I Think my code is now working without the timeout,
Think maybe the path to the image was wrong.

Thanks for your input, when i am sure it is working i will post the
code as it maybe some help to others.

Roger[Excell]

On Jul 21, 9:06 am, Jesse MacFadyen <[email protected]> wrote:
> What you are seeing is probably a JavaScript timeout. If any JavaScript 
> command takes too long then it will be aborted.
>
> There is a practical limit to the size of the image you can manipulate in 
> this way, especially on a mobile device.
> How big is your image? In bytes?
>
> Sent from my iPhone
>
> On 2010-07-20, at 10:42 PM, Excell <[email protected]> wrote:
>
> > With out the timeout, when it jumps to the next function dataURL
> > ="data:," not dataURL="data:,/png;base64,iVBORw........etc",
>
> > so I assume it takes needs time to write the rest of the data string,
>
> > which makes it asynchronous behavior
>
> > Roger[Excell]
>
> > On Jul 21, 3:07 am, Jesse MacFadyen <[email protected]> wrote:
> >> The call canvas.toDataUrl should be synchronous so your timeout would not 
> >> be set until after the call had completed.
>
> >> Have you observed asynchronous behavior?
>
> >> Sent from my iPhone
>
> >> On 2010-07-20, at 4:48 PM, Excell <[email protected]> wrote:
>
> >>> I am having some success in achieving what my aim was using simple
> >>> code.
> >>> But I have one question
>
> >>> I have had to use a setTimeout to wait for the canvas.toDataURL() to
> >>> complete before saveing the data.
>
> >>> This is not a great way to move forward as depending on the size of
> >>> the image will change the amount of time i would need to set.
>
> >>> Is there anyway to know when canvas.toDataUrl() is complete
>
> >>> maybe I am coding this wrong
>
> >>> Hope that makes sense
>
> >>> <sample code below>
> >>> function drawImage(img) {
> >>>    var canvas = document.createElement("canvas");
> >>>    canvas.width = img.width;
> >>>    canvas.height = img.height;
> >>>    var ctx = canvas.getContext("2d");
> >>>    ctx.drawImage(img,0,0);
> >>>    var dataURL = canvas.toDataURL();
> >>>    setTimeout(insert(dataURL),2000);//delay enough for the canvas to be
> >>> converted and save to local database
>
> >>>    //insert(dataURL);
> >>>    //this.cacheImageData(img.src, dataURL);
> >>> }
>
> >>> Thanks
>
> >>> Roger[Excell]
>
> >>> On Jul 16, 7:14 pm, Bill Humphries <[email protected]> wrote:
> >>>> On Jul 16, 2010, at 11:08 AM, Jesse MacFadyen wrote:
>
> >>>>> Here's how to get the data from an image.
> >>>>>http://blogs.nitobi.com/jesse/2009/09/24/image-caching-with-the-html5...
>
> >>>> Thanks, Jesse. That's much more succinct than my example. Bookmarkiing 
> >>>> it.
>
> >>>> -- Bill Humphrieshttp://whump.com
>
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