在下面的脚本中,我尝试调整上传图像的大小并返回调整后大小文件的文件大小。
vertex_array(std::initializer_list<float> vertex_buffer, const std::string& texture_file);
vertex_array va_2(
{ 0.5f, -0.5f, 0.5f, 1.0f, 0.0f,
0.5f, -0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, -0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.5f, 0.0f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f, 0.0f,
0.5f, 0.5f, -0.5f, 1.0f, 1.0f,
-0.5f, 0.5f, -0.5f, 0.0f, 1.0f,
-0.5f, 0.5f, 0.5f, 0.0f, 0.0f}, "blocks.png");
$(function() {
$("#file_select").change(function(e) {
var fileReader = new FileReader();
fileReader.onload = function(e) {
var img = new Image();
img.onload = function() {
var MAX_WIDTH = 100;
var MAX_HEIGHT = 100;
var width = img.width;
var height = img.height;
if (width > height) {
if (width > MAX_WIDTH) {
height *= MAX_WIDTH / width;
width = MAX_WIDTH;
}
} else {
if (height > MAX_HEIGHT) {
width *= MAX_HEIGHT / height;
height = MAX_HEIGHT;
}
}
console.log('looping');
var canvas = document.createElement("canvas");
// canvas.setAttribute('id', 'canvas')
canvas.width = width;
canvas.height = height;
canvas.getContext("2d").drawImage(this, 0, 0, width, height);
// //Line added
var canvasData = canvas.toDataURL();
// //Line edited
this.src = canvasData;
// //Line added
console.log(canvasData.length * 3 / 4, ' bytes');
document.body.appendChild(this); //remove this if you don't want to show it
}
img.src = e.target.result;
}
fileReader.readAsDataURL(e.target.files[0]);
});
});
它工作得很好,可以调整图像的大小并返回调整大小后的文件的大小,但是我面临的问题是<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7/jquery.js"></script>
<script src="http://malsup.github.com/jquery.form.js"></script>
<h1 class="logo">Upload Picture</h1>
<div id="upload_form_div">
<form id="upload_form" method="POST" enctype="multipart/form-data" action="upload">
<input type="file" name="file" capture="camera" id="file_select" />
</form>
</div>
<div id="loading" style="display:none;">
Uploading your picture...
</div>
元素在canvas
内不断创建不停,这非常消耗杯资源和我的操作系统在一段时间后变得死机了。如果我在这里删除了所有与画布相关的脚本,它就可以正常工作,但这不是我想要的。
发生了什么事,我怎么能摆脱呢?谢谢。
答案 0 :(得分:1)
创建一个变量来跟踪onload
范围之外的画布。
let canvas;
$(function() {
$("#file_select").change(function(e) {
var fileReader = new FileReader();
fileReader.onload = function(e) {
var img = new Image();
img.onload = function() {
var MAX_WIDTH = 100;
var MAX_HEIGHT = 100;
var width = img.width;
var height = img.height;
if (width > height) {
if (width > MAX_WIDTH) {
height *= MAX_WIDTH / width;
width = MAX_WIDTH;
}
} else {
if (height > MAX_HEIGHT) {
width *= MAX_HEIGHT / height;
height = MAX_HEIGHT;
}
}
console.log('looping');
if (canvas) return;
canvas = document.createElement("canvas");
// canvas.setAttribute('id', 'canvas')
canvas.width = width;
canvas.height = height;
canvas.getContext("2d").drawImage(this, 0, 0, width, height);
// //Line added
var canvasData = canvas.toDataURL();
// //Line edited
this.src = canvasData;
// //Line added
console.log(canvasData.length * 3 / 4, ' bytes');
document.body.appendChild(this); //remove this if you don't want to show it
}
img.src = e.target.result;
}
fileReader.readAsDataURL(e.target.files[0]);
});
});
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.7/jquery.js"></script>
<script src="http://malsup.github.com/jquery.form.js"></script>
<h1 class="logo">Upload Picture</h1>
<div id="upload_form_div">
<form id="upload_form" method="POST" enctype="multipart/form-data" action="upload">
<input type="file" name="file" capture="camera" id="file_select" />
</form>
</div>
<div id="loading" style="display:none;">
Uploading your picture...
</div>