JS performance: create an awful lot of elements at once - javascript

My web page creates a lot of DOM elements at once in a (batch) tight loop, depending on data fed by my Comet web server.
I tried several methods to create those elements. Basically it boils down to either (1):
var container = $('#selector');
for (...) container.append('<html code of the element>');
or (2):
var html = '';
for (...) html += '<html code of the element>';
$('#selector').append(html);
or (3):
var html = [];
for (...) html.push('<html code of the element>');
$('#selector').append(html.join(''));
Performance-wise, (1) is absolutely awful (3s per batch on a desktop computer, up to 5mn on a Galaxy Note fondleslab), and (2) and (3) are roughly equivalent (300ms on desktop, 1.5s on fondleslab). Those timings are for about 4000 elements, which is about 1/4 of what I expect in production and this is not acceptable since I should be handle this amount of data (15k elements) in under 1s, even on fondleslab.
The very fact that (2) and (3) have the same performance makes me think that I'm hitting the infamous "naively concatenating strings uselessly reallocates and copies lots of memory" problem (even though I'd expect join() to be smarter than that). [edit: after looking more closely into it, it happens that I was misled about that, the problem is more on the rendering side -- thanks DanC]
In C++ I'd just go with std::string::reserve() and operator += to avoid the useless reallocations, but I have no idea how to do that in Javascript.
Any idea how to improve the performance further? Or at least point me to ways to identify the bottleneck (even though I'm pretty sure it's the string concatenations). I'm certainly no Javascript guru...
Thanks for reading me.
For what it's worth, that huge number of elements is because I'm drawing a (mostly real-time) graph using DIV's. I'm well aware of Canvas but my app has to be compatible with old browsers so unfortunately it's not an option. :(

Using DOM methods, building and appending 12000 elements clocks in around 55ms on my dual-core MacBook.
document.getElementById('foo').addEventListener('click', function () {
build();
}, false);
function build() {
console.time('build');
var fragment = document.createDocumentFragment();
for ( var e = 0; e < 12000; e++ ) {
var el = document.createElement('div');
el.appendChild(document.createTextNode(e));
fragment.appendChild(el);
}
document.querySelectorAll('body')[0].appendChild(fragment);
console.timeEnd('build')
}
Fiddle
Resig on document.createDocumentFragment

This is not a solution to the performance problem, but only a way to ensure the UI loop is free to handle other requests.
You could try something like this:
var container = $('#selector');
for (...) setTimeout(function() {container.append('<html code of the element>') };
To be slightly more performant, I would actually call setTimeout after every x iterations after building up a larger string. And, not having tried this myself, I am not sure if the ordering of setTimeout calls will be preserved. If not, then you can do something more like this:
var arrayOfStrings = 'each element is a batch of 100 or so elements html';
function processNext(arr, i) {
container.append(arr[i]);
if (i < arr.length) {
setTimeout(function() { processNext(arr, i+1); });
}
}
processNext(arrayOfStrings, 0);
Not pretty, but would ensure the UI is not locked up while the DOM is manipulated.

Related

When do I need to call requestAnimationFrame()?

I do understand that requestAnimationFrame() is very helpful when running animations that constantly change a style property over time.
const e = document.getElementById('e');
let count = 0;
function move(timestamp) {
e.style.left = ++count + 'px';
requestAnimationFrame(move);
};
requestAnimationFrame(move);
Now my question is: Does it make sense to wrap everything that changes the visual appearance of the view in requestAnimationFrame?
In other words, will this pseudocode example have a better performance than without requestAnimationFrame?
const e = document.getElementById('e');
let f = document.createDocumentFragment();
nodes.forEach((node, index) => {
f.appendChild(node);
}
requestAnimationFrame(timestamp => {
e.classList.toggle('active');
container.classList.add('active');
container.appendChild(fragment);
});
The short answer is "use requestAnimationFrame (rAF) for frequent updates". This mostly involves animations or making DOM modifications during scroll/resize. If you're just doing a one-off DOM mutation, you can generally just do it and move on. It doesn't ever hurt to use rAF though, especially if you're not sure if there are other DOM mutations taking place on the page.
If you are doing a lot of DOM heavy updates, there are libraries out there which take care of this in a responsible and performant way (Greensock, React, Vue, many others).
If you're writing by hand, you should understand how browsers calculate layout and queue paint cycles. You also need to understand how JavaScript interacts with the render engine. For example, there's a bunch of element properties which cause a reflow simply by reading the property. These are expensive operations and should the carefully managed.

html DOM node limits

I am working on a terminal emulator for fun and have the basics of the backend up and running. However I keep running into performance problems on the frontend.
As you all probably know is that each character in a terminal window can have a different style. (color, backdrop, bold, underline etc). So my idea is was to use a <span> for each character in the view window and apply an inline style if necesary so I have the degree of control I need.
The problem is that the performance is horrendous on a refresh. Chrome can handle it on my pc with about 120 ops per second and firefox with 80. But internet explorer barely gets 6. So after my stint with html I tried to use canvas but the text on a canvas is ultra slow. Online I read caching helps so I implement a cache for each character and could apply colors to the then bitmapped font with some composite operation. However this is way way slower than DOM.
Then I went back to the dom and tried using document.createDocumentFragment but it performs a little bit worse then just using the standard.
I have no idea on where to begin optimization now. I could keep track on what character changes when but then I will still run into this slowness when the terminal gets a lot of input.
I am new to the DOM so I might do something completely wrong...
any help is appreciated!
Here is a jsperf with a few testcases:
http://jsperf.com/canvas-bitma32p-cache-test/6
Direct insertion of HTML as string text is surprisingly efficient when you use insertAdjacentHTML to append the HTML to an element.
var div = document.getElementById("output");
var charCount = 50;
var line, i, j;
for (i = 0; i < charCount; i++) {
line = "";
for (j = 0; j < charCount; j++) {
line += "<span style=\"background-color:rgb(0,0,255);color:rgb(255,127,0)\">o</span>";
}
div.insertAdjacentHTML("beforeend","<div>"+line+"</div>");
}
#output{font-family:courier; font-size:6pt;}
<div id="output"></div>
The downside of this approach is obvious: you never get the chance to treat each appended element as an object in JavaScript (they're just plain strings), so you can't, for example, directly attach an event listener to each of them. (You could do so after the fact by querying the resultant HTML for matching elements using document.querySelectorAll(".css selector).)
If you're truly just formatting output being printed to the screen, insertAdjacentHTML is perfect.

Why is ReactJS not performant like raw JS for simple, stupid proof of concept?

Years ago, I heard about a nice 404 page and implemented a copy.
In working with ReactJS, the same idea is intended to be implemented, but it is slow and jerky in its motion, and after a while Chrome gives it an "unresponsive script" warning, pinpointed to line 1226, "var position = index % repeated_tokens.length;", with a few hundred milliseconds' delay between successive calls. The script consistently goes beyond an unresponsive page to bringing a computer to its knees.
Obviously, they're not the same implementation, although the ReactJS version is derived from the "I am not using jQuery yet" version. But beyond that, why is it bogging? Am I making a deep stack of closures? Why is the ReactJS port slower than the bare JavaScript original?
In both cases the work is driven by minor arithmetic and there is nothing particularly interesting about the code or what it is doing.
--UPDATE--
I see I've gotten a downvote and three close votes...
This appears to have gotten response from people who are (a) saying something sensible and (b) contradicting what Pete Hunt and other people have said.
What is claimed, among other things, by Hunt and Facebook's ReactJS video, is that the synthetic DOM is lightning-fast, enough to pull 60 frames per second on a non-JIT iPhone. And they've left an optimization hook to say "Ignore this portion of the DOM in your fast comparison," which I've used elsewhere to disclaim jurisdiction of a non-ReactJS widget.
#EdBallot's suggestion that it's "an extreme (and unnecessary) amount of work to create and render an element, and do a single document.getElementById. Now I'm factoring out that last bit; DOM manipulation is slow. But the responses here are hard to reconcile with what Facebook has been saying about performant ReactJS. There is a "Crunch all you want; we'll make more" attitude about (theoretically) throwing away the DOM and making a new one, which is lightning-fast because it's done in memory without talking to the real DOM.
In many cases I want something more surgical and can attempt to change the smallest area possible, but the letter and spirit of ReactJS videos I've seen is squarely in the spirit of "Crunch all you want; we'll make more."
Off to trying suggested edits to see what they will do...
I didn't look at all the code, but for starters, this is rather inefficient
var update = function() {
React.render(React.createElement(Pragmatometer, null),
document.getElementById('main'));
for(var instance in CKEDITOR.instances) {
CKEDITOR.instances[instance].updateElement();
}
save('Scratchpad', document.getElementById('scratchpad').value);
};
var update_interval = setInterval(update, 100);
It is doing an extreme (and unnecessary) amount of work and it is being done every 100ms. Among other things, it is calling:
React.createElement
React.render
document.getElementById
Probably with the amount of JS objects being created and released, your update function plus garbage collection is taking longer than 100ms, effectively taking the computer to its knees and lower.
At the very least, I'd recommend caching as much as you can outside of the interval callback. Also no need to call React.render multiple times. Once it is rendered into the dom, use setProps or forceUpdate to cause it to render changes.
Here's an example of what I mean:
var mainComponent = React.createElement(Pragmatometer, null);
React.render(mainComponent,
document.getElementById('main'));
var update = function() {
mainComponent.forceUpdate();
for(var instance in CKEDITOR.instances) {
CKEDITOR.instances[instance].updateElement();
}
save('Scratchpad', document.getElementById('scratchpad').value);
};
var update_interval = setInterval(update, 100);
Beyond that, I'd also recommend moving the setInterval code into whatever React component is rendering that stuff (the Scratchpad component?).
A final comment: one of the downsides of using setInterval is that it doesn't wait for the callback function to complete before queuing up the next callback. An alternative is to use setTimeout with the callback setting up the next setTimeout, like this
var update = function() {
// do some stuff
// update is done to setup the next timeout
setTimeout(update, 100);
};
setTimeout(update, 100);

Performance issue in Javascript library dtree.js

In my application (developed way back in 2006), the developers used dtree.js (Link) to render a hierarchy tree. The problem occurred when in 2010 the tree grew to 1300 nodes and depth of upto 13 levels. After this, the page started loading very slowly and in IE it gives the infamous "Stop running this script?" error. I want to improve the performance, but all my tricks have failed:
Caching variables, DOM elements.
Calculating array lengths outside loops.
Minimizing use of loops.
Apart from this, I tried to used setTimeout() to break the execution in smaller tasks, but I am not able to get it working as it has many restrictions. Also, I cannot move the rendering of tree to server side.
Any help is appreciated.
Thanks,
Sid
Typically what is slow in any browser is anything to do with the DOM.
If you can lazy-load any part of the tree's HTML representation, do it.
In general try to minimize the number of times your edit the DOM.
Example:
for(var i = 0; i < data.length; i += 1) {
dom_element.innerHTML += data.some_data;
}
vs
var string = "";
for(var i = 0; i < data.length; i += 1) {
string += data.some_data;
}
dom_element.innerHTML += string; // only one call to innerHTML, likely much faster!
innerHTML is also faster than using DOMDocument-style (document.createElement, element.append and so on)

Improving Efficiency in jQuery function

The while statement in this function runs too slow (prevents page load for 4-5 seconds) in IE/firefox, but fast in safari...
It's measuring pixel width of text on a page and truncating until text reaches ideal width:
function constrain(text, ideal_width){
$('.temp_item').html(text);
var item_width = $('span.temp_item').width();
var ideal = parseInt(ideal_width);
var smaller_text = text;
var original = text.length;
while (item_width > ideal) {
smaller_text = smaller_text.substr(0, (smaller_text.length-1));
$('.temp_item').html(smaller_text);
item_width = $('span.temp_item').width();
}
var final_length = smaller_text.length;
if (final_length != original) {
return (smaller_text + '…');
} else {
return text;
}
}
Any way to improve performance? How would I convert this to a bubble-sort function?
Thanks!
move the calls to $() outside of the loop, and store its result in a temporary variable. Running that function is going to be the slowest thing in your code, aside from the call to .html().
They work very very hard on making the selector engines in libraries fast, but it's still dog slow compared to normal javascript operations (like looking up a variable in the local scope) because it has to interact with the dom. Especially if you're using a class selector like that, jquery has to loop through basically every element in the document looking at each class attribute and running a regex on it. Every go round the loop! Get as much of that stuff out of your tight loops as you can. Webkit runs it fast because it has .getElementsByClassName while the other browsers don't. (yet).
Instead of removing one character at time until you find the ideal width, you could use a binary search.
I see that the problem is that you are constantly modifying the DOM in the loop, by setting the html of the temp_item, and then re reading the width.
I don't know the context of your problem, but trying to adjust the layout by measuring the rendered elements is not a good practice from my point of view.
Maybe you could approach the problem from a different angle. Truncating to a fixed width is common.
Other possibility (hack?) if dont have choices, could be to use the overflow css property of the container element and put the … in other element next to the text. Though i recommend you to rethink the need of solving the problem the way you are intending.
Hugo
Other than the suggestion by Breton, another possibility to speed up your algorithm would be to use a binary search on the text length. Currently you are decrementing the length by one character at a time - this is O(N) in the length of the string. Instead, use a search which will be O(log(N)).
Roughly speaking, something like this:
function constrain(text, ideal_width){
...
var temp_item = $('.temp_item');
var span_temp_item = $('span.temp_item');
var text_len_lower = 0;
var text_len_higher = smaller_text.length;
while (true) {
if (item_width > ideal)
{
// make smaller to the mean of "lower" and this
text_len_higher = smaller_text.length;
smaller_text = text.substr(0,
((smaller_text.length + text_len_lower)/2));
}
else
{
if (smaller_text.length>=text_len_higher) break;
// make larger to the mean of "higher" and this
text_len_lower = smaller_text.length;
smaller_text = text.substr(0,
((smaller_text.length + text_len_higher)/2));
}
temp_item.html(smaller_text);
item_width = span_temp_item.width();
}
...
}
One thing to note is that each time you add something to the DOM, or change the html in a node, the page has to redraw itself, which is an expensive operation. Moving any HTML updates outside of a loop might help speed things up quite a bit.
As other have mentioned, you could move the calls to $() to outside the loop. You can create a reference to the element, then just call the methods on it within the loop as 1800 INFORMATION mentioned.
If you use Firefox with the Firebug plugin, there's a great way of profiling the code to see what's taking the longest time. Just click profile under the first tab, do your action, then click profile again. It'll show a table with the time it took for each part of your code. Chances are you'll see a lot of things in the list that are in your js framework library; but you can isolate that as well with a little trial and error.

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