Exciting Update: I have discovered a simpler method to tackle this issue, tailored to your specific application needs. Instead of juggling multiple images, consider utilizing just one <img>
element or Image
object (possibly two for 'this' and 'next' images if animations are required) and updating properties like .src
, .width
, .height
as needed. With this approach, you can steer clear of the 10MB cap effortlessly. For example, in a carousel scenario, start with compact placeholders to streamline implementation.
There could be a viable workaround at hand.
The essence lies in delving deep into image management and deliberately downsizing any redundant images. While traditional methods such as
document.removeChild(divMyImageContainer)
or
$("myimagecontainer").empty()
aim to free up memory, they fall short on Mobile Safari due to its reluctance in deallocating memory post-removal. The answer? Optimize the image directly to minimize memory usage by modifying the
src
attribute. A quick way is introducing a
data URL. For instance:
myImage.src="/path/to/image.png"
...transforms into:
myImage.src="data:image/gif;base64,AN_ENCODED_IMAGE_DATA_STRING"
A demonstration test below showcases the efficacy. Previously, my sizable 750KB image would overwhelm the browser, halting all JS operations. However, after resetting src
, I successfully loaded the same image over 170 times. A detailed breakdown of the code functioning follows.
var strImagePath = "http://path/to/your/gigantic/image.jpg";
var arrImages = [];
var imgActiveImage = null
var strNullImage = "data:image/gif;base64,R0lGODlhEAAOALMAAOazToeHh0tLS/7LZv/0jvb29t/f3//Ub//ge8WSLf/rhf/3kdbW1mxsbP//mf///yH5BAAAAAAALAAAAAAQAA4AAARe8L1Ekyky67QZ1hLnjM5UUde0ECwLJoExKcppV0aCcGCmTIHEIUEqjgaORCMxIC6e0CcguWw6aFjsVMkkIr7g77ZKPJjPZqIyd7sJAgVGoEGv2xsBxqNgYPj/gAwXEQA7";
var intTimesViewed = 1;
var divCounter = document.createElement('h1');
document.body.appendChild(divCounter);
var shrinkImages = function() {
var imgStoredImage;
for (var i = arrImages.length - 1; i >= 0; i--) {
imgStoredImage = arrImages[i];
if (imgStoredImage !== imgActiveImage) {
imgStoredImage.src = strNullImage;
}
}
};
var waitAndReload = function() {
this.onload = null;
setTimeout(loadNextImage,2500);
};
var loadNextImage = function() {
var imgImage = new Image();
imgImage.onload = waitAndReload;
document.body.appendChild(imgImage);
imgImage.src = strImagePath + "?" + (Math.random() * 9007199254740992);
imgActiveImage = imgImage;
shrinkImages()
arrImages.push(imgImage);
divCounter.innerHTML = intTimesViewed++;
};
loadNextImage()
This snippet was crafted for testing purposes, necessitating adaptation for individual scenarios. Comprising three segments, the core functionality centers around
imgStoredImage.src = strNullImage;
loadNextImage()
initiates loading an image and triggers shrinkImages()
, binding an onload
event to kickstart subsequent image loading (note: the event clearing piece is pending).
waitAndReload()
introduces a delay allowing time for image rendering, crucial given Mobile Safari's slower processing of large visuals.
shrinkImages()
cycles through prior images (excluding active), repurposing .src
to the data url.
I opted for a placeholder image within the dataurl for illustrative purposes. For practical use, opt for a transparent gif like:
data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==