Related
I'm developing a game engine in HTML5. Characters are div elements using an animated sprite for background. As sprite animation have fluid parameters and must be set by code, they can't be predefined in a static CSS definition, thus I use element.animate to set sprite animations to a given row at a given speed knowing my scales and frame counts.
// Applies the given frame and animation to the sprite
// Frame is an angle, clockwise direction: 0 = up, 1 = right, 2 = down, 3 = left
set_animation(frame, duration) {
const scale_x = this.settings.sprite.scale_x * this.settings.sprite.frames_x;
const pos_y = this.settings.sprite.scale_y * -frame;
// Cancel the existing animation
if(this.data_actors_self.anim) {
this.data_actors_self.anim.cancel();
this.data_actors_self.anim = null;
}
// Play the animation for this row or show the first frame if static
if(duration > 0) {
this.data_actors_self.anim = this.element.animate([
{
backgroundPosition: px([0, pos_y])
}, {
backgroundPosition: px([scale_x, pos_y])
}
], {
duration: duration * 1000,
direction: "normal",
easing: "steps(" + this.settings.sprite.frames_x + ")",
iterations: Infinity
});
this.data_actors_self.anim.play();
} else {
this.element.style.backgroundPosition = px([0, pos_y]);
}
}
Obviously that's a snippet from an actor class function: this.element is the div, this.settings is an object with parameters to be used who's names should make sense in this context, the px() function is a simple converter to turn arrays into pixel strings for HTML (eg: [0, 0] to "0px 0px").
The issue I'm having: While I can always run this function to set a new animation, I want the ability to change the speed of the animation without resetting it. It doesn't need to be a smooth transition, for all I care the new speed can be applied at the next iteration... I only want to avoid a visual snap or any kind of reset upon applying the change. Once an animation is set, I have no idea how to access and update its duration parameter. Does anyone have any suggestions?
When using console.log on this.data.anim I'm rightfully told it's an animation object. I tried using JSON.stringify to get more information but nothing relevant is printed. this.data.anim.duration returns undefined so the setting must be stored under some other property. Even if I know that property, I'd like to be sure web browsers will agree with me changing it like this.data.anim.options.duration = new_duration.
You can wait for the end of an iteration before changing the animation duration if that is what is required.
This snippet only sets an event listener for animationiteration event when you click the button to increase the speed.
function upthespeed() {
const div = document.querySelector('div');
div.addEventListener('animationiteration', function() {
div.style.animationDuration = '1s';
});
document.querySelector('button').style.display = 'none';
}
div {
width: 10vmin;
height: 10vmin;
background-color: magenta;
animation: move 10s linear infinite;
}
#keyframes move {
0% {
transform: translateX(50vw);
}
50% {
transform: translateX(0);
}
100% {
transform: translateX(50vw);
}
}
<div></div>
<button onclick="upthespeed()">Click me to increase the speed at the end of the next iteration (you may have to wait!)</button>
The value for the animation duration isn't in the Animation object itself but in the CSS animation-duration property for the Element: so this.data_actors_self.style.animationDuration = new_duration will do the job. It will however restart the animation if it is being played, but if I understand correctly that isn't a problem for you.
Edit: To change the animation's duration without restarting it, all you have to do is set the value of anim.startTime to what it was before. For example:
const startTime = anim.startTime;
this.data_actors_self.style.animationDuration = new_duration
anim.startTime = startTime;
I have a setInterval running a piece of code 30 times a second. This works great, however when I select another tab (so that the tab with my code becomes inactive), the setInterval is set to an idle state for some reason.
I made this simplified test case (http://jsfiddle.net/7f6DX/3/):
var $div = $('div');
var a = 0;
setInterval(function() {
a++;
$div.css("left", a)
}, 1000 / 30);
If you run this code and then switch to another tab, wait a few seconds and go back, the animation continues at the point it was when you switched to the other tab.
So the animation isn't running 30 times a second in case the tab is inactive. This can be confirmed by counting the amount of times the setInterval function is called each second - this will not be 30 but just 1 or 2 if the tab is inactive.
I guess that this is done by design so as to improve system performance, but is there any way to disable this behavior?
It’s actually a disadvantage in my scenario.
On most browsers inactive tabs have low priority execution and this can affect JavaScript timers.
If the values of your transition were calculated using real time elapsed between frames instead fixed increments on each interval, you not only workaround this issue but also can achieve a smother animation by using requestAnimationFrame as it can get up to 60fps if the processor isn't very busy.
Here's a vanilla JavaScript example of an animated property transition using requestAnimationFrame:
var target = document.querySelector('div#target')
var startedAt, duration = 3000
var domain = [-100, window.innerWidth]
var range = domain[1] - domain[0]
function start() {
startedAt = Date.now()
updateTarget(0)
requestAnimationFrame(update)
}
function update() {
let elapsedTime = Date.now() - startedAt
// playback is a value between 0 and 1
// being 0 the start of the animation and 1 its end
let playback = elapsedTime / duration
updateTarget(playback)
if (playback > 0 && playback < 1) {
// Queue the next frame
requestAnimationFrame(update)
} else {
// Wait for a while and restart the animation
setTimeout(start, duration/10)
}
}
function updateTarget(playback) {
// Uncomment the line below to reverse the animation
// playback = 1 - playback
// Update the target properties based on the playback position
let position = domain[0] + (playback * range)
target.style.left = position + 'px'
target.style.top = position + 'px'
target.style.transform = 'scale(' + playback * 3 + ')'
}
start()
body {
overflow: hidden;
}
div {
position: absolute;
white-space: nowrap;
}
<div id="target">...HERE WE GO</div>
For Background Tasks (non-UI related)
#UpTheCreek comment:
Fine for presentation issues, but still
there are some things that you need to keep running.
If you have background tasks that needs to be precisely executed at given intervals, you can use HTML5 Web Workers. Take a look at Möhre's answer below for more details...
CSS vs JS "animations"
This problem and many others could be avoided by using CSS transitions/animations instead of JavaScript based animations which adds a considerable overhead. I'd recommend this jQuery plugin that let's you take benefit from CSS transitions just like the animate() methods.
I ran into the same problem with audio fading and HTML5 player. It got stuck when tab became inactive.
So I found out a WebWorker is allowed to use intervals/timeouts without limitation. I use it to post "ticks" to the main javascript.
WebWorkers Code:
var fading = false;
var interval;
self.addEventListener('message', function(e){
switch (e.data) {
case 'start':
if (!fading){
fading = true;
interval = setInterval(function(){
self.postMessage('tick');
}, 50);
}
break;
case 'stop':
clearInterval(interval);
fading = false;
break;
};
}, false);
Main Javascript:
var player = new Audio();
player.fader = new Worker('js/fader.js');
player.faderPosition = 0.0;
player.faderTargetVolume = 1.0;
player.faderCallback = function(){};
player.fadeTo = function(volume, func){
console.log('fadeTo called');
if (func) this.faderCallback = func;
this.faderTargetVolume = volume;
this.fader.postMessage('start');
}
player.fader.addEventListener('message', function(e){
console.log('fader tick');
if (player.faderTargetVolume > player.volume){
player.faderPosition -= 0.02;
} else {
player.faderPosition += 0.02;
}
var newVolume = Math.pow(player.faderPosition - 1, 2);
if (newVolume > 0.999){
player.volume = newVolume = 1.0;
player.fader.postMessage('stop');
player.faderCallback();
} else if (newVolume < 0.001) {
player.volume = newVolume = 0.0;
player.fader.postMessage('stop');
player.faderCallback();
} else {
player.volume = newVolume;
}
});
There is a solution to use Web Workers (as mentioned before), because they run in separate process and are not slowed down
I've written a tiny script that can be used without changes to your code - it simply overrides functions setTimeout, clearTimeout, setInterval, clearInterval.
Just include it before all your code.
more info here
Both setInterval and requestAnimationFrame don't work when tab is inactive or work but not at the right periods. A solution is to use another source for time events. For example web sockets or web workers are two event sources that work fine while tab is inactive. So no need to move all of your code to a web worker, just use worker as a time event source:
// worker.js
setInterval(function() {
postMessage('');
}, 1000 / 50);
.
var worker = new Worker('worker.js');
var t1 = 0;
worker.onmessage = function() {
var t2 = new Date().getTime();
console.log('fps =', 1000 / (t2 - t1) | 0);
t1 = t2;
}
jsfiddle link of this sample.
Just do this:
var $div = $('div');
var a = 0;
setInterval(function() {
a++;
$div.stop(true,true).css("left", a);
}, 1000 / 30);
Inactive browser tabs buffer some of the setInterval or setTimeout functions.
stop(true,true) will stop all buffered events and execute immediatly only the last animation.
The window.setTimeout() method now clamps to send no more than one timeout per second in inactive tabs. In addition, it now clamps nested timeouts to the smallest value allowed by the HTML5 specification: 4 ms (instead of the 10 ms it used to clamp to).
For me it's not important to play audio in the background like for others here, my problem was that I had some animations and they acted like crazy when you were in other tabs and coming back to them. My solution was putting these animations inside if that is preventing inactive tab:
if (!document.hidden){ //your animation code here }
thanks to that my animation was running only if tab was active.
I hope this will help someone with my case.
I think that a best understanding about this problem is in this example: http://jsfiddle.net/TAHDb/
I am doing a simple thing here:
Have a interval of 1 sec and each time hide the first span and move it to last, and show the 2nd span.
If you stay on page it works as it is supposed.
But if you hide the tab for some seconds, when you get back you will see a weired thing.
Its like all events that didn't ucur during the time you were inactive now will ocur all in 1 time. so for some few seconds you will get like X events. they are so quick that its possible to see all 6 spans at once.
So it seams chrome only delays the events, so when you get back all events will occur but all at once...
A pratical application were this ocur iss for a simple slideshow. Imagine the numbers being Images, and if user stay with tab hidden when he came back he will see all imgs floating, Totally mesed.
To fix this use the stop(true,true) like pimvdb told.
THis will clear the event queue.
Heavily influenced by Ruslan Tushov's library, I've created my own small library. Just add the script in the <head> and it will patch setInterval and setTimeout with ones that use WebWorker.
Playing an audio file ensures full background Javascript performance for the time being
For me, it was the simplest and least intrusive solution - apart from playing a faint / almost-empty sound, there are no other potential side effects
You can find the details here: https://stackoverflow.com/a/51191818/914546
(From other answers, I see that some people use different properties of the Audio tag, I do wonder whether it's possible to use the Audio tag for full performance, without actually playing something)
I bring here a simple solution for anyone who is trying to get around this problem in a timer function, where as #kbtzr mentioned in another answer we can use the Date object instead of fixed increments to calculate the time that has passed since the beginning, which will work even if you are out from the application's tab.
This is the example HTML.
<body>
<p id="time"></p>
</body>
Then this JavaScript:
let display = document.querySelector('#time')
let interval
let time
function startTimer() {
let initialTime = new Date().getTime()
interval = setInterval(() => {
let now = new Date().getTime()
time = (now - initialTime) + 10
display.innerText = `${Math.floor((time / (60 * 1000)) % 60)}:${Math.floor((time / 1000) % 60)}:${Math.floor((time / 10) % 100)}`
}, 10)
}
startTimer()
That way, even if the interval value is increased for performance reasons of inactive tabs, the calculation made will guarantee the correct time. This is a vanilla code, but I used this logic in my React application, and you can modify it for wherever you need as well.
It is quite old question but I encountered the same issue.
If you run your web on chrome, you could read through this post Background Tabs in Chrome 57.
Basically the interval timer could run if it haven't run out of the timer budget.
The consumption of budget is based on CPU time usage of the task inside timer.
Based on my scenario, I draw video to canvas and transport to WebRTC.
The webrtc video connection would keep updating even the tab is inactive.
However you have to use setInterval instead of requestAnimationFrame but itt is not recommended for UI rendering though.
It would be better to listen visibilityChange event and change render mechenism accordingly.
Besides, you could try what Kaan Soral suggests and it should works based on the documentation.
I modified Lacerda's response, by adding a functioning UI.
I added start/resume/pause/stop actions.
const
timer = document.querySelector('.timer'),
timerDisplay = timer.querySelector('.timer-display'),
toggleAction = timer.querySelector('[data-action="toggle"]'),
stopAction = timer.querySelector('[data-action="stop"]'),
tickRate = 10;
let intervalId, initialTime, pauseTime = 0;
const now = () => new Date().getTime();
const formatTime = (hours, minutes, seconds) =>
[hours, minutes, seconds]
.map(v => `${isNaN(v) ? 0 : v}`.padStart(2, '0'))
.join(':');
const update = () => {
let
time = (now() - initialTime) + 10,
hours = Math.floor((time / (60000)) % 60),
minutes = Math.floor((time / 1000) % 60),
seconds = Math.floor((time / 10) % 100);
timerDisplay.textContent = formatTime(hours, minutes, seconds);
};
const
startTimer = () => {
initialTime = now();
intervalId = setInterval(update, tickRate);
},
resumeTimer = () => {
initialTime = now() - (pauseTime - initialTime);
intervalId = setInterval(update, tickRate);
},
pauseTimer = () => {
clearInterval(intervalId);
intervalId = null;
pauseTime = now();
},
stopTimer = () => {
clearInterval(intervalId);
intervalId = null;
initialTime = undefined;
pauseTime = 0;
},
restartTimer = () => {
stopTimer();
startTimer();
};
const setButtonState = (button, state, text) => {
button.dataset.state = state;
button.textContent = text;
};
const
handleToggle = (e) => {
switch (e.target.dataset.state) {
case 'pause':
setButtonState(e.target, 'resume', 'Resume');
pauseTimer();
break;
case 'resume':
setButtonState(e.target, 'pause', 'Pause');
resumeTimer();
break;
default:
setButtonState(e.target, 'pause', 'Pause');
restartTimer();
}
},
handleStop = (e) => {
stopTimer();
update();
setButtonState(toggleAction, 'initial', 'Start');
};
toggleAction.addEventListener('click', handleToggle);
stopAction.addEventListener('click', handleStop);
update();
html, body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
body {
display: flex;
justify-content: center;
align-items: center;
background: #000;
}
.timer {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 0.5em;
}
.timer .timer-display {
font-family: monospace;
font-size: 3em;
background: #111;
color: #8F8;
border: thin solid #222;
padding: 0.25em;
}
.timer .timer-actions {
display: flex;
justify-content: center;
gap: 0.5em;
}
.timer .timer-actions button[data-action] {
font-family: monospace;
width: 6em;
border: thin solid #444;
background: #222;
color: #EEE;
padding: 0.5em;
cursor: pointer;
text-transform: uppercase;
}
.timer .timer-actions button[data-action]:hover {
background: #444;
border: thin solid #666;
color: #FFF;
}
<div class="timer">
<div class="timer-display"></div>
<div class="timer-actions">
<button data-action="toggle" data-state="initial">Start</button>
<button data-action="stop">Stop</button>
</div>
</div>
Note: This solution is not suitable if you like your interval works on the background, for example, playing audio or something else. But if you are confused for example about your animation not working properly when coming back to your page or tab, this is a good solution.
There are many ways to achieve this goal, maybe the "WebWorkers" is the most standard one but certainly, it's not the easiest and handy one, especially If you don't have enough Time, so you can try this way:
The basic concept:
build a name for your interval(or animation) and set your interval(animation), so it would run when user first time open your page : var interval_id = setInterval(your_func, 3000);
by $(window).focus(function() {}); and $(window).blur(function() {}); you can clearInterval(interval_id) everytime browser(tab) is deactived and ReRun your interval(animation) everytime browser(tab) would acive again by interval_id = setInterval();
Sample code:
var interval_id = setInterval(your_func, 3000);
$(window).focus(function() {
interval_id = setInterval(your_func, 3000);
});
$(window).blur(function() {
clearInterval(interval_id);
interval_id = 0;
});
Here's my rough solution
(function(){
var index = 1;
var intervals = {},
timeouts = {};
function postMessageHandler(e) {
window.postMessage('', "*");
var now = new Date().getTime();
sysFunc._each.call(timeouts, function(ind, obj) {
var targetTime = obj[1];
if (now >= targetTime) {
obj[0]();
delete timeouts[ind];
}
});
sysFunc._each.call(intervals, function(ind, obj) {
var startTime = obj[1];
var func = obj[0];
var ms = obj[2];
if (now >= startTime + ms) {
func();
obj[1] = new Date().getTime();
}
});
}
window.addEventListener("message", postMessageHandler, true);
window.postMessage('', "*");
function _setTimeout(func, ms) {
timeouts[index] = [func, new Date().getTime() + ms];
return index++;
}
function _setInterval(func, ms) {
intervals[index] = [func, new Date().getTime(), ms];
return index++;
}
function _clearInterval(ind) {
if (intervals[ind]) {
delete intervals[ind]
}
}
function _clearTimeout(ind) {
if (timeouts[ind]) {
delete timeouts[ind]
}
}
var intervalIndex = _setInterval(function() {
console.log('every 100ms');
}, 100);
_setTimeout(function() {
console.log('run after 200ms');
}, 200);
_setTimeout(function() {
console.log('closing the one that\'s 100ms');
_clearInterval(intervalIndex)
}, 2000);
window._setTimeout = _setTimeout;
window._setInterval = _setInterval;
window._clearTimeout = _clearTimeout;
window._clearInterval = _clearInterval;
})();
I was able to call my callback function at minimum of 250ms using audio tag and handling its ontimeupdate event. Its called 3-4 times in a second. Its better than one second lagging setTimeout
There is a workaround for this problem, although actually the tab must be made active in some window.
Make your inactive tab a separate browser window.
Don't make any other window maximized (unless the maximized window is behind yours).
This should give the browser the impression of always being active.
This is bit cumbersome, but also a quick win. Provided one has control over windows arrangement.
I wrote some JQuery and JS to power a single message element that:
reads a new message from an array for each loop
starts off-screen,
animates right, to center screen for 1/4 of the loop duration
waits at the center to be read for 1/2 of the loop duration
animates right again, off screen for another fourth of the loop duration
changes to the next loop with a new message
repeats
And what sounds like a simple task became (in relation to the feature) many lines of code:
function flow(i, duration){
var message = Game.activities[i]
var transTime = duration / 4;
var idleTime = duration / 2;
var windowDouble = $(window).width() * 2;
$(".message-flow").text(message);
$(".message-flow")
.animate({transform:"translateX(-" + windowDouble + "px)"},0)
.animate({transform:"translateX(0px)"},transTime)
.delay(idleTime)
.animate({transform:"translateX(" + windowDouble + "px)"},transTime);
}
function flowFunc(i, duration){
return function(){
flow(i, duration);
}
}
function activityFlowInit(duration){
var delay = 0;
for (var i = 0; i < Game.activities.length; i++){
setTimeout(flowFunc(i, duration),delay);
delay += duration;
}
totalDuration = duration * Game.activities.length;
setTimeout(function(){
activityFlowInit(duration);
},totalDuration);
}
Which produces a timing flaw where the message slowly begins to change during the transition period rather than when hidden;
I then thought of removing all of this code (which handles closures, in the midst of it all) and replacing the message's animation functionality with 11 simple lines of CSS:
.message{
animation: transit 4s;
animation-iteration-count:infinite;
}
#keyframes transit
{
0% {transform:translateX(-150%)}
25% {transform:translateX(50%)}
75% {transform:translateX(50%)}
100% {transform:translateX(150%)}
}
Afterwards changing the message at a set interval, in coordination with the time that the message is off screen.
However, I don't know how I can do this.
I'm thinking I need some sort of hybrid of setInterval and a loop; a loop that only loops after an interval of time has passed.
How is this (or the next best thing) achieved?
I started thinking about the way a loop and setInterval() works, and I realized that what a loop is really doing is setting an interval of 0, checking a condition and then incrementing a variable. I can make my own for loop-setInterval hybrid by setting the interval, (in my case) skipping the condition, and incrementing my own variable.
JS:
var i = 0;
var messages = ["message 1", "message2", "message 3"];
function writeAdd() { // Handling the closure
return function () {
$(".message").text(messages[i]);
//if (condition === true){ // condition excluded
i++;
if(i === messages.length) i = 0; //creating the loop's repetition
//}
};
}
function loopMessage(duration) {
$(".message").css("-webkit-animation-play-state","running");
setInterval(writeAdd(), duration); //setting the interval
}
loopMessage(4000);
CSS:
.message-flow{
-webkit-animation: transit 8s;
-webkit-animation-iteration-count:infinite;
-webkit-animation-play-state:paused;
}
#-webkit-keyframes transit {
0% {
-webkit-transform:translateX(-2000px);
}
25% {
-webkit-transform:translateX(0px);
}
75% {
-webkit-transform:translateX(0px);
}
100% {
-webkit-transform:translateX(2000px);
}
}
The JSFiddle
I have a setInterval running a piece of code 30 times a second. This works great, however when I select another tab (so that the tab with my code becomes inactive), the setInterval is set to an idle state for some reason.
I made this simplified test case (http://jsfiddle.net/7f6DX/3/):
var $div = $('div');
var a = 0;
setInterval(function() {
a++;
$div.css("left", a)
}, 1000 / 30);
If you run this code and then switch to another tab, wait a few seconds and go back, the animation continues at the point it was when you switched to the other tab.
So the animation isn't running 30 times a second in case the tab is inactive. This can be confirmed by counting the amount of times the setInterval function is called each second - this will not be 30 but just 1 or 2 if the tab is inactive.
I guess that this is done by design so as to improve system performance, but is there any way to disable this behavior?
It’s actually a disadvantage in my scenario.
On most browsers inactive tabs have low priority execution and this can affect JavaScript timers.
If the values of your transition were calculated using real time elapsed between frames instead fixed increments on each interval, you not only workaround this issue but also can achieve a smother animation by using requestAnimationFrame as it can get up to 60fps if the processor isn't very busy.
Here's a vanilla JavaScript example of an animated property transition using requestAnimationFrame:
var target = document.querySelector('div#target')
var startedAt, duration = 3000
var domain = [-100, window.innerWidth]
var range = domain[1] - domain[0]
function start() {
startedAt = Date.now()
updateTarget(0)
requestAnimationFrame(update)
}
function update() {
let elapsedTime = Date.now() - startedAt
// playback is a value between 0 and 1
// being 0 the start of the animation and 1 its end
let playback = elapsedTime / duration
updateTarget(playback)
if (playback > 0 && playback < 1) {
// Queue the next frame
requestAnimationFrame(update)
} else {
// Wait for a while and restart the animation
setTimeout(start, duration/10)
}
}
function updateTarget(playback) {
// Uncomment the line below to reverse the animation
// playback = 1 - playback
// Update the target properties based on the playback position
let position = domain[0] + (playback * range)
target.style.left = position + 'px'
target.style.top = position + 'px'
target.style.transform = 'scale(' + playback * 3 + ')'
}
start()
body {
overflow: hidden;
}
div {
position: absolute;
white-space: nowrap;
}
<div id="target">...HERE WE GO</div>
For Background Tasks (non-UI related)
#UpTheCreek comment:
Fine for presentation issues, but still
there are some things that you need to keep running.
If you have background tasks that needs to be precisely executed at given intervals, you can use HTML5 Web Workers. Take a look at Möhre's answer below for more details...
CSS vs JS "animations"
This problem and many others could be avoided by using CSS transitions/animations instead of JavaScript based animations which adds a considerable overhead. I'd recommend this jQuery plugin that let's you take benefit from CSS transitions just like the animate() methods.
I ran into the same problem with audio fading and HTML5 player. It got stuck when tab became inactive.
So I found out a WebWorker is allowed to use intervals/timeouts without limitation. I use it to post "ticks" to the main javascript.
WebWorkers Code:
var fading = false;
var interval;
self.addEventListener('message', function(e){
switch (e.data) {
case 'start':
if (!fading){
fading = true;
interval = setInterval(function(){
self.postMessage('tick');
}, 50);
}
break;
case 'stop':
clearInterval(interval);
fading = false;
break;
};
}, false);
Main Javascript:
var player = new Audio();
player.fader = new Worker('js/fader.js');
player.faderPosition = 0.0;
player.faderTargetVolume = 1.0;
player.faderCallback = function(){};
player.fadeTo = function(volume, func){
console.log('fadeTo called');
if (func) this.faderCallback = func;
this.faderTargetVolume = volume;
this.fader.postMessage('start');
}
player.fader.addEventListener('message', function(e){
console.log('fader tick');
if (player.faderTargetVolume > player.volume){
player.faderPosition -= 0.02;
} else {
player.faderPosition += 0.02;
}
var newVolume = Math.pow(player.faderPosition - 1, 2);
if (newVolume > 0.999){
player.volume = newVolume = 1.0;
player.fader.postMessage('stop');
player.faderCallback();
} else if (newVolume < 0.001) {
player.volume = newVolume = 0.0;
player.fader.postMessage('stop');
player.faderCallback();
} else {
player.volume = newVolume;
}
});
There is a solution to use Web Workers (as mentioned before), because they run in separate process and are not slowed down
I've written a tiny script that can be used without changes to your code - it simply overrides functions setTimeout, clearTimeout, setInterval, clearInterval.
Just include it before all your code.
more info here
Both setInterval and requestAnimationFrame don't work when tab is inactive or work but not at the right periods. A solution is to use another source for time events. For example web sockets or web workers are two event sources that work fine while tab is inactive. So no need to move all of your code to a web worker, just use worker as a time event source:
// worker.js
setInterval(function() {
postMessage('');
}, 1000 / 50);
.
var worker = new Worker('worker.js');
var t1 = 0;
worker.onmessage = function() {
var t2 = new Date().getTime();
console.log('fps =', 1000 / (t2 - t1) | 0);
t1 = t2;
}
jsfiddle link of this sample.
Just do this:
var $div = $('div');
var a = 0;
setInterval(function() {
a++;
$div.stop(true,true).css("left", a);
}, 1000 / 30);
Inactive browser tabs buffer some of the setInterval or setTimeout functions.
stop(true,true) will stop all buffered events and execute immediatly only the last animation.
The window.setTimeout() method now clamps to send no more than one timeout per second in inactive tabs. In addition, it now clamps nested timeouts to the smallest value allowed by the HTML5 specification: 4 ms (instead of the 10 ms it used to clamp to).
For me it's not important to play audio in the background like for others here, my problem was that I had some animations and they acted like crazy when you were in other tabs and coming back to them. My solution was putting these animations inside if that is preventing inactive tab:
if (!document.hidden){ //your animation code here }
thanks to that my animation was running only if tab was active.
I hope this will help someone with my case.
I think that a best understanding about this problem is in this example: http://jsfiddle.net/TAHDb/
I am doing a simple thing here:
Have a interval of 1 sec and each time hide the first span and move it to last, and show the 2nd span.
If you stay on page it works as it is supposed.
But if you hide the tab for some seconds, when you get back you will see a weired thing.
Its like all events that didn't ucur during the time you were inactive now will ocur all in 1 time. so for some few seconds you will get like X events. they are so quick that its possible to see all 6 spans at once.
So it seams chrome only delays the events, so when you get back all events will occur but all at once...
A pratical application were this ocur iss for a simple slideshow. Imagine the numbers being Images, and if user stay with tab hidden when he came back he will see all imgs floating, Totally mesed.
To fix this use the stop(true,true) like pimvdb told.
THis will clear the event queue.
Heavily influenced by Ruslan Tushov's library, I've created my own small library. Just add the script in the <head> and it will patch setInterval and setTimeout with ones that use WebWorker.
Playing an audio file ensures full background Javascript performance for the time being
For me, it was the simplest and least intrusive solution - apart from playing a faint / almost-empty sound, there are no other potential side effects
You can find the details here: https://stackoverflow.com/a/51191818/914546
(From other answers, I see that some people use different properties of the Audio tag, I do wonder whether it's possible to use the Audio tag for full performance, without actually playing something)
I bring here a simple solution for anyone who is trying to get around this problem in a timer function, where as #kbtzr mentioned in another answer we can use the Date object instead of fixed increments to calculate the time that has passed since the beginning, which will work even if you are out from the application's tab.
This is the example HTML.
<body>
<p id="time"></p>
</body>
Then this JavaScript:
let display = document.querySelector('#time')
let interval
let time
function startTimer() {
let initialTime = new Date().getTime()
interval = setInterval(() => {
let now = new Date().getTime()
time = (now - initialTime) + 10
display.innerText = `${Math.floor((time / (60 * 1000)) % 60)}:${Math.floor((time / 1000) % 60)}:${Math.floor((time / 10) % 100)}`
}, 10)
}
startTimer()
That way, even if the interval value is increased for performance reasons of inactive tabs, the calculation made will guarantee the correct time. This is a vanilla code, but I used this logic in my React application, and you can modify it for wherever you need as well.
It is quite old question but I encountered the same issue.
If you run your web on chrome, you could read through this post Background Tabs in Chrome 57.
Basically the interval timer could run if it haven't run out of the timer budget.
The consumption of budget is based on CPU time usage of the task inside timer.
Based on my scenario, I draw video to canvas and transport to WebRTC.
The webrtc video connection would keep updating even the tab is inactive.
However you have to use setInterval instead of requestAnimationFrame but itt is not recommended for UI rendering though.
It would be better to listen visibilityChange event and change render mechenism accordingly.
Besides, you could try what Kaan Soral suggests and it should works based on the documentation.
I modified Lacerda's response, by adding a functioning UI.
I added start/resume/pause/stop actions.
const
timer = document.querySelector('.timer'),
timerDisplay = timer.querySelector('.timer-display'),
toggleAction = timer.querySelector('[data-action="toggle"]'),
stopAction = timer.querySelector('[data-action="stop"]'),
tickRate = 10;
let intervalId, initialTime, pauseTime = 0;
const now = () => new Date().getTime();
const formatTime = (hours, minutes, seconds) =>
[hours, minutes, seconds]
.map(v => `${isNaN(v) ? 0 : v}`.padStart(2, '0'))
.join(':');
const update = () => {
let
time = (now() - initialTime) + 10,
hours = Math.floor((time / (60000)) % 60),
minutes = Math.floor((time / 1000) % 60),
seconds = Math.floor((time / 10) % 100);
timerDisplay.textContent = formatTime(hours, minutes, seconds);
};
const
startTimer = () => {
initialTime = now();
intervalId = setInterval(update, tickRate);
},
resumeTimer = () => {
initialTime = now() - (pauseTime - initialTime);
intervalId = setInterval(update, tickRate);
},
pauseTimer = () => {
clearInterval(intervalId);
intervalId = null;
pauseTime = now();
},
stopTimer = () => {
clearInterval(intervalId);
intervalId = null;
initialTime = undefined;
pauseTime = 0;
},
restartTimer = () => {
stopTimer();
startTimer();
};
const setButtonState = (button, state, text) => {
button.dataset.state = state;
button.textContent = text;
};
const
handleToggle = (e) => {
switch (e.target.dataset.state) {
case 'pause':
setButtonState(e.target, 'resume', 'Resume');
pauseTimer();
break;
case 'resume':
setButtonState(e.target, 'pause', 'Pause');
resumeTimer();
break;
default:
setButtonState(e.target, 'pause', 'Pause');
restartTimer();
}
},
handleStop = (e) => {
stopTimer();
update();
setButtonState(toggleAction, 'initial', 'Start');
};
toggleAction.addEventListener('click', handleToggle);
stopAction.addEventListener('click', handleStop);
update();
html, body {
width: 100%;
height: 100%;
margin: 0;
padding: 0;
}
body {
display: flex;
justify-content: center;
align-items: center;
background: #000;
}
.timer {
display: flex;
flex-direction: column;
justify-content: center;
align-items: center;
gap: 0.5em;
}
.timer .timer-display {
font-family: monospace;
font-size: 3em;
background: #111;
color: #8F8;
border: thin solid #222;
padding: 0.25em;
}
.timer .timer-actions {
display: flex;
justify-content: center;
gap: 0.5em;
}
.timer .timer-actions button[data-action] {
font-family: monospace;
width: 6em;
border: thin solid #444;
background: #222;
color: #EEE;
padding: 0.5em;
cursor: pointer;
text-transform: uppercase;
}
.timer .timer-actions button[data-action]:hover {
background: #444;
border: thin solid #666;
color: #FFF;
}
<div class="timer">
<div class="timer-display"></div>
<div class="timer-actions">
<button data-action="toggle" data-state="initial">Start</button>
<button data-action="stop">Stop</button>
</div>
</div>
Note: This solution is not suitable if you like your interval works on the background, for example, playing audio or something else. But if you are confused for example about your animation not working properly when coming back to your page or tab, this is a good solution.
There are many ways to achieve this goal, maybe the "WebWorkers" is the most standard one but certainly, it's not the easiest and handy one, especially If you don't have enough Time, so you can try this way:
The basic concept:
build a name for your interval(or animation) and set your interval(animation), so it would run when user first time open your page : var interval_id = setInterval(your_func, 3000);
by $(window).focus(function() {}); and $(window).blur(function() {}); you can clearInterval(interval_id) everytime browser(tab) is deactived and ReRun your interval(animation) everytime browser(tab) would acive again by interval_id = setInterval();
Sample code:
var interval_id = setInterval(your_func, 3000);
$(window).focus(function() {
interval_id = setInterval(your_func, 3000);
});
$(window).blur(function() {
clearInterval(interval_id);
interval_id = 0;
});
Here's my rough solution
(function(){
var index = 1;
var intervals = {},
timeouts = {};
function postMessageHandler(e) {
window.postMessage('', "*");
var now = new Date().getTime();
sysFunc._each.call(timeouts, function(ind, obj) {
var targetTime = obj[1];
if (now >= targetTime) {
obj[0]();
delete timeouts[ind];
}
});
sysFunc._each.call(intervals, function(ind, obj) {
var startTime = obj[1];
var func = obj[0];
var ms = obj[2];
if (now >= startTime + ms) {
func();
obj[1] = new Date().getTime();
}
});
}
window.addEventListener("message", postMessageHandler, true);
window.postMessage('', "*");
function _setTimeout(func, ms) {
timeouts[index] = [func, new Date().getTime() + ms];
return index++;
}
function _setInterval(func, ms) {
intervals[index] = [func, new Date().getTime(), ms];
return index++;
}
function _clearInterval(ind) {
if (intervals[ind]) {
delete intervals[ind]
}
}
function _clearTimeout(ind) {
if (timeouts[ind]) {
delete timeouts[ind]
}
}
var intervalIndex = _setInterval(function() {
console.log('every 100ms');
}, 100);
_setTimeout(function() {
console.log('run after 200ms');
}, 200);
_setTimeout(function() {
console.log('closing the one that\'s 100ms');
_clearInterval(intervalIndex)
}, 2000);
window._setTimeout = _setTimeout;
window._setInterval = _setInterval;
window._clearTimeout = _clearTimeout;
window._clearInterval = _clearInterval;
})();
I was able to call my callback function at minimum of 250ms using audio tag and handling its ontimeupdate event. Its called 3-4 times in a second. Its better than one second lagging setTimeout
There is a workaround for this problem, although actually the tab must be made active in some window.
Make your inactive tab a separate browser window.
Don't make any other window maximized (unless the maximized window is behind yours).
This should give the browser the impression of always being active.
This is bit cumbersome, but also a quick win. Provided one has control over windows arrangement.
I am trying to animate a div moving 200px horizontally in JavaScript.
The code below makes it jump the pixels, but is there a way to make it look animated without using jQuery?
function () {
var div = document.getElementById('challengeOneImageJavascript');
div.style.left = "200px";
}
Here is a basic animation setup:
function animate(elem,style,unit,from,to,time) {
if( !elem) return;
var start = new Date().getTime(),
timer = setInterval(function() {
var step = Math.min(1,(new Date().getTime()-start)/time);
elem.style[style] = (from+step*(to-from))+unit;
if( step == 1) clearInterval(timer);
},25);
elem.style[style] = from+unit;
}
To use:
animate(
document.getElementById('challengeOneImageJavascript'),
"left","px",0,200,1000
);
This example will animate the given element to slide linearly from 0px to 200px over a time of 1 second (1000 ms).
You can easily do this through CSS3-Transition :
#challengeOneImageJavascript {
-webkit-transition: left .2s;
-moz-transition: left .2s;
-o-transition: left .2s;
transition: left .2s;
}
Though, it is not supported by IE9 and earlier browser versions.
I did a ton of research, and I finally learned how to do it really well.
I like to place my program in a window.onload function, that way it dosn't run the code until the page has finished loading.
To do the animation, make a function(I'll call it the draw function) and call it what ever you want except reserved words, then at the very end of the draw function call the requestAnimationFrame function and give it the name of the function to be called next frame.
Before the requestAnimationFrame function can be used it must be declared.
See the code below:
window.onload = function() {
function draw() { // declare animation function
context.fillStyle = "white";
context.fillRect(0, 0, 400, 400);
requestAnimationFrame(draw); // make another frame
}
var requestAnimationFrame = // declare the
window.requestAnimationFrame || // requestAnimationFrame
window.mozRequestAnimationFrame || // function
window.webkitRequestAnimationFrame ||
window.msRequestAnimationFrame;
draw(); // call draw function
}
Note: Nothing after the line that calls the draw function will run, so you need to put everything you want to run before the line that calls the draw function.
You would have to use a javascript timeout function, and change the css value a little at a time. The easiest way would be to increment by a set amount each time until a threshold is reached, which would give you a linear animation, which would look clunky and amateurish compared to jQuery's default swing animation which follows a bezier curve approximately like an s-curve.
Untested code should do the linear animation
var lefty = 0;
var animate = function(){
lefty += 20;
var div = document.getElementById('challengeOneImageJavascript');
div.style.left = lefty +"px";
if(lefty < 200)
setTimeout(animate(),100);
}
animate()
n.b. there are lots of improvements to make to that block of code, but it should get you going...
With JavaScript, you will have to use setInterval function or this is how it can be done in jQuery:
$('#challengeOneImageJavascript').animate({left: '=-5'});
Adust value (5) as per your needs as well as direction via =- or =+
With Vanilla JavaScript:
var interval;
var animate = function(id, direction, value, end, speed){
var div = document.getElementById(id);
interval = setInterval(function() {
if (+(div.style) === end) {
clearInterval(interval);
return false;
}
div.style[direction] += value; // or -= as per your needs
}, speed);
}
And you can use it like:
animate('challengeOneImageJavascript', 'left', 5, 500, 200);
To stop animation any time, you would do:
clearInterval(interval);
Note: This just a very quick way to do it to give you an idea.
Simplest way via css.
https://jsfiddle.net/pablodarde/5hc6x3r4/
translate3d uses hardware acceleration running on GPU.
http://blog.teamtreehouse.com/increase-your-sites-performance-with-hardware-accelerated-css
HTML
<div class="movingBox"></div>
CSS
.movingBox {
width: 100px;
height: 40px;
background: #999;
transform: translate3d(0,0,0);
transition: all 0.5s;
}
.moving {
transform: translate3d(200px,0,0);
background: #f00;
}
JavaScript
const box = document.getElementsByClassName('movingBox')[0];
setTimeout(() => {
box.className += ' moving';
}, 1000);
CustomAnimation is a small libary for animating html elements which is written in pure js.You can use this libary.