Performance Issue on an HTML5 Website - javascript

I am building an Webpage that uses SVG, Canvas and, of course, HTML. The idea of this page is to animate the redrawing of some of svg-paths on the canvas. The paths I like to redraw are annotated with an namespace Attribute, all other paths are just displayed as they are. That is all working fine! The performance leak appeared the last two hours while I was adding some content to the page.
But at first a little illustration of the page setup:
The SVG and the Canvas are both 4000 * 4000 px wide and lie directly over each other in one container div. Going from one "page" to another means to tween the upper left edge of this container. This was also working fine since the discussion of inserting text turned in the direction of using html div container, instead of the svg itself.
So i inserted a third container div in which all the texts are stored and after svg is loaded they are positioned absolutly.
With every div I added the "pan-tween" and even the drawing performance decreased to a Point that is just too low.
I am searching for way to bring the performance back to a level that is acceptable for the user. One of my ideas is to set text divs to display : none, or visibility : hidden, as long as they are not displayed actually. Another option is to tween only svg and canvas, after this is finished placing the text-div-container in one step. But I am currently not sure which solution is better, or if there isn't something much better. So if anybody has an Idea, please let me know.
Thanks for reading!
Greetings Philipp

Try to pan the outer "text div" in intervals(say 10ms or 50ms). I this with a lot with rendering, in HTML usually I use greater values like 100ms or 150ms(I use to do this with canvas).
Didn't understand if you pan the outer div or all the "text divs".

Related

In Chrome, SVG elements constructed too far off-screen do not render when brought into view

I am creating a web-site that drives content for a large 2D area off a CMS, so I have a system that runs on a timer, examines the part of the area that is currently on-screen, and loads content that is close enough to the view area that it might soon come into view.
This all seems to work quite nicely, apart from one small glitch.
Some of my content is SVG elements created procedurally via JS (the load mechanism feeds data from the CMS into JS functions, which create the using document.createElementNS and insert it into a div in the correct absolute position).
This content appears fine if is on-screen at the time it is loaded (this happens when the page is initially loaded).
And it also appears if it loaded while an animation is moving the visible area (animation is used to follow paths across the 2D space).
HOWEVER, if I am manually moving the visible area (which I have implemented via click+drag) then the SVG elements are added to the document tree, but when they come into view they do not render.
If I do something to "nudge" the renderer, such as hiding an unrelated element via DevTools, or resizing the window slightly, then they appear.
I am thinking this may be a bug in Chrome? e.g. where it has initially decided the elements need not be drawn and does not reprocess correctly when that needs reconsideration? Or maybe I am missing something, I am only semi-experienced in manipulating HTML documents via JS (but after a quick look I do not see the same behaviour in firefox...)
I am moving the visible area by changing the (left, top) of a parent element (I do not want to use scrolling for that as the size of the 2D space is not defined in advance...)
Otherwise, is there some way I could trick the browser into recalculating what should be drawn? I was wondering about having a small transparent element on screen that I show and hide on a timer, although a workaround that prevents the problem in the first place would be preferable...
Thanks for any advice!
Ian
p.s. I cannot instantly produce demo code for this as the code-base is moderately large, but I will spend time to make a simpler example if that proves necessary...

infinite vertical scroll on a non-image div

I'm using a library called ParticlesJS for part of the background of my website - this library dynamically generates a canvas element sized according to its parent, and fills it with animated particle effects, creating a neat effect. With that said, I have run into some practical issues when trying to use it as the background:
If the canvas element is the same size as the content, the visuals become pixelated and distorted if the height changes, such as with the addition of new content. Reloading the library is not a solution to this as it creates a visually distracting effect.
If the canvas element is an arbitrary extreme height and not sized according to the content (with the overflow simply hidden), the performance of the website suffers, as the library consumes excessive CPU power.
If the canvas element is simply given a fixed position in CSS, performance is good and it sticks, but it looks out of place as everything behind it moves during scrolling.
After some consideration, it seems like the best way to make it work is to give it a modest size (like 200% page height), and then make it repeat infinitely during scrolling - performance would be acceptable, and there wouldn't be any distortion. However, I can't find any way to do this - I'm aware that there's a background-repeat property in CSS, but that seems to only work for images.
Is there any way to do what I'm trying to accomplish? Both CSS and JS based answers are welcome.
After some trial and error, it looks like the only means of accomplishing what I'm trying to do is as follows:
Create 3 or so background divs, each the size of the view port, and stack them vertically
Record user scrolling activity, and set a trigger for when a user has scrolled a height equal to the height of the view port
when the trigger is hit, place the div that just left the view port at the end of the list, and insert an empty spacer div where it used to be
If done correctly, this creates an effect where the user is apparently scrolling through an infinite background, when it's really just the same 3 or so divs being shuffled over and over. Going in reverse is the same principle.
Not sure how to make this work with in a system that also has scroll position restoration, but it could probably be done by waiting for page loads and then dynamically inserting enough spacers to move the background divs to the appropriate position in the view port.
The downside to using animated effects that rely on viewport dimensions is that the user may resize the browser and wreck your animation so you have no choice but to catch any viewport resizing in which case you may have to reload everything or recalculate!
You can't have the cake and the cherry on top unfortunately, so you'll either have to abandon the idea of "impressive effects" because they are impractical or take action...
document.body.onresize=function(){Adjustments();};
function Adjustments(){
var W=Container.offsetWidth, H=Container.offsetHeight;
// You've now got the new resolution so go for your life!
}

Animated pop-up like on wunderlist.com

I've came across wunderlist.com site and just fell in love with the zoom-like pop-up they have on the image just beneath the header "Learn more about Wunderlist".
I'd love to implement something like this on my site.
Can somebody tell me how this is done? I tried to reverse-engineer, but with no luck :)
I'm not hoping for the whole ready code, but maybe some guidelines on how to achieve this with CSS/jQuery.
Or maybe you know some jQuery plugin that I could use?
They are using all CSS. Pretty simple really.. I would code a full js fiddle example for you but I don't have the time, so instead I will list out the different elements you need and how they interact.
First the large image is just a div with a background image with set
dimensions.
The circular images themselves are generated from one large image containing all of the circles in one spot, this is called a sprite. The circles are just div's with background images and background positioning to position the correct circle inside the box from the sprite image.
The text boxes themselves are also div's with a standard H2 and P tags for the text.
Everything is absolute positioned in order to achieve the proper layout.
The small circles are div's with :hover states that are absolute positioned over their respective targeted areas.
The animation on :hover is achieved by the use of css3 transition and css3 transforms.
This should get you started.
Comment if you have questions.
Had some time to have some fun: http://khill.mhostiuckproductions.com/siteLSSBoilerPlate/fun-experiment-mh/
Try looking at two main aspects:
Open up your inspector tool of choice and look at what happens to body.login .feature
...more specifically, look at what happens to its transform: scale and opacity values upon :hover.
Hint: the transition is mainly on them.
Still in your inspector, change the scale to (1) and the opacity to 1. How it smoothly gets from one state to the other is dictated by the transition property.
This isn't meant to tell you exactly how to achieve it, but to get you on your way :)
It's not that hard actually. The Wunderlist team has even made it easier. They have a large sprite image with the zoomed images cropped and ready with rounded corners, borders and shadows. You can see it here: https://wunderlist2.s3.amazonaws.com/179510ff7c929bfcc6e9819f3c2539baca5d3325/images/welcome-screen.png
What you do is on mouseover you show a half transparent black background (can be position: fixed with full width and height). Then you create a element with the sprite as the background image (even better, have a class ready in your css and append it to your newly created element). Set position to the position of the hovered element.
When added to the dom animate the transform scale of the element (starting with something like scale(.24) as they do).
Well since you tried reverse engineering. I'll try and guide you along that path.
There is only one div with id overlay which is changes it's place & content, on hover of any div with class feature. Work your way further from their app js, it's not minified.
The content of the popup in this case is an image moved to different positions.

How to enable clicking on layered svg images

My app uses up to 6 svg images layered to create an interactive image. I have found that I cannot mouseclick on any images below the first.
** Edit. Excess code and text removed.
You can make an element insensitive for mouse events by setting the pointer-events attribute to none (see Tinkerbin):
svg > *{opacity:.5}
In essence I cannot do what I want this way. Stacking embedded images results in only the top layer being clickable by the mouse.
An image map works, with some mucking about.
I created a clear image calling it clearOverlay and gave is a usemap value tying it to my image map.
My imagemap I created using a free online app http://www.image-maps.com which took my image allowed me to create my clickable zones and generated the html for me. After cleaning it up and swapping the href values for onclick functions I added the map to my code.
Next problem was getting it to overlay my existing images. I eventually used style="position:relative; top:-300px" forcing it to sit squarely on my image. I'm sure there must be a better way, but at this point that worked for me.
For anyone else doing this don't forget to either place the clearOverlay last in your image list or set the css z-index to higher than everything else to make sure it is sitting on top.
So I now have a stacked svg image, where I can manipulate each svg according to where the user clicks. Its only taken me 5 days! I'm kinda over this coding by yourself lark.
** My image map above will not scale to different sized screens. The next time I try this, I will experiment using a transparent svg with fill zones where I wish to click.

get div current (rendered) width with javascript

Hey, Ive got an php script dragging some images from a database and displaying them using float:left; so they go left to right.
However unless in the css i define i width for the container they jump down onto a 2nd line.
So the question IS!
How for the life of me could I get it to figure out the width of the content and then set the width attribute via javascript all on the one load.
I did have a slight worry that this wouldnt be easily possible as it wud have had to render the images/layout first to get a width before then adjusting it.
Ideas please people!! x
Your question has to do with how the flows of floats work...
If two images are floated and the sum of their widths is wider than the containing element, they will wrap (similar to the way words in a paragraph wrap).
Visual references describing the flow of "float"ed elements (way too difficult to describe in a few words):
http://css.maxdesign.com.au/floatutorial/introduction.htm

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