requestanimationframe

How to use requestAnimationFrame in mousemove event?

China☆狼群 提交于 2019-12-24 12:32:16
问题 In my SVG based web application, a user can select a large number of shapes (even 800 or more) & move them about on the screen, which as one can imagine severely impacts the framerate. After reading the merits of requestAnimationFrame , I have been working since yesterday trying to incorporate it into my mousemove function, with the hope that by using a combination of throttling & requestAnimationFrame , I can get to a smooth framerate. Here is the jsFiddle in which I am moving 600 svg shapes

Use requestAnimationFrame in a class

一笑奈何 提交于 2019-12-23 09:26:15
问题 I'm having problem finding out how I can use requestAnimationFrame in a class. This code is working fine: window.onload = function () { var width = 20; function animation() { width++; var element = document.getElementById("box"); element.style.width = width + "px"; requestAnimationFrame(animation); } requestAnimationFrame(animation); }; But when I try putting it into a class, I don't get any result. class Animation{ width: number = 20; constructor() { requestAnimationFrame(this.loop); } loop(

requestAnimationFrame running slow on weak machines. Work around?

南笙酒味 提交于 2019-12-23 02:26:13
问题 So, I am doing an animation (Not on a website/webpage!), that uses Javascript . For the animation, I use requestAnimationFrame instead of setInterval , as setInterval did not work well enough for what I need. However, although requestAnimationFrame works well on decently powered devices, slow devices can't keep up with the standard 60 FPS, thereby slowing down the entire animation time. Is there a way I can make the animation work under a time frame, and have the FPS vary depending on how

requestAnimationFrame scope change to window

泄露秘密 提交于 2019-12-22 05:16:22
问题 I have a chain of objects that looks like this: Game.world.update() I would like to use requestAnimationFrame to determine the framerate of this function. However when I implement it like this: World.prototype.update = function() { requestAnimationFrame(this.update); } The scope changes from the world object to the window object. How do I maintain the scope I want while calling requestAnimationFrame()? I know it has something to do with anonymous functions and such, but I can't get my head

setTimeout 的黑魔法

邮差的信 提交于 2019-12-21 23:52:55
setTimeout,前端工程师必定会打交道的一个函数.它看上去非常的简单,朴实.有着一个很不平凡的名字--定时器.让年少的我天真的以为自己可以操纵未来.却不知朴实之中隐含着惊天大密.我还记得我第一次用这个函数的时候,我天真的以为它就是js实现多线程的工具.当时用它实现了一个坦克大战的小游戏,玩儿不亦乐乎.可是随着在前端这条路上越走越远,对它理解开始产生了变化.它似乎开始蒙上了面纱,时常有一些奇怪的表现让我捉摸不透.终于,我的耐心耗尽,下定决心,要撕开它的面具,一探究竟. 要说setTimeout的渊源,就得从它的官方定义说起.w3c是这么定义的 setTimeout() 方法用于在指定的毫秒数后调用函数或计算表达式。 看到这样一个说明,我们明白了它就是一个定时器,我们设定的函数就是一个"闹钟",时间到了它就会去执行.然而聪明的你不禁有这样一个疑问,如果是settimeout(fn,0)呢?按照定义的说明, 它是否会立马执行 ?实践是检验真理的唯一标准,让我们来看看下面的实验 <!DOCTYPE html> <html lang="en"> <head> <meta charset="UTF-8"> <title></title> </head> <body> <script> alert(1); setTimeout("alert(2)", 0); alert(3); <

Understanding requestanimationframe

限于喜欢 提交于 2019-12-21 23:01:14
问题 I am struggling to grok requestanimationframe . Is it correct to say that requestanimationframe is a browser API that enables logic that affects the painted user-interface to be run in a best-effort attempt to complete before the next blitting of the interface to the graphics subsystem, so as to avoid wasted effort painting frames that never make it to the screen due to phase differences between the physical screen refresh cycle and application rendering loop? 回答1: The requestAnimationFrame

Questions about Request Animation Frame

半世苍凉 提交于 2019-12-21 12:32:49
问题 I'm trying to build a parallax site, which will move few elements while scrolling the site. But instead of using a scroll event listener I'm using requestAnimationFrame , after reading this post by Paul Irish, and this video which said that scroll listener is a bit buggy. My questions are: It looks quite smooth in Chrome, but it's flickering badly in Firefox. Did I do something wrong here? Does my code actually taking up more resources than using normal scroll event listener ? I can hear my

change css on scroll event w/ requestAnimation Frame

[亡魂溺海] 提交于 2019-12-21 11:32:33
问题 I want to change the background color of in-viewport elements (using overflow: scroll ) So here was my first attempt: http://jsfiddle.net/2YeZG/ As you see, there is a brief flicker of the previous color before the new color is painted. Others have had similar problems. Following the HTML5 rocks instructions, I tried to introduce requestAnimationFrame to fix this problem to no avail: http://jsfiddle.net/RETbF/ What am I doing wrong here? Here is a simpler example showing the same problem:

change css on scroll event w/ requestAnimation Frame

梦想与她 提交于 2019-12-21 11:32:30
问题 I want to change the background color of in-viewport elements (using overflow: scroll ) So here was my first attempt: http://jsfiddle.net/2YeZG/ As you see, there is a brief flicker of the previous color before the new color is painted. Others have had similar problems. Following the HTML5 rocks instructions, I tried to introduce requestAnimationFrame to fix this problem to no avail: http://jsfiddle.net/RETbF/ What am I doing wrong here? Here is a simpler example showing the same problem:

requestAnimationFrame called right before the end of the frame?

亡梦爱人 提交于 2019-12-21 05:26:28
问题 I've been experimenting with jank-free rendering of complex scenes on HTML5 canvas. The idea is to split rendering into multiple batches with each batch taking a maximum of, say 12 ms, so that the concurrently running animations (very cheap to execute) are not interrupted. Conceptually, batch-rendering is implemented like this: function draw(ctx) { var deadline = window.performance.now() + 12; // inaccurate, but enough for the example var i = 0; requestAnimationFrame(function drawWithDeadline