So I have a problem with clearRect in js-canvas-animation. This problem happens only on Android API 16, and only in the moment when animation is restart.
I'm using setInterval() for my animation (here is simplify code)
function start() {
clearInterval(animationInterval);
x = 0;
canvas = document.getElementById("animationCanvas");
ctx = canvas.getContext("2d");
animationInterval = setInterval(func, 30);
}
function func() {
ctx.clearRect(0, 0, canvas.width, canvas.height);
ctx.fillRect(halfWidth - x, 0, 250, 150);
x += extensionStep;
}
It is look like a shore. But every time, when i restart animation with help start function, under new animation i see last frame previous animation. Already i was trying beginPath(), save, stroke. I check all question on SO and nothing.
How i can clear the background under animation?
So after several hours, i found one of the solves. It is strange bug for old android, because new android (i checked on api 24) it fixed. For hard cleaning you can detach canvas from DOM and reattach again:
ctx.clearRect(0, 0, canvas.width, canvas.height);
canvas.style.display = 'none';// Detach from DOM
canvas.offsetHeight; // Force the detach
canvas.style.display = 'inherit'; // Reattach to DOM
It is simple operation and is not resource intensive.
Related
I'm trying to make an animation using html canvas, but I don't know if I have the best approach to it.
What I'm trying is to make a <canvas id="canvas"></canvas> and draw a rectangle on it using the fillRect().
Then I'm executing a function onload, that has a timeout of 500 miliseconds.
The function basically draws the rectangle 1px to where I want, by changing its x or y, and then, with clearRect(), I'm crealing the rectangle some time after starting on the starting point and following the other one.
Am I doing this right? or is there a better way to approach it?
You can use this structure
const canvas = document.getElementById('can');
const ctx = canvas.getContext('2d');
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
canvas.style.backgroundColor = 'white';
var someconstructorName = function(paramA,paramB,...){
"Initialisation of variables and other things"
this.draw = function(){
"your logic"
}
this.update = function(){
"your update logic"
this.draw();
}
}
function animate(){
requestAnimationFrame(animate)
}
animate();
Check out this Pen here it will give you a good idea:
https://codepen.io/khanChacha/pen/YgpBxM
If you have to use this style multiple times, I recommend diving into AnimeJS, a JS library which makes animating a lot simpler. ^^
AnimeJS
It supports delays and timelines too, which seems to be what you are using right now ^^
I am using requestAnimationFrame to animate video streams and I know that request animation does not work in backgrounds so is there any way to make it run on background.
I know that we can animate using setInterval or setTimeout too but when I use these, animations were not work properly and images on video stream were blinking.
Here is my code:
const drawFrame = function drawFrame() {
if (!ctx) {
ctx = canvas.getContext('2d');
}
if (!tmpCanvas) {
tmpCanvas = document.createElement('canvas');
tmpCtx = tmpCanvas.getContext('2d');
tmpCanvas.width = canvas.width;
tmpCanvas.height = canvas.height;
}
tmpCtx.drawImage(videoElement, 0, 0, tmpCanvas.width, tmpCanvas.height);
const imgData = tmpCtx.getImageData(0, 0, tmpCanvas.width, tmpCanvas.height);
const data = selectedFilter(imgData);
ctx.putImageData(data, 0, 0);
if (!stopped) {
requestAnimationFrame(drawFrame);
} else {
tmpCanvas = null;
tmpCtx = null;
ctx = null;
}
};
requestAnimationFrame(drawFrame);
I guess you are out of luck. requestAnimationFrame intentionally pauses in the background because animations have no reason to be running in the background, and as you mention setInterval and setTimeout are not designed for animation and should not be used as such.
You mention that you need to animate a video stream. Do you mean that you are applying an animation on top of a video tag, or changing the appearance of the video element via a canvas element? In both cases, you shouldn't continue to do so in the background anyway, but you may give computeFrame (Firefox only) a go, which will fire once every frame of the video. Or is it that you are actually faking a video stream by animating a set of static images in succession? In that case, why are you not using the video element?
I'm making a very simple 'pixel-painting' program using HTML5/Canvas.
I'd like to give the user an option to go back in 'history', like the History panel in Photoshop / Adobe programs.
Basically it would be an undo button, but you'd be able to go back to the start of your actions, and there would also be a log showing the details of each action.
Is this possible? How would I even start storing this data?
How much memory is available within the Chrome browser in order to allow this on one page? – (Sorry if that is silly to ask, still quite new to Javascript and working within the browser.)
I have read this undo button Question, which is similar but I'd like to make the info about data being stored visible.
Thank you so so much for any help you can give!
You would need to build a simple undo-redo stack. Then you need to decide if you will store vector data or image data. The latter is more efficient but can also take up much more memory. You may have cases where you want to store both types of data (path on top of images).
The method would be in simple steps:
Store initial state for the new document. Keep a stack pointer pointing to the next free slot (for example using an array).
When mouse down is hit (or some other operation that will cause a change is started) move stack pointer forward.
When mouse button is released, make a snapshot, create thumbnail etc. It's up to you if you want to store the drawing as points or as a bitmap. If bitmap data you can get around storage space by compressing it using for example zip. Move stack pointer forward. If there exists snapshots in the stack at this point remove them.
When you need to undo, simply draw back previous stored step and move the stack pointer back. By keeping the snapshots you can do redo by moving stack pointer forward and redraw the snapshot, if any.
And finally, to visualize the undo-redo stack you can simply render each snapshot to a separate canvas at scale and extract that as an image which you put in the list.
Note: when creating a undo state it's important to clear any snapshots after the new stack pointer position. This is because if undo has been used, redo can be used if no changes. However, if undo was used and new drawing was added this would invalidate the next states so they have to be removed.
As to browser memory it will depend on the user's system. Some have a few gigabytes, other has a lot. There is no way to know. You would have to chose a UX strategy suitable for your scenario as well as target audience.
Example
This does not implement the logistics for handling the sync of the thumbnails, but has most other parts. I'll leave the rest as an exercise.
var ctx = c.getContext("2d"),
stack = [], // undo-redo stack
sp = 0, // stack pointer
isDown = false; // for drawing (demo)
capture(); // create an initial undo capture (blank)
ctx.lineCap = "round"; // setup line for demo
ctx.lineWidth = 4;
// simple draw mechanism
c.onmousedown = function(e) {
sp++; // on mouse down, move stack pointer to next slot
isDown = true; // NOTE: clear any snapshots after this point (not shown)
var pos = getXY(e); // start drawing some line - how you draw is up to you
ctx.beginPath();
ctx.moveTo(pos.x, pos.y);
}
window.onmousemove = function(e) {
if (!isDown) return; // only for drawing
var pos = getXY(e);
ctx.lineTo(pos.x, pos.y);
ctx.stroke();
ctx.beginPath();
ctx.moveTo(pos.x, pos.y);
}
window.onmouseup = function() {
if (!isDown) return;
isDown = false;
capture(); // capture an undo state
makeThumb(); // create and insert a thumbnail of state
};
function capture() {
stack[sp] = c.toDataURL(); // one way, you could use getImageData,
// or store points instead.. it's up to you
}
// Creates a thumbnail of current canvas and insert into visible undo stack
function makeThumb() {
var canvas = document.createElement("canvas");
canvas.width = canvas.height = 64;
var ctxTmp = canvas.getContext("2d");
ctxTmp.drawImage(c, 0, 0, canvas.width, canvas.height);
undos.appendChild(canvas);
}
// UNDO button clicked
undo.onclick = function() {
var img = new Image; // restore previous state/snapshot
img.onload = function() {
ctx.clearRect(0, 0, c.width, c.height);
ctx.drawImage(this, 0, 0);
}
// move stack pointer back and get previous snapshot
if (sp > 0) img.src = stack[--sp];
};
// REDO button clicked
redo.onclick = function() {
// anything we can redo?
if (sp < stack.length) {
var img = new Image;
img.onload = function() {
ctx.clearRect(0, 0, c.width, c.height);
ctx.drawImage(this, 0, 0);
}
// move stack pointer forward and get next snapshot
img.src = stack[++sp];
}
};
function getXY(e) {
var r = c.getBoundingClientRect();
return {x: e.clientX - r.left, y: e.clientY - r.top}
}
#c {background:#ccc}
<button id=undo>Undo</button>
<button id=redo>Redo</button><br>
<canvas id=c width=500 height=500></canvas>
<div id=undos></div>
You could copy the current canvas to a separate one each time an action is performed. Simply displaying old canvases could serve as an action log.
You can send a canvas to drawImage directly:
destContext.drawImage( srcCanvas, 0, 0 );
If that approach consumes too much memory, an alternative is to store all the commands in a stack, remove the last element when undoing, and redraw everything from scratch.
I am developing a camera based SPA. When I'm trying to resize the image it cause to a memory leak.
without executing resize
first executing resize
.
second executing resize
The memory never go down until I do refresh.
It is strange the same app http://shitu.baidu.com does release the memory.
Here is the my resize function.
var useRightPen = function (img, pre_img_wid, pre_img_hei, aft_img_wid, aft_img_hei, callback) {
var canvas = document.createElement('canvas');
var ctx=canvas.getContext('2d');
canvas.setAttribute("height", aft_img_hei);
canvas.setAttribute("width", aft_img_wid);
var orientation = 1;
if (!!(/http/.test(img.src))) {
//memory keeps the same before the drawimage
canvas.getContext('2d').drawImage(img, 0, 0, aft_img_wid, aft_img_hei);
//memory goes up after the draimage
callback(canvas.toDataURL('image/jpeg'), aft_img_wid, aft_img_hei);
}
canvas = null;
}
Appreciate for everyone.
---update--06-11--2015
I make one fildde http://jsfiddle.net/onTheRoad/dc17guba/
The demo will reset the image src after every pick.Memory goes high on its way.
I've been playind with canvas lately and started today to work on using setInterval to refresh / animate it regularly.
I was surprised to see how this is heavy for the cpu and slows down eveyrthing. Looking at example online I m sure there is something wrong with my way of doing. I then simplified what I wanted to do at the maximum (not playing with image but rectangles, not using too many objects, etc) but still got the same problem.
I was trying to get a white flash (at 12fps) on top of two rectangles...So nothing complicate at all...
Here is my code.
function Canvas(name){
this.ctx=document.getElementById(name).getContext('2d');
this.canvas=this.ctx.canvas;
this.width=this.canvas.width;
this.height=this.canvas.height;
this.layers=new Array();
this.draw = function() {
this.canvas.width = this.canvas.width;
this.ctx.beginPath();
this.ctx.rect(0,0,this.width,this.height);
this.ctx.closePath();
this.ctx.fillStyle="#eaeaea";
this.ctx.fill();
this.ctx.beginPath();
this.ctx.rect(250,50,300,250);
this.ctx.closePath();
this.ctx.fillStyle="#ff0000";
this.ctx.fill();
intensity=Math.random();
this.flash(intensity);
};
this.flash = function(intensity) {
this.ctx.globalAlpha = intensity;
this.ctx.beginPath();
this.ctx.rect(0,0,this.width,this.height);
this.ctx.closePath();
this.ctx.fillStyle="#fff";
this.ctx.fill();
this.ctx.globalAlpha = 1;
setInterval(this.draw.bind(this),1000);
};
function initCanvas(){
mycanvas=new Canvas('myCanvas');
mycanvas.draw();
}
$(document).ready(function() {
initCanvas();
});
Solution found:
Use setTimeout instead of setInterval.
Close all the paths, which you open:
this.draw = function() {
this.canvas.width = this.canvas.width;
this.ctx.beginPath();
this.ctx.rect(0,0,this.width,this.height);
this.ctx.closePath(); //Closing
this.ctx.fillStyle="#eaeaea";
this.ctx.fill();
this.ctx.beginPath();
this.ctx.rect(250,50,300,250);
this.ctx.closePath(); //Closing
this.ctx.fillStyle="#ff0000";
this.ctx.fill();
this.flash(40);
};
this.flash = function(intensity) {
this.ctx.globalAlpha = intensity;
this.ctx.beginPath();
this.ctx.rect(0,0,this.width,this.height);
this.ctx.closePath(); //Closing
this.ctx.fillStyle="#fff";
this.ctx.fill();
this.ctx.globalAlpha = 1;
setInterval(this.draw.bind(this),1000);
};
You've got a massive memory leak because you keep using setInterval in the flash function. Let's look at the sequence of events
mycanvas object created
draw()
draw calls flash
flash sets an interval to call draw every second
draw calls flash and sets another interval
Process repeats till you've got a lot of intervals calling draw
To solve it, use setTimeout in flash. So it calls draw after a second, which calls flash and then calls draw again in a second. Also, 1000ms won't give you 12fps. 1000/12 will.
Also, use ctx.closePath(); to close the paths you opened with beginPath()
You also never closed the Canvas function with a }.
Here's a demo
I don't know if this is relevant anymore, but I found myself in a similar situation and wanted to give an even better answer.
Use requestAnimationFrame(yourLoop), especially for games since it is faster and has better performance.
http://www.paulirish.com/2011/requestanimationframe-for-smart-animating/