Asynchronous image loading in AS3 - image

I understand that images are to be loaded asynchronously in AS3, and that that synchronisation should be handled using events and event listeners.
So, in a simple case, it would look like this:
var loader : Loader = new Loader();
var im_file: URLRequest = new URLRequest ("imfile.png");
loader.load(im_file);
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loading_complete);
function loading_complete (e : Event) : void
{ // ... do smt with your loaded data // }
What I want to do is have a PreLoader class that will load all the images I need beforehand.
In that case, how do I let all the other classes know when the loading is done?
Do I dispatch events? What is the best practise in this case?
Thanks in advance,
Praskaton

Most likely you want to create a queue and add your image paths to the queue. Then after each image is done loading, you proceed to the next item in the queue. When all images are loaded, you dispatch a COMPLETE event or something similar to let your app know it's all done.
Check QueueLoader or Casalib for how they implement single or bulk image loading.

Adding to the answer that #Boon provided, this is how you could go about the actual setting up of the image queue.
Firstly, you need a list that will store all of the images that still need to be loaded. This makes it easy for you to define as many images as you want. It can be the 'queue':
var queue:Array = [
"http://interfacelift.com/wallpaper/previews/03177_orionnebulaintheinfrared#2x.jpg",
"http://interfacelift.com/wallpaper/previews/03175_purpleclouds#2x.jpg",
"http://interfacelift.com/wallpaper/previews/03173_goodmorning2013#2x.jpg"
];
The next thing to do is set up what I would call the 'core' method of what we're doing. It will handle loading the next image as well as notifying us when the queue is empty. It looks something like this:
function loadNext():void
{
if(queue.length > 0)
{
// Notice here that we use .pop() on the queue, which will select and
// remove the last item from queue.
var req:URLRequest = new URLRequest( queue.pop() );
var photo:Loader = new Loader();
photo.load(req);
photo.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
}
else
{
// The queue is finished - dispatch an event or whatever you fancy to
// let the rest of the application know we're done here.
trace("Queue finished.");
}
}
And then of course our listener function to deal with the completion of loaded images. Notice here that we call loadNext() - this is the key to beginning the load of the next image in the queue only once the currently loading image has finished.
function loadComplete(e:Event):void
{
addChild(e.target.content as Bitmap);
// Begin loading next image in the queue.
loadNext();
}
And to start the process we of course just use this, which will either immediately notify us that the queue is finished if it's empty, or start loading the images in sequence.
// Start loading the queue.
loadNext();
Additional / tidy up:
If you want to be able to recycle this code or just tidy up, you can easily make this into a class. The class could be called ImageQueue and its structure will contain the above queue array, loadNext() method and loadComplete() method. It can also have an add() method for adding images to the queue initially in a cleaner manner.
Here is the foundation of that class, which you can finish up if you're interested:
public class ImageQueue
{
private var _queue:Array = [];
public function add(image:String):void{ }
public function loadNext():void{ }
private function _loadComplete(e:Event):void{ }
}

Related

how the nativescript radlist view load on demand works

This might not be the question but it was the list of doubts which comes when learning native script from scratch.
I had a 1000 or more list of data stored in data table. know i want to display it on a list view but i don't want to read all the data at once. because i have images stored in other directory and want to read that also. So, for 20 to 30 data's the performance is quite good. but for 1000 data it is taking more than 15 minutes to read the data as well as images associated with it. since i'm storing some high quality images.
Therefore i decided to read only 20 data's with their respective images. and display it on list. know when user reaches the 15th data of the list. i decided to read 10 more data from the server.
know when i search this i came across "RadListView Load on Demand".
then i just looked at the code below.
public addMoreItemsFromSource(chunkSize: number) {
let newItems = this._sourceDataItems.splice(0, chunkSize);
this.dataItems.push(newItems);
}
public onLoadMoreItemsRequested(args: LoadOnDemandListViewEventData) {
const that = new WeakRef(this);
const listView: RadListView = args.object;
if (this._sourceDataItems.length > 0) {
setTimeout(function () {
that.get().addMoreItemsFromSource(2);
listView.notifyLoadOnDemandFinished();
}, 1500);
args.returnValue = true;
} else {
args.returnValue = false;
listView.notifyLoadOnDemandFinished(true);
}
}
In nativescript if i want to access binding element xml element. i must use observables in viewmodel or exports.com_name on associated js file.
but in this example it is started with public..! how to use this in javascript.
what is new WeakRef(this) ?
why it is needed ?
how to identify user has scrolled to 15 data, as i want to load more data when he came at 15th data.
after getting data how to update array of list and show it in listview ?
Finally i just want to know how to use load on demand
i tried to create a playground sample of what i have tried but it is giving error. it cannot found module of radlistview.
Remember i'm a fresher So, kindly keep this in mind when answering. thank you,
please modify the question if you feel it is not upto standards.
you can check the updated answer here
https://play.nativescript.org/?template=play-js&id=1Xireo
TypeScript to JavaScript
You may use any TypeScript compiler to convert the source code to JavaScript. There are even online compilers like the official TypeScript Playground for instance.
In my opinion, it's hard to expect ES5 examples any more. ES6-9 introduced a lot of new features that makes JavaScript development much more easier and TypeScript takes JavaScript to next level, interpreter to compiler.
To answer your question, you will use the prototype chain to define methods on your class in ES5.
YourClass.prototype.addMoreItemsFromSource = function (chunkSize) {
var newItems = this._sourceDataItems.splice(0, chunkSize);
this.dataItems.push(newItems);
};
YourClass.prototype.onLoadMoreItemsRequested = (args) {
var that = new WeakRef(this);
var listView = args.object;
if (this._sourceDataItems.length > 0) {
setTimeout(function () {
that.get().addMoreItemsFromSource(2);
listView.notifyLoadOnDemandFinished();
}, 1500);
args.returnValue = true;
} else {
args.returnValue = false;
listView.notifyLoadOnDemandFinished(true);
}
}
If you are using fromObject syntax for your Observable, then these functions can be passed inside
addMoreItemsFromSource: function (chunkSize) {
....
};
WeakRef: It helps managing your memory effiencetly by keeping a loose reference to the target, read more on docs.
How to load more:
If you set loadOnDemandMode to Auto then loadMoreDataRequested event will be triggered whenever user reaches the end of scrolling.
loadOnDemandBufferSize decides how many items before the end of scroll the event should be triggered.
Read more on docs.
How to update the array:
That's exactly what showcased in addMoreItemsFromSource function. Use .push(item) on the ObservableArray that is linked to your list view.

Fabric.js - Sync object:modified event to another client

Collaboration Mode:
What is the best way to propagate changes from Client #1's canvas to client #2's canvas? Here's how I capture and send events to Socket.io.
$scope.canvas.on('object:modified',function(e) {
Socket.whiteboardMessage({
eventId:'object:modified',
event:e.target.toJSON()
});
});
On the receiver side, this code works splendidly for adding new objects to the screen, but I could not find documentation on how to select and update an existing object in the canvas.
fabric.util.enlivenObjects([e.event], function(objects) {
objects.forEach(function(o) {
$scope.canvas.add(o);
});
});
I did see that Objects have individual setters and one bulk setter, but I could not figure out how to select an existing object based on the event data.
Ideally, the flow would be:
Receive event with targeted object data.
Select the existing object in the canvas.
Perform bulk update.
Refresh canvas.
Hopefully someone with Fabric.JS experience can help me figure this out. Thanks!
UPDATED ANSWER - Thanks AJM!
AJM was correct in suggesting a unique ID for every newly created element. I was also able to create a new ID for all newly created drawing paths as well. Here's how it worked:
var t = new fabric.IText('Edit me...', {
left: $scope.width/2-100,
top: $scope.height/2-50
});
t.set('id',randomHash());
$scope.canvas.add(t);
I also captured newly created paths and added an id:
$scope.canvas.on('path:created',function(e) {
if (e.target.id === undefined) {
e.target.set('id',randomHash());
}
});
However, I encountered an issue where my ID was visible in console log, but it was not present after executing object.toJSON(). This is because Fabric has its own serialization method which trims down the data to a standardized list of properties. To include additional properties, I had to serialize the data for transport like so:
$scope.canvas.on('object:modified',function(e) {
Socket.whiteboardMessage({
object:e.target.toJSON(['id']) // includes "id" in output.
})
});
Now each object has a unique ID with which to perform updates. On the receiver's side of my code, I added AJM's object-lookup function. I placed this code in the "startup" section of my application so it would only run once (after Fabric.js is loaded, of course!)
fabric.Canvas.prototype.getObjectById = function (id) {
var objs = this.getObjects();
for (var i = 0, len = objs.length; i < len; i++) {
if (objs[i].id == id) {
return objs[i];
}
}
return 0;
};
Now, whenever a new socket.io message is received with whiteboard data, I am able to find it in the canvas via this line:
var obj = $scope.canvas.getObjectById(e.object.id);
Inserting and removing are easy, but for updating, this final piece of code did the trick:
obj.set(e.object); // Updates properties
$scope.canvas.renderAll(); // Redraws canvas
$scope.canvas.calcOffset(); // Updates offsets
All of this required me to handle the following events. Paths are treated as objects once they're created.
$scope.canvas.on('object:added',function(e) { });
$scope.canvas.on('object:modified',function(e) { });
$scope.canvas.on('object:moving',function(e) { });
$scope.canvas.on('object:removed',function(e) { });
$scope.canvas.on('path:created',function(e) { });
I did something similar involving a single shared canvas between multiple users and ran into this exact issue.
To solve this problem, I added unique IDs (using a javascript UUID generator) to each object added to the canvas (in my case, there could be many users working on a canvas at a time, thus I needed to avoid collisions; in your case, something simpler could work).
Fabric objects' set method will let you add an arbitrary property, like an id: o.set('id', yourid). Before you add() a new Fabric object to your canvas (and send that across the wire), tack on an ID property. Now, you'll have a unique key by which you can pick out individual objects.
From there, you'd need a method to retrieve an object by ID. Here's what I used:
fabric.Canvas.prototype.getObjectById = function (id) {
var objs = this.getObjects();
for (var i = 0, len = objs.length; i < len; i++) {
if (objs[i].id == id) {
return objs[i];
}
}
return null;
};
When you receive data from your socket, grab that object from the canvas by ID and mutate it using the appropriate set methods or copying properties wholesale (or, if getObjectById returns null, create it).

How can a JSF/ICEfaces component's parameters be updated immediately?

I have an ICEfaces web app which contains a component with a property linked to a backing bean variable. In theory, variable value is programmatically modified, and the component sees the change and updates its appearance/properties accordingly.
However, it seems that the change in variable isn't "noticed" by the component until the end of the JSF cycle (which, from my basic understanding, is the render response phase).
The problem is, I have a long file-copy operation to perform, and I would like the the inputText component to show a periodic status update. However, since the component is only updated at the render response phase, it doesn't show any output until the Java methods have finished executing, and it shows it all changes accumulated at once.
I have tried using FacesContext.getCurrentInstance().renderResponse() and other functions, such as PushRenderer.render(String ID) to force XmlHttpRequest to initialize early, but no matter what, the appearance of the component does not change until the Java code finishes executing.
One possible solution that comes to mind is to have an invisible button somewhere that is automatically "pressed" by the bean when step 1 of the long operation completes, and by clicking it, it calls step 2, and so on and so forth. It seems like it would work, but I don't want to spend time hacking together such an inelegant solution when I would hope that there is a more elegant solution built into JSF/ICEfaces.
Am I missing something, or is resorting to ugly hacks the only way to achieve the desired behavior?
Multithreading was the missing link, in conjunction with PushRenderer and PortableRenderer (see http://wiki.icesoft.org/display/ICE/Ajax+Push+-+APIs).
I now have three threads in my backing bean- one for executing the long operation, one for polling the status, and one "main" thread for spawning the new threads and returning UI control to the client browser.
Once the main thread kicks off both execution and polling threads, it terminates and it completes the original HTTP request. My PortableRenderer is declared as PortableRender portableRenderer; and in my init() method (called by the class constructor) contains:
PushRenderer.addCurrentSession("fullFormGroup");
portableRenderer = PushRenderer.getPortableRenderer();
For the threading part, I used implements Runnable on my class, and for handling multiple threads in a single class, I followed this StackOverflow post: How to deal with multiple threads in one class?
Here's some source code. I can't reveal the explicit source code I've used, but this is a boiled-down version that doesn't reveal any confidential information. I haven't tested it, and I wrote it in gedit so it might have a syntax error or two, but it should at least get you started in the right direction.
public void init()
{
// This method is called by the constructor.
// It doesn't matter where you define the PortableRenderer, as long as it's before it's used.
PushRenderer.addCurrentSession("fullFormGroup");
portableRenderer = PushRenderer.getPortableRenderer();
}
public void someBeanMethod(ActionEvent evt)
{
// This is a backing bean method called by some UI event (e.g. clicking a button)
// Since it is part of a JSF/HTTP request, you cannot call portableRenderer.render
copyExecuting = true;
// Create a status thread and start it
Thread statusThread = new Thread(new Runnable() {
public void run() {
try {
// message and progress are both linked to components, which change on a portableRenderer.render("fullFormGroup") call
message = "Copying...";
// initiates render. Note that this cannot be called from a thread which is already part of an HTTP request
portableRenderer.render("fullFormGroup");
do {
progress = getProgress();
portableRenderer.render("fullFormGroup"); // render the updated progress
Thread.sleep(5000); // sleep for a while until it's time to poll again
} while (copyExecuting);
progress = getProgress();
message = "Finished!";
portableRenderer.render("fullFormGroup"); // push a render one last time
} catch (InterruptedException e) {
System.out.println("Child interrupted.");
}
});
statusThread.start();
// create a thread which initiates script and triggers the termination of statusThread
Thread copyThread = new Thread(new Runnable() {
public void run() {
File someBigFile = new File("/tmp/foobar/large_file.tar.gz");
scriptResult = copyFile(someBigFile); // this will take a long time, which is why we spawn a new thread
copyExecuting = false; // this will caue the statusThread's do..while loop to terminate
}
});
copyThread.start();
}
I suggest looking at our Showcase Demo:
http://icefaces-showcase.icesoft.org/showcase.jsf?grp=aceMenu&exp=progressBarBean
Under the list of Progress Bar examples is one called Push. It uses Ajax Push (a feature provided with ICEfaces) to do what I think you want.
There is also a tutorial on this page called Easy Ajax Push that walks you through a simple example of using Ajax Push.
http://www.icesoft.org/community/tutorials-samples.jsf

Tools/Guide to Creating an Image Looper in GWT

I'm setting out to create a weather model display tool (web application), and from what I've seen, I'm really liking the idea of using Google Web Tools, and especially the SmartGWT toolkit. My one biggest sticking point at this point is finding some way to create a sort of image "looper" (displaying all images in a particular "set" one after another, not unlike a slide show). For reference, I need functionality (at least on a basic level) similar to this: http://rapidrefresh.noaa.gov/hrrrconus/jsloop.cgi?dsKeys=hrrr:&runTime=2012053007&plotName=cref_sfc&fcstInc=60&numFcsts=16&model=hrrr&ptitle=HRRR%20Model%20Fields%20-%20Experimental&maxFcstLen=15&fcstStrLen=-1&resizePlot=1&domain=full&wjet=1 (though it certainly need not be exactly like that).
Does anyone know of (ideally) some sort of GWT module that can do image looping? Or if not, does it sound like something an intermediate programmer could figure out without too much trouble (I'm willing to accept a challenge), even if I've never explicitly used GWT before? I'm sure I could whip together something that pulls each image in as it goes through a loop, but prefetching them would be even more ideal.
Please comment if you need clarification on anything!
As far as I'm aware there's not a pre-fab solution to do this, although maybe SmartGWT has something I don't know about. In any case, it won't be too hard to roll your own. Here's some code to get you started:
public class ImageLooper extends Composite {
// List of images that we will loop through
private final String[] imageUrls;
// Index of the image currently being displayed
private int currentImage = 0;
// The image element that will be displayed to the user
private final Image image = new Image();
// The Timer provides a means to execute arbitrary
// code after a delay or at regular intervals
private final Timer imageUpdateTimer = new Timer() {
public void run() {
currentImage = (currentImage + 1) % images.length;
image.setUrl(imageUrls[currentImage]);
}
}
// Constructor. I'll leave it to you how you're going to
// build your list of image urls.
public ImageLooper(String[] imageUrls) {
this.imageUrls = imageUrls;
// Prefetching the list of images.
for (String url : imageUrls)
Image.prefetch(url);
// Start by displaying the first image.
image.setUrl(imageUrls[0]);
// Initialize this Composite on the image. That means
// you can attach this ImageLooper to the page like you
// would any other Widget and it will show up as the
// image.
initWidget(image);
}
// Call this method to start the animation
public void playAnimation() {
// Update the image every two seconds
imageUpdateTimer.scheduleRepeating(2000);
}
// Call this method to stop the animation
public void stopAnimation() {
imageUpdateTimer.cancel();
}
}
One annoying thing with this implementation is that you have no way of knowing when your list of images has finished loading; Image.prefetch doesn't have a callback to help you here.

How to make a text event call on a function and how to display images in AS3?

Originally the AS3 script would trace some words for a certain string I typed in the textfield (ti). I want to know how to display and image, instead.
I know in AS2 it was loadMovie but I don't know how to do this in AS3. And would the loadit in the newvid function be the movieclip that changes or something else? (O got that function newvid script off a website.)
ti.border = true
ti.addEventListener(TextEvent.TEXT_INPUT, onInput);
function onInput(event:TextEvent):void {
if(ti.text.search('happyface')!=-1) newvid;
else if(ti.text.search('sadface')!=-1) trace ('sadface.jpg');
}
function newvid() {
var loadit = new Loader();
addChild(loadit);
loadit.load(new URLRequest("happyface.jpg"));
}
Loader class lets you load another SWF or Image file. Once loaded your loadit object becomes another display object. You can fix it's position, hide/show it or listen to it's events. Following is a very comprehensive example of using Loader class
http://www.republicofcode.com/tutorials/flash/as3loader/
Also check out the example in Loader documentation for example.
imho you need the Loader class, you should add a listener
loader.contentLoaderInfo.addEventListener(Event.INIT, onInit);
loader.load(new URLRequest("norton.swf"));
private function onInit(e:Event):void {
addChild(loader.content);
}

Resources