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Trying to fire the onload event on script tag
I'm trying to load a set of scripts in order, but the onload event isn't firing for me.
1 Answer
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Drawing an SVG file on a HTML5 canvas
... Simon, what you are saying is not correct. And secondly, it's a confirmed bug in Chrome.
– Mathias Lykkegaard Lorenzen
Jul 29 '11 at 12:25
5
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In JavaScript, does it make a difference if I call a function with parentheses?
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window.onload = initAll();
This executes initAll() straight away and assigns the function's return value to window.onload. This is usually not what you want. initAll() would have to return a function for this to make sense.
win...
Is onload equal to readyState==4 in XMLHttpRequest?
... so much different between onreadystatechange --> readyState == 4 and onload, is it true?
3 Answers
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Response.Redirect with POST instead of Get?
...edirect the POST request from domain A to domain B without any warnings or confirmation dialogs! Safari also acts in an interesting manner, while it does not raise a confirmation dialog and performs the redirect, it throws away the POST data, effectively changing 307 redirect into the more common 30...
image.onload event and browser cache
... an image is loaded, but if the image is saved in the browser cache, the .onload event will not be fired.
5 Answers
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Using PUT method in HTML form
...var deleteMethod = ( event ) => {
event.preventDefault();
var confirm = window.confirm( "Certeza em deletar este conteúdo?" );
if ( confirm ) {
var target = event.target;
while ( target.tagName != "FORM" ) {
target = target.parentElement;
}
var...
How do I return the response from an asynchronous call?
...hen readyState is 4. Of course, it's not supported in IE8. (iirc, may need confirmation.)
– Florian Margaine
Dec 22 '13 at 21:09
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Difference between DOMContentLoaded and load events
...ded and finished evaluating. You can take a look at this SO question, that confirms it: stackoverflow.com/questions/42950574/…
– radzak
Apr 13 '19 at 8:56
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Drawing an image from a data URL to a canvas
...canvas_id');
var ctx = myCanvas.getContext('2d');
var img = new Image;
img.onload = function(){
ctx.drawImage(img,0,0); // Or at whatever offset you like
};
img.src = strDataURI;
Edit: I previously suggested in this space that it might not be necessary to use the onload handler when a data URI i...
