I am coding a script in which the user selects a range of data, and then I fetch a bunch of images (over 150) from the server and then I loop trough them to make something
I agree with Joseph on his second point. Here's a nice link to accomplish image preloading before you start the loop: http://www.javascriptkit.com/javatutors/preloadimagesplus.shtml
you might wanna consider spriting which is putting all images into one big image. with this, you only need to load one big image, and then just reposition for every scene.
or, you might also want to pre-load those 150 images, before actually using them. you can use JS array to store Image objects and then loop through that array to get your images.
var images = [];
var expectLoaded = 150;
for(var i = 0; i<expectLoaded;i++){
(function(i){
//new image object
var img = new Image();
//onload hander
img.onload = function(){
//after load, push it into the array
images.push[img];
//and check if the all has loaded
if(images.length === expectLoaded){
//preload done
}
}
//start loading this image
img.src = //path to image[i];
},(i));
}
loops block the UI thread. JS is single-threaded, meaning code gets executed in a linear fashion, one after the other. anything that comes after that loop statement will wait until the loop finishes. if that loop takes long... grab some coffee. plus, since you are manipulating the DOM, you don't see the changes since the UI thread is blocked.
but there are ways to bypass this, and one of them is using timeouts to delay and queue the code for later execution, when JS is not busy.
function animate(frameNo){
//animate frame[frameNo];
if(frameNo < total_frames){ //make the UI breate in between frames
setTimeout(function(){ //so that changes reflect on the screen
animate(++frameNo); //then animate next frame
},200);
}
}
//start
animate(0);