53 lines
1.9 KiB
HTML
53 lines
1.9 KiB
HTML
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<!doctype html>
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<html lang="en">
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
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<link rel="stylesheet" href="../lib/3rdparty/highlight/styles/default.css">
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<link rel="stylesheet" href="../css/doctest.css">
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<script src="../lib/3rdparty/highlight/highlight.pack.js"></script>
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<script src="../lib/3rdparty/all.js"></script>
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<script src="all.js"></script>
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</head>
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<body onload="Doctest.run()" >
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<h1>Image Loader Worker</h1>
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<p>
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The loading of multiple small images (e.g. loadimng tiles of a zoomable
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map) is a time consuming task that leads to small but noticeable delays
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in touch interaction if standard DOM events are used. With a worker we
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can try to do most of the time consuming processing in the background.
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</p>
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<p>Let's look at an example of a image loader worker:</p>
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<img id="img1" width="160" height="120" class="grayBorder interactive" src=""/>
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<img id="img2" width="160" height="120" class="grayBorder interactive" src=""/>
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<img id="img3" width="160" height="120" class="grayBorder interactive" src=""/>
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<img id="img4" width="160" height="120" class="grayBorder interactive" src=""/>
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<script class="doctest">
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let urls = [
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'http://i.imgur.com/JmvCQXd.jpg',
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'http://i.imgur.com/L4ipvCE.jpg',
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'http://i.imgur.com/fKDIYIP.jpg',
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'http://i.imgur.com/4ad4bo5.jpg'
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]
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let imgs = [img1, img2, img3, img4]
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let count = 0
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let worker = new Worker("imageloader.js")
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worker.onmessage = (event) => {
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console.log("Loaded", event.data)
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if (event.data.success) {
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console.log("Loaded", event.data.url)
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imgs[count].src = event.data.url
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count += 1
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}
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}
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worker.postMessage({command: "load", urls: urls})
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worker.postMessage({command: "abort", urls: urls})
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worker.postMessage({command: "load", urls: urls})
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</script>
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</body>
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