In the first two articles of this series, I showed you a number of steps involved in constructing a 3D HTML table and putting an image gallery in such a table. I discussed the capabilities we'd want our gallery to have, and the three modes in which it would function. In this conclusion to the series, I will show you how to get those modes working and pull everything together.
Completing a 3D HTML Table Image Gallery - Advantages of the Image Gallery in a 3D HTML Table (Page 4 of 4 )
The approach in this series becomes advantageous when you have many pictures. One way to set up the image gallery is to have many pictures in one long page. The user scrolls down until he reaches the end of the page; then he click a Next button, which downloads another long page for him to scroll down.
Another way is to present a set of small pictures in a page. The user glances through the set and can maximize any image. When he wants the next set, he clicks a Next button that downloads the next set.
Scrolling down and waiting for a page to download are tedious. The 3D method overcomes these issues. That is, with the 3D method, you do not have scroll down or download any set of images. The 3D method comes with these two advantages.
Size of the 3D Table
One set of pictures with its associated buttons should not occupy more than one screen. The number of planes (z-axis) can be as many as technology allows. I expect you to point out that if the planes are too many, it will take too long to download, right? There is a new technology that allows you to solve such a problem. In fact I intend to write a series of articles just on this new technology.
It is not difficult for you to add code that will make you see (jump to) a particular plane. To do this, let the “scrollInward()” function take an integer argument. This argument will become the value of the internal variable k in the function. At the end of the function, k will be assigned to the "present" variable.
Conclusion
A 3D HTML table image gallery offers advantages over traditional gallery methods. You can combine all the bits of code I have given in this series to form one code. You can then use the result as the basis for your own project.
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