It might also be worth investigating if you can implement your entire algorithm 
in JavaScript using canvas. The performance might be acceptable. That would 
greatly simplify your code.

> On Mar 4, 2015, at 6:50 AM, Myles C. Maxfield <mmaxfi...@apple.com> wrote:
> 
> You might want to look at how the onLoad JavaScript event gets fired as well 
> as how ImageLoader updates the contents of images as more bytes are 
> downloaded. Investigating how animated gifs cause repaints might also be 
> helpful.
> 
> As far as the control of reacting to page load and setting up timers, you 
> might want to investigate doing that part in script, and implementing only 
> the image manipulation algorithm itself in native code.
> 
>> On Mar 4, 2015, at 12:44 AM, ankit srivastav <ank....@gmail.com> wrote:
>> 
>> Hi All,
>> 
>> We are working on manipulation of images(falling under a certain criteria) 
>> on a web page, but the algorithms being used for the purpose are a bit slow.
>> 
>> So, the idea is to save the images/renderImage objects and continue to 
>> render/paint the entire page  and once the page has been loaded/rendered we 
>> will trigger an event which will read the saved images one by one, apply the 
>> algorithm on them, and then finally repaint them. 
>> 
>> For this mechanism to work correctly we need :
>> 1) An event after the whole page will get rendered.
>> 2) A procedure by which we can trigger the repainting of the saved images.
>> 
>> Will it be possible to achieve this using events? If yes, what could be the 
>> possible approach? 
>> 
>> Thanks and Regards
>> Ankit
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