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Groups > comp.lang.javascript > #15837

Good way to construct animation player?

Date 2012-09-11 09:06 -0500
Subject Good way to construct animation player?
From Bint <bint@ign.com>
Newsgroups comp.lang.javascript
Message-ID <CC74AF7C.C630%bint@ign.com> (permalink)

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Hello,

  I have an animation gallery online -- the animations are represented as
folders of sequentially numbered image frames (PNG files).  I want to make a
player for these, where the user can click on a thumbnail and it will play
the frames in a loop.

I've tried this in the past and given up -- I ran into memory issues after
loading a certain number of frames.  It seemed that once I hit about 5MB of
frames total processed, it stopped working.  I didn't figure out how to free
the images that I was no longer using.

Back then, I think I was just loading the images using html image tags,
replacing the source value maybe?  It has been a couple of years and I have
lost that old code.

Now, I was wondering if there might be a better, maybe more memory efficient
way by using the canvas tag?

I still am not sure how to get the image files themselves from the server to
the client-side javascript.  Anyone have any suggestions?

Thanks!
B

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Thread

Good way to construct animation player? Bint <bint@ign.com> - 2012-09-11 09:06 -0500
  Re: Good way to construct animation player? Martin Leese <please@see.Web.for.e-mail.INVALID> - 2012-09-11 08:38 -0600
    Re: Good way to construct animation player? Bint <bint@ign.com> - 2012-09-11 10:41 -0500
  Re: Good way to construct animation player? SAM <stephanemoriaux.NoAdmin@wanadoo.fr.invalid> - 2012-09-12 03:38 +0200
    Re: Good way to construct animation player? Bint <bint@ign.com> - 2012-09-11 20:48 -0500
      Re: Good way to construct animation player? SAM <stephanemoriaux.NoAdmin@wanadoo.fr.invalid> - 2012-09-12 12:26 +0200

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