- From: Jonas Sicking <jonas@sicking.cc>
- Date: Sat, 13 Mar 2010 12:30:23 -0800
On Sat, Mar 13, 2010 at 12:09 PM, Oliver Hunt <oliver at apple.com> wrote: > > On Mar 13, 2010, at 9:10 AM, Jonas Sicking wrote: >> There is a use case, which I suspect is quite common, for using >> <canvas> to manipulate files on the users file system. For example >> when creating a photo uploader which does client side scaling before >> uploading the images, or for creating a web based GIMP like >> application. >> >> In this case we'll start out with a File object that needs to be read >> in to a <canvas>. One solution could be to read the File into memory >> in a ByteArray (or similar) and add a synchronous >> canvas2dcontext.fromByteArray function. This has the advantage of >> being more generic, but the downside of forcing both the encoded and >> decoded image to be read into memory. > > Honestly i think ?nice and consistent way for this work work would simply be to support > someImage.src = someFileObject > > Which would be asynchronous, and support all the image formats the browser already supports. That is already possible: someImage.src = someFileObject.urn; However this brings us back to the very long list of steps I listed earlier in this thread. / Jonas
Received on Saturday, 13 March 2010 12:30:23 UTC