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Join Date: May 2005
Location: Wellington, New Zealand
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Actually, using this type of mechanism, the images are loaded on demand....
For an example of ondemand loading of images, check out this page: http://homepages.ihug.co.nz/~jlittle/imgs/images.html
You'll see images are loaded when you click on them.. and if your connection is slow enough, you should also see a please wait message (though I've found this doesn't always seem to work so well in IE).
A way of 'always' getting a different image is to implement a time based seed... this can be calculated in to avoid random providing the same image each load... a large set of images to choose from will also help.
For an example of ondemand loading of images, check out this page: http://homepages.ihug.co.nz/~jlittle/imgs/images.html
You'll see images are loaded when you click on them.. and if your connection is slow enough, you should also see a please wait message (though I've found this doesn't always seem to work so well in IE).
<html>
<script type="text/javascript">
var images = new Array("a.png", "b.png", "c.png");
function randomImageSelector(){
var imageNode = document.getElementById("randomImage");
var index = Math.floor(Math.random() * images.length);
imageNode.src = images[index];
imageNode.alt = images[index];
}
window.onload = function(){
randomImageSelector();
};
</script>
<body>
<img src="placeHolder.png" id="randomImage"/>
</body>
</html>
A way of 'always' getting a different image is to implement a time based seed... this can be calculated in to avoid random providing the same image each load... a large set of images to choose from will also help.
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