any code make sure json fully added to canvas? - fabricjs

var json = [];
json.push(json2);
function makeallImage(){
console.log('json length'+json.length);
for (var v = 0; v < json.length; v++){
convertImgToBase64(v, "jpg");
console.log("ksana"+v);
}
}
function convertImgToBase64(number, outputFormat){
var tmpData =
canvas.loadFromJSON(json[number], canvas.renderAll.bind(canvas), function(){
**//need to absolute comfirm it add all object in canvas, load complete json2 //**
canvas.on('object:added', function(e) {
toImg();
});
});
}
function toImg(outputFormat){
var s = document.getElementById("last_Image");
var url = canvas.toDataURL();
var newImg = document.createElement("img"); // create img tag
console.log(newImg);
newImg.src = url;
newImg.width = 100;
newImg.height = 100;
s.appendChild(newImg);
console.log('mpike sto dom');
}
i am using this code to create image to field , problem is if my json object contain image ,it will create empty image. so i figure it out is because loading the src need time and canvas create image before it fully load.
i need to make sure the json fully loaded on canvas first , so i found a fabric code call object:added , which can make sure object added in canvas , but it count object one by one , so if my json cotain 2 object it will create more image.
achievement
1. i need to make sure my json fully load or create in canvas before create image , is they any way to make sure json fully added to canvas?
Demo see my problem using object:added it load multiple image.

You should dump reviver and use just the callback function.
http://jsfiddle.net/v1nmtz02/2/
You will have some difficulties with fabricImages and objects that have a content that is async. That is not yet solved at library level.
function _callback() {
canvas.renderAll();
toImg();
}
function convertImgToBase64(number, outputFormat){
var tmpData = canvas.loadFromJSON(json[number], _callback);
}
Complete snippet:
var canvas = new fabric.Canvas('canvas');
var json2 = '{"objects":[{"type":"circle","originX":"center","originY":"center","left":300,"top":400,"width":200,"height":200,"fill":"rgb(166,111,213)","overlayFill":null,"stroke":null,"strokeWidth":1,"strokeDashArray":null,"strokeLineCap":"butt","strokeLineJoin":"miter","strokeMiterLimit":10,"scaleX":1,"scaleY":1,"angle":0,"flipX":false,"flipY":false,"opacity":1,"shadow":{"color":"#5b238A","blur":20,"offsetX":-20,"offsetY":-10},"visible":true,"clipTo":null,"radius":100},{"type":"rect","originX":"center","originY":"center","left":300,"top":500,"width":150,"height":150,"fill":"#fbb802","overlayFill":null,"stroke":null,"strokeWidth":1,"strokeDashArray":null,"strokeLineCap":"butt","strokeLineJoin":"miter","strokeMiterLimit":10,"scaleX":1,"scaleY":1,"angle":0,"flipX":false,"flipY":false,"opacity":1,"shadow":{"color":"rgba(94, 128, 191, 0.5)","blur":5,"offsetX":10,"offsetY":10},"visible":true,"clipTo":null,"rx":0,"ry":0,"x":0,"y":0}],"background":""}';
var json = [];
json.push(json2);
function makeallImage(){
for (var v = 0; v < json.length; v++){
convertImgToBase64(v, "jpg");
}
}
function _callback() {
canvas.renderAll();
toImg();
}
function convertImgToBase64(number, outputFormat){
var tmpData = canvas.loadFromJSON(json[number], _callback);
}
function toImg(outputFormat){
var s = document.getElementById("last_Image");
var url = canvas.toDataURL();
var newImg = document.createElement("img");
newImg.src = url;
newImg.width = 100;
newImg.height = 100;
s.appendChild(newImg);
}
<script src="http://fabricjs.com/lib/fabric.js"></script>
<canvas id='canvas' width="550" height="550" style="border:#000 1px solid;"></canvas>
<button onclick="makeallImage();">makepng</button>
<div id="last_Image" style="background:red"></div>

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I'm trying make a animated banner to discord server, but I have some problems with that. I don't know why document is not defined. I tried a bunch of ways, but none of them worked.
try {
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error:
ReferenceError: document is not defined
at savePixels (C:\Users\hotab\Desktop\Root\node_modules\save-pixels-jpeg-js-upgrade\save-pixels.js:127:20)
at Object.getImage (C:\Users\hotab\Desktop\Root\node_modules\gif-frames\gif-frames.js:105:20)
at C:\Users\hotab\Desktop\Root\utils\banner.js:31:34
TL;DR:
Your code runs in NodeJS, in which there is no document object because it does not make sense on a backend server. So using document results in an exception.
More details
You are using the node module gif-frames that depends on another node module called save-pixels-jpeg-js-upgrade which tries to access the document object that only exists in a browser context (see code here).
Either the documentation of gif-frames stating that it can run in both Node and browsers contexts is incorrect or there are some restrictions to some APIs, which you are facing here. Based on the node module code, it seems to be limited to the CANVAS case, but I can't help you any further...

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I have a canvas and in the canvas I want to load an image.
client.js
game.viewport = document.getElementById('viewport');
game.card1 = document.getElementById('card1');
//Adjust their size
game.viewport.width = game.world.width;
game.viewport.height = game.world.height;
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game_core.js
game_core.prototype.client_cards = function(game_instance) {
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img.src = '/images/Chainlinks/AddBurn.png';
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this.ctx2.fillText('Summoner: '+player1, 10 , 20);
The text Summnor2: is visible in the canvas but the image isn't drawed. If I look in de cmd of node.js he finds the image path. so I really don't know where it goes wrong.
Try something like this. Make sure image path is correct.
var self = this;
var img = new Image();
img.src = './images/Chainlinks/AddBurn.png';
img.onload = function() {
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};

How to read image from Application folder in winjs

How to read image from Application folder in winjs
var item = groupedProducts.getAt(indx);
item.img = Windows.Storage.ApplicationData.current.localFolder.path + "\\" + "3766111.jpg";
groupedProducts.setAt(indx, item);
WinJS.UI.processAll();
You need to use the async APIs to access files in ApplicationData in WinJS, such as the getFileAsync function used below (this is a helper function I use in databinding for one of my apps):
function getLocalLargeMapTile(item) {
return new WinJS.Promise(
function (completed, error, progress) {
var filename;
var sourceFolder;
if (item.latlong) {
var latandlong = item.latlong.split(", ");
var lat = latandlong[0];
var lon = latandlong[1];
filename = lat + lon + ".png";
var appData = Windows.Storage.ApplicationData.current;
sourceFolder = appData.localFolder;
sourceFolder.getFileAsync(filename).then(function (file) {
var mapUrl = window.URL.createObjectURL(file, { oneTimeOnly: true });
completed(mapUrl);
},
function (error) {
handleError(error)
});
}
else {
filename = "ms-appx:///images/megaphone_256x256.png";
completed(filename);
}
}
);
}
What I'm doing in the helper function is checking whether my data includes a latitude and longitude, and if so, checking for a file with a matching filename, and since those files are in the Application Data folder, wrapping the file with an objectURL and returning a promise with the objectURL. Otherwise, I simply return an ms-appx url pointing to a static file in the app's images folder. Here's how I call this helper function, from a programmatic template (I don't think you can do this with a declarative template):
var image = document.createElement("img");
image.className = "item-image";
image.src = "ms-appx:///images/megaphone_256x256.png";
result.appendChild(image);
// additional code omitted
var promise = mapTileUtil.getLocalMapTile(currentItem);
promise.done(function (mapTileUrl) {
image.src = mapTileUrl;
});
For more info on templating functions, which provide greater control over the rendered markup than declarative templates, check out:
http://msdn.microsoft.com/en-us/library/windows/apps/jj585523.aspx
and
http://go.microsoft.com/fwlink/p/?linkid=231499
For more information on Windows Store app development in general, register for App Builder.

Cycling images in a live tile

I have a winJS app that is a working launcher for a steam game. I'd like to get it to cycle through 5 images even while not running.
It uses only the small tile — there are no wide tiles images for this app.
Here's the code:
(function () {
"use strict";
WinJS.Namespace.define("Steam", {
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var uri = new Windows.Foundation.Uri(url);
Windows.System.Launcher.launchUriAsync(uri).then(
function (success) {
if (success) {
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window.close();
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});
WinJS.Namespace.define("Tile", {
enqueue: function initialize() {
var updaterHandle = Windows.UI.Notifications.TileUpdateManager.createTileUpdaterForApplication();
updaterHandle.enableNotificationQueue(true);
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var template = Windows.UI.Notifications.TileTemplateType.tileSquareImage;
var tileXml = Windows.UI.Notifications.TileUpdateManager.getTemplateContent(template);
var randIndx = Math.floor(Math.random() * 5);
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var tileImageAttributes = tileXml.getElementsByTagName("image");
tileImageAttributes[0].setAttribute("src", "ms-appx:///images/Borderlands2/borderlands_2_" + randIndx + "_sidyseven.png");
tileImageAttributes[0].setAttribute("alt", "Borderlands 2");
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var currentTime = new Date();
tileNotification.expirationTime = new Date(currentTime.getTime() + randUpdatetime);
tileNotification.tag = "newTile";
var updater = Tile.enqueue();
updater.update(tileNotification);
setTimeout('Tile.update();', randUpdatetime);
}
});
WinJS.Binding.optimizeBindingReferences = true;
var app = WinJS.Application;
var activation = Windows.ApplicationModel.Activation;
app.onactivated = function (args) {
if (args.detail.kind === activation.ActivationKind.launch) {
setTimeout('Steam.launch("steam://rungameid/49520");', 800);
args.setPromise(WinJS.UI.processAll().then(function () {
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};
app.start();
})();
Notes:
The code currently does not cycle the image, instead either
apparently never changing, or after launch replacing the application
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in the main tile).
When I run in debug and set a breakpoint at the
TileUpdater.update(TileNotification) stage, I can verify in the
console that the image src attribute is set to a random image
just as I wanted:
>>>>tileNotification.content.getElementsByTagName("image")[0].getAttribute("src")
"ms-appx:///images/Borderlands2/borderlands_2_4_sidyseven.png"
But this never actually displays on the tile.
These image files are included in the solution, and they appear in the proper directory in the Solution Explorer.
If the image src attribute is set properly in debug then the image may not have the proper "Build Action".
In the 'Properties' of each image, set "Build Action" to "Resource".

Image not saving on a Palm device

Updated: webOS version 2.1...
This base64 encoded image data generates the correct data image when I append it to the source of an image, like this:
var img = new Image();
img.src= data
var data = "data:image/png;base64,iVBORw0KGgoAAAANSUh
EUgAAAJYAAACmCAIAAAC3GeEYAAEkgklEQVR4AQD9/wIAADt8Fj5/GUSA IESAIEN/GUd/H0V+IEaEIE
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var fs = IMPORTS.require('fs');
var path = IMPORTS.require('path');
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path.exists('/media/internal/wallpapers/', function(exists){
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var id = fs.openSync('/media/internal/wallpapers/i.png', 'w', 666);
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The saved version of the image has totally different pixel values.
EDIT
I came to find out that the image data above isn't correct. I am using a PNG library to generate base64 image data of a canvas pixel array. The link is http://www.xarg.org/2010/03/generate-client-side-png-files-using-javascript/.
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Here is the code I have used with this library to manipulate my canvas image data as a pixel array:
EditorAssistant.prototype.getDataURL = function(width,height,pixelArray) {
var p = new PNGlib(height, width, 256); // Construcor takes height, weight and color-depth.
var background = p.color(0, 0, 0, 0);
var k = 0;
for (var j = 0; j<height; j++) {
for (var i =0; i<width; i++) {
var x =i;
var y =j;
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k+=4;
}
}
return 'data:image/png;base64,'+p.getBase64() ;
}
Does this library work and where am I doing it wrong?
libpng.js only supports 256 color images, so that may be the problem. There are other base64 encoding utilities which may work as expected.

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