<html>
<head>
<title>My Image Cloning</title>
<script type="text/javascript">
sourceImage = new Image();
sourceImage.src = "myImage.png";
function cloneImageA () {
imageA = new Image();
imageA.src = sourceImage.src;
document.getElementById("content").appendChild(imageA);
}
function cloneImageB () {
imageB = sourceImage.cl开发者_运维百科oneNode(true);
document.getElementById("content").appendChild(imageB);
}
function cloneImageC()
{
var HTML = '<img src="' + sourceImage.src + '" alt="" />';
document.getElementById("content").innerHTML += HTML;
}
</script>
</head>
<body>
<div id="controle">
<button onclick="cloneImageA();">Clone method A</button>
<button onclick="cloneImageB();">Clone method B</button>
<button onclick="cloneImageC();">Clone method C</button>
</div>
<div id="content">
Images:<br>
</div>
</body>
Solution
Added cache-headers server-side with a simple .htaccess file in the directory of the image(s):
/img/.htaccessHeader unset Pragma
Header set Cache-Control "public, max-age=3600, must-revalidate"
All of the above javascript method's will use the image loaded if the cache-headers are set.
Afaik the default browser behavior is to cache images. So something like this should work the way you want:
var sourceImage = document.createElement('img'),
imgContainer = document.getElementById("content");
sourceImage.src = "[some img url]";
imgContainer.appendChild(sourceImage);
function cloneImg(){
imgContainer.appendChild(sourceImage.cloneNode(true));
}
It's all pretty sop, so it should run in IE6 too (I don't have it, so can't test that). See it in action
Furthermore, you may want to check the cache setting of your IE6 browser. I remember from the not so good old days with IE<8 that I sometimes reverted to setting the cache to refresh "every time you load the page" (or someting like that).
javascript has provisions for this build in. here is code modified from Danny Goodman's Javascript Bible 2nd Ed p.498,500 for cacheing/preloading an image,
<img src='/images/someotherimage1.png' id='img1'>
<img src='/images/someotherimage2.png' id='img2'>
<img src='/images/someotherimage3.png' id='img3'>
<script type="text/javascript">
function assignall(numImages, x, y) {
var img = new Image(x, y);
img.src = '/images/someimage.png';
var x;
for (x=1; x <= numImages; x++) {
document.getElementById('img'+x).src = img.src;
}
}
assignall(3); //do it.
</script>
you can always use an array if you have a number of images to work with.
var img = new Array();
function initallimages(numImages, x, y) {
var x;
for (x=1; x <= numImages; x++) {
img['img' + x] = new Image(x,y);
img['img' + x].src = '/images/someimage.png';
}
}
function assignallimages(numImages) {
var x;
for (x=1; x <= numImages; x++) {
document.getElementById('img' + x).src = img['img'+x]['img' + x].src;
}
}
initallimages(3, 320, 240);
assignallimages(3);
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