Warning: file_get_contents(/data/phpspider/zhask/data//catemap/9/javascript/396.json): failed to open stream: No such file or directory in /data/phpspider/zhask/libs/function.php on line 167

Warning: Invalid argument supplied for foreach() in /data/phpspider/zhask/libs/tag.function.php on line 1116

Notice: Undefined index: in /data/phpspider/zhask/libs/function.php on line 180

Warning: array_chunk() expects parameter 1 to be array, null given in /data/phpspider/zhask/libs/function.php on line 181
Javascript 有人能解释一下这个涉及回调的图像加载器函数吗 守则: 混乱_Javascript_Image Loading - Fatal编程技术网

Javascript 有人能解释一下这个涉及回调的图像加载器函数吗 守则: 混乱

Javascript 有人能解释一下这个涉及回调的图像加载器函数吗 守则: 混乱,javascript,image-loading,Javascript,Image Loading,3:向该函数传递两个参数,其中一个参数本身就是一个函数:callback var images = {}; 4:最后,图像设置为。。。努尔(?) 5:我的大脑在这一点上是混乱的 } }; images[src].src = sources[src]; } } window.onload = function(images){ 据我所知 1:参数“images”为空 var canvas = document.

3:向该函数传递两个参数,其中一个参数本身就是一个函数:callback

    var images = {};
4:最后,图像设置为。。。努尔(?)

5:我的大脑在这一点上是混乱的

            }
        };
        images[src].src = sources[src];
    }
}
 
window.onload = function(images){
据我所知

1:参数“images”为空

    var canvas = document.getElementById("myCanvas");
    var context = canvas.getContext("2d");
 
    var sources = {
        darthVader: "darth-vader.jpg",
        yoda: "yoda.jpg"
    };
 
    loadImages(sources, function(images){
2:现在它作为一个参数传递给这个内联函数——仍然没有指向任何地方。。。它现在应该调用上面定义的loadImages方法

        context.drawImage(images.darthVader, 100, 30, 200, 137);
它从哪里获得darthvader的上下文?我只看到“来源”上面有darthVader

        context.drawImage(images.yoda, 350, 55, 93, 104);
    });
};
资料来源:

编辑:问题::


从第4步:到第5步:(特别是在第二个for循环中),将创建一个新数组(images[src]),并将其传递给callback()函数,该函数在第2步之前定义为inline:。它实际上从何处获取源代码中的图像?

关于第一个问题:

var images = {};
大括号表示在javascript中它创建了一个新对象,因此它不是NUL而是一个空对象。Javascript中的对象类似于数组,但它存储的是键值对而不是索引值


要了解回调发生了什么,请执行以下操作:

callback是一个函数指针,调用者将其传递给函数“loadImages”


source是调用方传递给函数的参数

在下一行中,从该数组读取图像URL:

    images[src].src = sources[src];

正在创建一个新数组(images[src])

否,但在数组(数组元素)中创建了一个新项



这个加载器函数的缺点是,它只在回调中告诉您一个映像已经完成,而不告诉您是哪个映像完成了

我已将注释添加到您的JavaScript内联:

function loadImages(sources, callback){
    //  "{}" is object literal syntax.  images is a new empty object, not null.
    var images = {};
    var loadedImages = 0;
    var numImages = 0;

    for (var src in sources) {
        numImages++;
    }
    for (var src in sources) {
        //  In a for..in loop, the variable (src) is the key of the object (sources).
        //  The value is retrieved via object[key] (eg, sources[src]).

        //  In the first iteration of this loop, the images object is given a
        //  property of "darthVader", and "yoda" in the second iteration.
        //  Note: images[src] does not create a new array, but adds a property
        //  named the value of src to images using square bracket notation.
        images[src] = new Image();
        images[src].onload = function() {
            if (++loadedImages >= numImages) {
                callback(images);  // "callback" is passed images as a parameter
            }
        };
        images[src].src = sources[src];
    }
}
编辑:关于方括号符号的注释。鉴于此设置:

var obj = {};
var propertyName = "foo";
以下几行是等效的:

obj.foo = 1;
obj["foo"] = 1;
obj[propertyName] = 1;
上面的每一行都将向加载程序添加一个名为“foo”的属性 用法
请不要无缘无故地咒骂:“我的脑子里满是f***在这一点上……”我不明白它是怎么工作的。。。你能解释一下或者给我指一个我能理解这些函数的地方吗swearing@Felix我已经添加了特定的问题…
{}
是一个
对象
文本,
[]
是一个
数组
文本。不要混淆两者。
function loadImages(sources, callback){
    //  "{}" is object literal syntax.  images is a new empty object, not null.
    var images = {};
    var loadedImages = 0;
    var numImages = 0;

    for (var src in sources) {
        numImages++;
    }
    for (var src in sources) {
        //  In a for..in loop, the variable (src) is the key of the object (sources).
        //  The value is retrieved via object[key] (eg, sources[src]).

        //  In the first iteration of this loop, the images object is given a
        //  property of "darthVader", and "yoda" in the second iteration.
        //  Note: images[src] does not create a new array, but adds a property
        //  named the value of src to images using square bracket notation.
        images[src] = new Image();
        images[src].onload = function() {
            if (++loadedImages >= numImages) {
                callback(images);  // "callback" is passed images as a parameter
            }
        };
        images[src].src = sources[src];
    }
}
//  The "images" parameter referenced here is never used.  It's pretty pointless.
//  It would be an Event object, so calling it "images" is a misnomer.
window.onload = function(images){ 
    var canvas = document.getElementById("myCanvas"); 
    var context = canvas.getContext("2d"); 

    var sources = { 
        darthVader: "darth-vader.jpg", 
        yoda: "yoda.jpg" 
    }; 

    //  Don't confuse "images" here with the "images" parameter passed to 
    //  onload.  This is the callback's own private parameter.  It get's its
    //  value from the caller.
    loadImages(sources, function(images){ 
        context.drawImage(images.darthVader, 100, 30, 200, 137); 
        context.drawImage(images.yoda, 350, 55, 93, 104); 
    }); 
};
var obj = {};
var propertyName = "foo";
obj.foo = 1;
obj["foo"] = 1;
obj[propertyName] = 1;
function loadImages(sources, callback){
    //images is set to an object literal
    //this is the same as writing "var images = new Object();
    var images = {};

    //the counter for the number of images loaded
    var loadedImages = 0;

    //the total number of images
    var numImages = 0;

    //count the total number of images to load
    for (var src in sources) {
        numImages++;
    }

    //iterate through every image in sources
    //"src" will be the key used in the object passed to the function (i.e. "yoda")
    for (var src in sources) {
        //set image[*keyname*] to a new Image object
        //i.e. images.yoda = new Image(), images.darthVader = new Image();
        images[src] = new Image();

        //attach an onload event listener to the image
        images[src].onload = function(){
            //add one to the number of images loaded
            //if the number of images loaded is equal to the total number of images, call the callback
            if (++loadedImages >= numImages) {
                //pass the object containing the images to load as a parameter of the callback function
                callback(images);
            }
        };
        //set the source of the created image to the src provided in the sources object
        //i.e. images.yoda.src = sources.yoda
        images[src].src = sources[src];
    }
}
window.onload = function(images){
    //get the canvas
    var canvas = document.getElementById("myCanvas");

    //get the drawing context of the canvas
    var context = canvas.getContext("2d");

    //initialize a new object with two sources
    //accessible as sources.darthVader and sources.yoda
    var sources = {
        darthVader: "darth-vader.jpg",
        yoda: "yoda.jpg"
    };

    //load the images in sources using the provided callback function
    loadImages(sources, function(images){
        //draw the images that were loaded on the canvas
        context.drawImage(images.darthVader, 100, 30, 200, 137);
        context.drawImage(images.yoda, 350, 55, 93, 104);
    });
};