object on layer[0] removed all the other objects except children[0], which refers to the raster object.
function CallBackCompleted(sender,eventArgs) {
if(window.paper.project.layers[0].hasChildren())
window.paper.project.layers[0].removeChildren(1);
var imageObj = new Image();
imageObj.src = document.getElementById('MainContent_imageData').src;
imageObj.onload = function () {
window.paper.project.layers[0].children[0].setImage(imageObj);
window.paper.project.layers[0].children[0].position = window.paper.view.center;
window.paper.view.draw();
}
}

ASp.Net Mvc 1.0 Dynamic Images Returned from Controller taking 154 seconds+ to display in IE8, firefox and all other browsers fast and easy

I have a curious problem with IE, IIS 6.0 dynamic PNG files and I am baffled as to how to fix..
Snippet from Helper (this returns the URL to the view for requesting the images from my Controller.
string url = LinkBuilder.BuildUrlFromExpression(helper.ViewContext.RequestContext, helper.RouteCollection, c => c.FixHeight(ir.Filename, ir.AltText, "FFFFFF"));
url = url.Replace("&", "&");
sb.Append(string.Format("<removed id=\"TheImage\" src=\"{0}\" alt=\"\" />", url)+Environment.NewLine);
This produces a piece of html as follows:-
img id="TheImage" src="/ImgText/FixHeight?sFile=Images%2FUser%2FJulianGuppy%2FMediums%2Fconservatory.jpg&backgroundColour=FFFFFF" alt="" /
brackets missing because i cant post an image... even though I dont want to post an image I jsut want to post the markup... sigh
Snippet from Controller ImgTextController
/// <summary>
/// This function fixes the height of the image
/// </summary>
/// <param name="sFile"></param>
/// <param name="alternateText"></param>
/// <param name="backgroundColour"></param>
/// <returns></returns>
[AcceptVerbs(HttpVerbs.Get)]
public ActionResult FixHeight(string sFile, string alternateText, string backgroundColour)
{
#region File
if (string.IsNullOrEmpty(sFile))
{
return new ImgTextResult();
}
// MVC specific change to prepend the new directory
if (sFile.IndexOf("Content") == -1)
{
sFile = "~/Content/" + sFile;
}
// open the file
System.Drawing.Image img;
try
{
img = System.Drawing.Image.FromFile(Server.MapPath(sFile));
}
catch
{
img = null;
}
// did we fail?
if (img == null)
{
return new ImgTextResult();
}
#endregion File
#region Width
// Sort out the width from the image passed to me
Int32 nWidth = img.Width;
#endregion Width
#region Height
Int32 nHeight = img.Height;
#endregion Height
// What is the ideal height given a width of 2100 this should be 1400.
var nIdealHeight = (int)(nWidth / 1.40920096852);
// So is the actual height of the image already greater than the ideal height?
Int32 nSplit;
if (nIdealHeight < nHeight)
{
// Yes, do nothing, well i need to return the iamge...
nSplit = 0;
}
else
{
// rob wants to not show the white at the top or bottom, so if we were to crop the image how would be do it
// 1. Calculate what the width should be If we dont adjust the heigt
var newIdealWidth = (int)(nHeight * 1.40920096852);
// 2. This newIdealWidth should be smaller than the existing width... so work out the split on that
Int32 newSplit = (nWidth - newIdealWidth) / 2;
// 3. Now recrop the image using 0-nHeight as the height (i.e. full height)
// but crop the sides so that its the correct aspect ration
var newRect = new Rectangle(newSplit, 0, newIdealWidth, nHeight);
img = CropImage(img, newRect);
nHeight = img.Height;
nWidth = img.Width;
nSplit = 0;
}
// No, so I want to place this image on a larger canvas and we do this by Creating a new image to be the size that we want
System.Drawing.Image canvas = new Bitmap(nWidth, nIdealHeight, PixelFormat.Format24bppRgb);
Graphics g = Graphics.FromImage(canvas);
#region Color
// Whilst we can set the background colour we shall default to white
if (string.IsNullOrEmpty(backgroundColour))
{
backgroundColour = "FFFFFF";
}
Color bc = ColorTranslator.FromHtml("#" + backgroundColour);
#endregion Color
// Filling the background (which gives us our broder)
Brush backgroundBrush = new SolidBrush(bc);
g.FillRectangle(backgroundBrush, -1, -1, nWidth + 1, nIdealHeight + 1);
// draw the image at the position
var rect = new Rectangle(0, nSplit, nWidth, nHeight);
g.DrawImage(img, rect);
return new ImgTextResult { Image = canvas, ImageFormat = ImageFormat.Png };
}
My ImgTextResult is a class that returns an Action result for me but embedding the image from a memory stream into the response.outputstream.
snippet from my ImageResults
/// <summary>
/// Execute the result
/// </summary>
/// <param name="context"></param>
public override void ExecuteResult(ControllerContext context)
{
// output
context.HttpContext.Response.Clear();
context.HttpContext.Response.ContentType = "image/png";
try
{
var memStream = new MemoryStream();
Image.Save(memStream, ImageFormat.Png);
context.HttpContext.Response.BinaryWrite(memStream.ToArray());
context.HttpContext.Response.Flush();
context.HttpContext.Response.Close();
memStream.Dispose();
Image.Dispose();
}
catch (Exception ex)
{
string a = ex.Message;
}
}
Now all of this works locally and lovely, and indeed all of this works on my production server
BUT Only for Firefox, Safari, Chrome (and other browsers) IE has a fit and decides that it either wont display the image or it does display the image after approx 154seconds of waiting.....
I have made sure my HTML is XHTML compliant, I have made sure I am getting no Routing errors or crashes in my event log on the server....
Now obviously I have been a muppet and have done something wrong... but what I cant fathom is why in development all works fine, and in production all non IE browsers also work fine, but IE 8 using IIS 6.0 production server is having some kind of problem in returning this PNG and I dont have an error to trace... so what I am looking for is guidance as to how I can debug this problem.
Looks like it might be time to install Fiddler or HttpWatch and find out what is going on.
Well, what I wanted to do was to convert my images (jpg, bmp, etc... and return them as png) - however. Although all other browsers would accept the encoding and display them fine, IE decided to hide the png image (after partially displaying it) because it thought it wasn't a PNG image. (Even though it was) So I gave up with the conversion methods and just returned the image in its original format. ---
if anybody comes up with a way of reliably converting any image format into png so that I can return it dynamically from a memory stream, then please do let me know....
So I am closing this for now as IE has won this battle -
I wish IE would just sod off and die. I hate IE so much. Seriously it just sucks the sweat of a dead mans balls.
Never call Response.End()
At least, that's what the maintainer for the HttpResponse documentation says.
Response.End() ends the http connection, often orphaning data in the server's buffer or somewhere in the stream. It's better to let IIS end the connection (or reuse it) instead, since many clients don't have a perfect network stack.
IE has a terrible network stack (as anyone who has used IETab for FF can witness, IE is almost fast when placed on top of the FF network pipe). The other browsers handle the quickly closed connection much better, and so probably aren't responding badly to the closed connection.
On a different topic, it looks like you are re-inventing the wheel. It's not an easy wheel to build properly, either.
Based on the code I see, it looks like you are leaking the GDI bitmap 'img', and additional leaks would occur if anything unexpected happened during the request. Note that .NET does not garbage collection GDI handles properly, and it's one of the biggest causes of server crashes - make sure you get that fixed, my friend :)

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