I'm not a web designer, but that seems rather ass-backwards. I'm already looking at the image, therefore the image is already residing either in my cache or in my RAM. Why it is downloaded a second time instead of just being copied onto my drive?
I'm not a web designer, but that seems rather ass-backwards. I'm already looking at the image, therefore the image is already residing either in my cache or in my RAM. Why it is downloaded a second time instead of just being copied onto my drive?
The format allows for showing images when they are partially downloaded, and also allows pushing data that doesn't actually change the image.
you could right click, and copy image, rather than save as. It achieves what you wanted - save a copy of the image.
And it just worked, with no hassle.
However, this is easily defeated by the use of the console: Select the sources tab, locate the image and simply drag-and-drop the image from there, which will use the local cache instance for the source. Works also with this site, at least with Safari.
I don't understand why browsers aren't always doing this. They already have the image, why redownload it?
They don’t already have the image. They have part of the image. Because the connection hasn’t closed, as far as the browser is concerned, it’s still in the process of downloading it.
I can't vouch for chromium-*, but my Firefox does NOT do that. I've just tested it.
When the image is on my screen I can just screenshot it.
This is a common problem, using something in insecure environment, thats why companies are going into such extents to encrypt movies on whole train from source to the display and even those are regularly dumped.
If I can see it, I can make a copy of it.
Back in the late 1990s/early 2000s (this was so long ago that I cannot quickly find a reference), there were proposals to require all non-professional audio and video recorders to detect a watermark and disable recording when one was found. Needless to say this was a terrible idea, for several reasons.
More info (and link to a Windows viewer tool) here: https://stackoverflow.com/questions/6133490/how-can-i-read-c...
[1] For me on Linux, Chrome's is ~/.cache/google-chrome/Default/Cache/
It is however perfectly possible to decode blocks of JPG on a GPU by using shader code.
I ran into a Chrome performance bug years ago with animations, because the animation had more frames than the decoded cache size. Everything ground to a halt on the machine when it happened. Meanwhile older unoptimized browsers ran it just fine.
Your guess is as good as mine as to why.