I\'m loading (large) images dynamically to draw into a html5 canvas, something like this:
var t = new Image();
t.onload = ...
t.src = \'http://myurl\';
This is the only way that I managed to get it to work in all modern browsers (Chrome, Safari, Mobile-Safari, Firefox, and IE9).
iframeimage tag to the body in the iframeimg.onload completes, you can use that image dom element to draw to an html5 canvas with drawImage()stop() on the iframe's contentWindow (or execCommand("stop", false) on contentDocument in IE).I created a class for this, and put the coffeescript code (and it's compiled javascript) on github: Cancelable Html5 Image Loader
If you want to play with it, I also created a jsfiddle to test it out. Remember to start Fiddler2 (or something like it) to see that the actual network request is really being canceled.