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 <[email protected]> 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 <[email protected]> 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 >> _______________________________________________ >> webkit-dev mailing list >> [email protected] >> https://lists.webkit.org/mailman/listinfo/webkit-dev > _______________________________________________ > webkit-dev mailing list > [email protected] > https://lists.webkit.org/mailman/listinfo/webkit-dev _______________________________________________ webkit-dev mailing list [email protected] https://lists.webkit.org/mailman/listinfo/webkit-dev

