requestanimationframe

Get frame numbers in HTML5 Video

谁说胖子不能爱 提交于 2019-11-28 06:31:41
I am trying to capture each frame number of the video however it looks like there is no way of achieving it. So I started my own clock to match the frame numbers of the video but they never match and the difference keeps increasing as the video progress. Please have a look at my bin. http://jsbin.com/dopuvo/4/edit I have added the frame number to each frame of the video from Adobe After Effect so I have more accurate information of the difference. The Video is running at 29.97fps and the requestAnimationFrame is also set to increase the number at the same rate, however I am not sure where this

js requestAnimationFrame

谁说胖子不能爱 提交于 2019-11-27 21:30:44
window.requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame || function (callback) { //为了使setTimteout的尽可能的接近每秒60帧的效果 window.setTimeout(callback, 1000 / 60); }; window.cancelAnimationFrame = window.cancelAnimationFrame || Window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.msCancelAnimationFrame || window.oCancelAnimationFrame || function (id) { //为了使setTimteout的尽可能的接近每秒60帧的效果 window.clearTimeout(id); } 来源: https://blog.csdn.net

Is there anything faster than setTimeout and requestAnimationFrame?

落爺英雄遲暮 提交于 2019-11-27 19:17:55
问题 (I need a process.nextTick equivalent on browser.) I'm trying to get the most out of javascript performance so I made a simple counter ... In a second I make continuous calls to a function that just adds one to a variable. The code: codepen.io/rafaelcastrocouto/pen/gDFxt I got about 250 with setTimeout and 70 with requestAnimationFrame in google chrome / win7. I know requestAnimationFrame goes with screen refresh rate so, how can we make this faster? PS: I'm aware of asm.js 回答1: Well, there's

requestAnimationFrame garbage collection

前提是你 提交于 2019-11-27 18:46:59
I'm profiling the following code's memory usage using the Timeline in Chrome Dev Tools v27. <!DOCTYPE html> <html> <head> <meta http-equiv='content-type' content='text/html; charset=UTF-8' /> <title>RAF</title> </head> <body> <script type='text/javascript' charset='utf-8'> var frame = function() { window.webkitRequestAnimationFrame(frame); }; window.webkitRequestAnimationFrame(frame); </script> </body> </html> Notice it's simple. But eventually I see the a tooth pattern appear that indicates the garbage collector is reclaiming memory. Does raf create garbage objects by default? Is there any

Does React use requestAnimationFrame? If so, how does it use it?

烈酒焚心 提交于 2019-11-27 17:24:53
问题 I found 2 sources where it kind of says that React is using requestAnimationFrame On this blog post about Om, a ClojureScript framework on top of React. Also on the comments of this SO answer. I'm not sure it's part of React or if people are using it with React. Can someone tell me what how requestAnimationFrame is used in React if it is? Or how it can be used with React and why I would choose to use it with React? 回答1: React doesn't currently use requestAnimationFrame to do DOM updates (as

有意思的的粒子效果

ぃ、小莉子 提交于 2019-11-27 14:56:27
<canvas>有意思的粒子效果 这两天突然有点儿空闲下来,闲着无聊东搜搜西看看,发现一款用canvas写的 粒子效果 挺棒的。在阅读了大神的源码以后自己参照着封装了一个构造函数,用来以后项目可能出现的使用,详情源码可以移步 这里 。 先晾一个 demo 给大家看看吧,因为小球数量比较多,因此无可避免的存在一些卡顿,当然也因为自己当前技术还比较粗糙,后期有机会会进行优化的。 使用说明可以参考git上的 README ,因此这儿做一些代码分析吧: var canvas = document .querySelector (element) ; this .canvas = canvas ; this .ctx = canvas .getContext ( "2d" ) ; 声明canvas,并获得上下文。 // defaultOpts为默认属性,当开发人员没有填写时默认使用的参数 var defaultOpts = { total: 300 , // 粒子总数 color: "#AAAAAA" , // 粒子和连接线的颜色 size: 2 , // 粒子大小 width: this .canvas.parentNode.clientWidth, // canvas的宽度 height: this .canvas.parentNode.clientHeight // canvas的高度

Calculate FPS in Canvas using requestAnimationFrame

人走茶凉 提交于 2019-11-27 07:14:22
How could I calculate the FPS of a canvas game application? I've seen some examples, but none of them use requestAnimationFrame, and im not sure how to apply their solutions there. This is my code: (function(window, document, undefined){ var canvas = document.getElementById("mycanvas"), context = canvas.getContext("2d"), width = canvas.width, height = canvas.height, fps = 0, game_running = true, show_fps = true; function showFPS(){ context.fillStyle = "Black"; context.font = "normal 16pt Arial"; context.fillText(fps + " fps", 10, 26); } function gameLoop(){ //Clear screen context.clearRect(0,

How to use requestAnimationFrame?

南笙酒味 提交于 2019-11-27 06:43:49
I'm new to animation, but I have recently created an animation using setTimeout . The FPS was too low, so I found a solution to use requestAnimationFrame , described in this link . So far, my code is: //shim layer with setTimeout fallback window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function */ callback){ window.setTimeout(callback, 1000 / 60); }; })(); (function animloop(){ //Get metrics var leftCurveEndX =

Why doesn't jQuery use requestAnimationFrame?

十年热恋 提交于 2019-11-27 06:28:45
Some browsers support requestAnimationFrame , so why not use it? After all, it's been supported since Google Chrome 10 . Despite that, jQuery does not seem to be using it . I've found a bug report about it, but no real explanation was given? I'm sure the jQuery people have their reasons, though. Why wouldn't they use this awesome API? Mitar In ticket #9381 you can read why they stopped using requestionAnimationFrame after some time. To summarize, problems were that animations didn't run (browsers try to reduce CPU load) when window didn't have focus, which is OK if the window is hidden, but

setTimeout or setInterval or requestAnimationFrame

自闭症网瘾萝莉.ら 提交于 2019-11-27 01:50:49
问题 For HTML5 games,with canvas animation for mobile devices. I'm facing some performance issues which differ the speed between each device and the others. requestAnimationFrame speed the animation of the game according to the device speed. setInterval shocked me that there are a delay from a device to another. setTimeout is also slow the drawing on canvas. Who had a previous experience with Mobile HTML5 games can guide me throw the best way of three of them (or other techniques if available) for