Javascript OnScroll performance comparison - javascript

Update: Similiar question with a very good answer that shows how to use requestAnimationFrame with scroll in a useful way:
scroll events: requestAnimationFrame VS requestIdleCallback VS passive event listeners
So let's say I want to add some expensive action on my site triggered by scrolling. For example, I'm using parallax effects in my jsfiddle.
Now I keep reading it must not be bound to the event directly, sometimes followed by snippets that are meant to be better. Just some examples:
Attaching JavaScript Handlers to Scroll Events = BAD!
How to develop high performance onScroll event?
How to make faster scroll effects?
60FPS onscroll event listener
What they say is basically don't do this:
// Bad guy 1
$(window).scroll( function() {
animate(ex1);
});
or this
// Bad guy 2
window.addEventListener('scroll', onScroll, false);
function onScroll() {
animate(ex2);
}
But use timeouts, intervals, requestAnimationFrame and whatnot, for example:
// Good guy
$(window).scroll( function() {
scrolling1 = true;
});
setInterval( function() {
if (scrolling1) {
scrolling1 = false;
animate(ex3);
}
}, 50 );
So, I went and added the options I found in the links above to a jsfiddle that tries to compare them by adding a counter to every approach, like so:
// Test
$(window).scroll( function() {
counter = counter + 1;
// output result of counter
animate(ex1);
});
Best to check the complete jsfiddle
Outcome: Everything that works smooth is about the same number of calculations. If I can live with choppy effects, maybe I can safe some resources. And against everything I read, this seems logical to me!
First question:
Am I missing something or is this a valid test? If it's invalid, how could I test correctly?
Edit: To clarify, I want to test whether any of the above methods save performance at all.
Second question:
If it is valid, why is everyone nervous about onscroll? If fluid animations require 5000 calculations over the complete site, there's no way to change it anyway?
(Well, sometimes I use checks to determine whether an object is in the viewport or not, but honestly I don't even know if those checks aren't as expensive as the prevented code itself, especially if they involve five different variables such as offset, windowHeight, scrolltTop, getBoundingClientRect and outerHeight...)

So, #SirPeople already answered your first question correctly, it is indeed a good test to see how often the animate function gets called, but it's a bad test to compare the performance of the different snippets.
This is a performance recording of the excecution:
The function animate isn't expensive at all. I took a performance recording (next picture), which shows that it takes between 0.64ms and 1.29ms in the one iteration I looked at (points 1-5). And once the function is done, the repaint takes no time at all (point 6), which might be because the page has almost no content. When we take a look at the time, we can see that all five animation functions and the repaint happen in less than 10ms, which, under normal circumstances, mean that we can get a fluid 60fps animation (point 7).
Also, if we want to compare onscroll event listeners we need to test each on it's own and compare the results. If one of the listeners would really be blocking it would have an influence on the whole page and without performance debugging you wouldn't know which one it was.
I made two jsfiddles window.scroll and RAF. And, to my surprise, there does not seem to be any difference.
Why are people concerned about this?
As you can see in the jsfiddles linked above, if the event handlers get too large, the entire page is going to lag.
Now what?
I'm no performance guru myself, but:
Perhaps one of the other solutions is correct
We can mark your event listeners as passive, although in my test it didn't really improve at all
https://developers.google.com/web/updates/2016/06/passive-event-listeners
We can optimize the event listener by removing parallax effects
There's also this new thing called Intersection Observer which is supposed to be much faster, I didn't test it
https://developer.mozilla.org/en-US/docs/Web/API/Intersection_Observer_API

I am not totally sure if I got correctly your questions and all your statements but I will try to give you an answer:
Am I missing something or is this a valid test? If it's invalid, how could I test correctly?
It is a valid test if you are measuring the number of times a function has been called, this will of course depend on the browser, SO, if is GPU enhanced and some other benchmark parameters that has been commented in your question already.
If we consider that measurement correct then it can be said that by using timeouts or requestAnimationFramework could save time because we are basically following the principles of debouncing or throttling. Basically we do not want to request or called a function more times than is needed. In the case of the timer we will queue less functions calls and in the case of requestAnimationFrame because it enqueue calls before repainting and will execute them sequentially. In timeouts it could happen that calculations overlap if they are very heavy.
I found a better answer in why using requestAnimationFrame explaining the main problems with animations in the browser like Shear, flickering or frame skip. It also includes a good demo.
I think your testing method is correct, you also should interpret it correctly, maybe calls are close to be the same number because of your hardware and your engine, but as said, debounce and throttling are a performance relieve.
Here also one more article supporting not attach handlers to window scroll from Twitter. (Disclaimer: this article is from 2011 and browsers have deal with optimizations for scroll in different ways).
why is everyone nervous about onscroll? If fluid animations require 5000 calculations over the complete site, there's no way to change it anyway?
I do not think there is nervousness in the performance hit, but the user experience will be worst for the above mentioned animation problems that your overcalling of scroll can cause, or even if there is a desynchronization with your timer you could still get the same 'performance' problems. People just recommend saving calls to scroll because:
Human visual permanence doesnt require a super high frame rate and so it is useless to try to show images more often.
For more complex calculations or heavy animations browsers are already working on optimizations, like you have check, some browsers had optimize this things in comparison with the 2, 3 or 6 years ago the articles you expose were written.

Related

Scroll throttle how to choose a good amount for miliseconds?

I am throttling a scroll event like so:
window.addEventListener('scroll', throttle(() => {
console.log('scroll event triggered with throttle');
}, 150));
Because I do not want the scroll event to trigger 100's of times per second when somebody scrolls I have throttled it with a lodash throttle function.
I have read up on numerous articles which talk about doing this for obvious performance reasons but none talk about what kind of amount to set for the milliseconds on the throttle.
Of course this might depend on the use case and what code actually gets executed within the throttle. In my case I am doing a viewport check to see if something is still within the viewport.
How would you try and find a suitable amount for the milliseconds? Of course I would love to go as low as possible because it will fire an AJAX requests faster when it comes to an infinite scroll but I also do not want to cause performance issues.
It is hard testing this on a high-end desktop because I will probably never run into performance issues.
A pretty broad question but I would love to know (preferably in chrome) if this can be profiled for worst case scenarios.
In your case, I suggest using IntersectionObserver.
There still will be performance considerations, but if you only want to check that content is visible, it is a relatively fast operation - the observer will give you this information on IntersectionObserverEntry.
When doing some animations, try to target your animation's frame rate of 60fps (one frame per 16ms) and use. If you want to handle orientation change or resize, I'd suggest to add a delay of 450ms (empirically counted duration of orientation change on iPad which in our experiments was largest value of all devices tested).
As for testing, chromium-based browsers allow you to throttle the CPU:
I'm not sure if it is available in other browsers.
In any case it might be a good idea to postpone code execution with requestAnumationFrame (for animations) or requestIdleCallback (for computations). It will help to avoid bottlenecks to some degree.

Is it okay to use if-else inside jQuery .scroll() event handler?

I want to know if the use of if-else inside the jQuery .scroll() to compare positions with functions like:
offset = $(window).scrollTop()
and:
nameVar = $("#divID").offset()
These comparisons also adds css styles, inside the .scroll(), I have like four if-else statements.I am trying to find out if I will get performance issues when comparing DIVs' positions.
In my first tests the page load okay, but if I leave the page open I noticed that it is getting pretty laggy.
So:
Is it a better way to use if-else inside scroll()?
Am I using if-else wrong?
Is there another way to do it right?
The issue is that .scroll() events can be called very rapidly during a scroll operation. You either need to respond to a given event very quickly OR you need to defer handling of the scroll events (usually with a timer) until the user pauses with the scroll bar and stops moving it. Either one of those behaviors will prevent the laggy behavior.
A couple if statements take almost no time. But doing heavy duty selector queries or particularly making page changes that cause relayout and repainting can take significant CPU.
There is no right or wrong description for what exactly you can and can't do in a scroll handler and not see laggy behavior because it depends upon exactly what you're doing, what computer you're running it on, how much repaint and relayout operations you might cause by your actions, etc... The best you can do is either just decide to take the deferred route so you don't make your changes live until the user pauses the scroll or you have to test your code on all relevant platforms (particularly lower horsepower platforms) to see if your scroll handler is responsive enough.
You can see this post: More efficient way to handle $(window).scroll functions in jquery? for a couple methods of deferring the scroll processing until the user pauses including a jQuery plugin that makes this automatic.
Generally speaking finding the divs on the page will be much more computationally expensive that a couple if statements. So long as you cache lookups like so (outside of the scroll handler):
var $myDivOfAwesome = $('#awesomeDiv');
$(document).scroll(function() {
if ($myDivOfAwesome.position().top > 1337) {
// do stuff...
}
});
You should be fine.
If you still want to compare different snippets of code to determine what's faster, check out JSperf

How to Write A Function That Appends an Item to the DOM and Delays the Next Tick?

I recently found the following question online:
Write a function that takes an object and appends it to the DOM, making it so that events are buffered until the next tick? Explain why this is useful?
Here is my response:
function appendElement(element) {
setTimeout(function() {
document.body.appendChild(element);
}, 0);
}
Why did I set the interval to zero?
According to this article, setting the timeout to 0, delays the events until the next tick:
The execution of func goes to the Event queue on the nearest timer tick. Note, that’s not immediately. No actions are performed until the next tick.
Here's what I am uncertain of:
Is my solution correct?
I cannot answer why this approach is beneficial
For reference, I got this question from this website listing 8 JavaScript interview questions.
I'd also like to point out that I am asking this question for my own research and improvement and not as part of a code challenge, interview question, or homework assignment.
I think you misunderstood the question. I read it as asking to append an element to the DOM, then delay any further processing until the next tick. Therefore:
document.appendChild(element);
setTimeout(function() {
resumeProgramFlowFromHere();
}, 0);
// nothing here
That's useful when you want to make sure there is a reflow/repaint before some time-consuming operation takes place (to give users visual feedback). Browsers already force a repaint in certain circumstances, but when they don't, this technique can be useful.
You can find some more information here and here.
That's my interpretation of the question, but I find it confusing too, probably because it's not clear what they mean by events. And there are other debatable questions on that site, the weirdest being:
What is the concept of “functions as objects” and how does this affect variable scope?
That simply makes no sense to me. Okay, functions are objects in JavaScript, and scopes are also related to functions, but those are distinct topics. The fact that functions are objects has nothing to do with scope.
So my advice is, take those interview questions with a grain of salt.
There are situations where you run into bugs that require this technique to fix. Its not specific to appending an element though; that's just one use case.
I've encountered this from time to time doing particular kinds of animations where setting multiple css3 properties at the same time doesn't trigger the browser to redraw correctly.
While I don't have code examples of the previous case, you can see where I use the technique on my site http://popped.at. Look in this file, http://www.popped.at/js/main.js, and search for "//the 0ms timeout is needed for IE9". In this case, there was an issue in IE9 where canvas wasn't being updated properly.
(The site isn't functioning in the backend at the moment, which is why its dark. I'm working on that.)

asynchronous / variable framerate in javascript game

This may be a stupid/previously answered question, but it is something that has been stumping me and my friends for a little while, and I have been unable to find a good answer.
Right now, i make all my JS Canvas games run in ticks. For example:
function tick(){
//calculate character position
//clear canvas
//draw sprites to canvas
if(gameOn == true)
t = setTimeout(tick(), timeout)
}
This works fine for CPU-cheep games on high-end systems, but when i try to draw a little more every tick, it starts to run in slow motion. So my question is, how can i keep the x,y position and hit-detection calculations going at full speed while allowing a variable framerate?
Side Note: I have tried to use the requestAnimationFrame API, but to be honest it was a little confusing (not all that many good tutorials on it) and, while it might speed up your processing, it doesn't entirely fix the problem.
Thanks guys -- any help is appreciated.
RequestAnimationFrame makes a big difference. It's probably the solution to your problem. There are two more things you could do: set up a second tick system which handles the model side of it, e.g. hit detection. A good example of this is how PhysiJS does it. It goes one step further, and uses a feature of some new browsers called a web worker. It allows you to utilise a second CPU core. John Resig has a good tutorial. But be warned, it's complicated, is not very well supported (and hence buggy, it tends to crash a lot).
Really, request animation frame is very simple, it's just a couple of lines which once you've set up you can forget about it. It shouldn't change any of your existing code. It is a bit of a challenge to understand what the code does but you can pretty much cut-and-replace your setTimeout code for the examples out there. If you ask me, setTimeout is just as complicated! They do virtually the same thing, except setTimeout has a delay time, whereas requestAnimationFrame doesn't - it just calls your function when it's ready, rather than after a set period of time.
You're not actually using the ticks. What's hapenning is that you are repeatedly calling tick() over and over and over again. You need to remove the () and just leave setTimeout(tick,timeout); Personally I like to use arguments.callee to explicitly state that a function calls itself (and thereby removing the dependency of knowing the function name).
With that being said, what I like to do when implementing a variable frame rate is to simplify the underlying engine as much as possible. For instance, to make a ball bounce against a wall, I check if the line from the ball's previous position to the next one hits the wall and, if so, when.
That being said you need to be careful because some browsers halt all JavaScript execution when a contaxt menu (or any other menu) is opened, so you could end up with a gap of several seconds or even minutes between two "frames". Personally I think frame-based timing is the way to go in most cases.
As Kolink mentioned. The setTimeout looks like a bug. Assuming it's only a typo and not actually a bug I'd say that it is unlikely that it's the animation itself (that is to say, DOM updates) that's really slowing down your code.
How much is a little more? I've animated hundreds of elements on screen at once with good results on IE7 in VMWare on a 1.2GHz Atom netbook (slowest browser I have on the slowest machine I have, the VMWare is because I use Linux).
In my experience, hit detection if not done properly causes the most slowdown when the number of elements you're animating increases. That's because a naive implementation is essentially exponential (it will try to do n^n compares). The way around this is to filter out the comparisons to avoid unnecessary comparisons.
One of the most common ways of doing this in game engines (regardless of language) is to segment your world map into a larger set of grids. Then you only do hit detection of items in the same grid (and adjacent grids if you want to be more accurate). This greatly reduces the number of comparisons you need to make especially if you have lots of characters.

Understanding JavaScript timer thread issues

I'm starting on a javascript MMORPG that will actually work smoothly. Currently, I created a demo to prove that I can move characters around and have them chat with each other, as well as see eachother move around live.
http://set.rentfox.net/
Now Javascript timers are something I have not used extensively, but from what I know, correct me if I'm wrong, is that having multiple setIntervals happening at the same time doesn't really work well b/c it's all on a single thread.
Lets say I wanted to have 10 different people nuking fireballs at a monster by using sprite background positioning with setInterval -- that animation would require 10 setIntervals doing repainting of the DOM for sprite background-position shifts. Wouldn't that be a big buggy?
I was wondering if there was a way around all this, perhaps using Canvas, so that animations can all happen concurrently without creating an event queue and I don't have to worry about timers.
Hope that makes sense, and please let me know if I need to clarify further.
The issue with multiple setIntervals is twofold. The first is as you indicate, since all Javascript on browsers is (currently) single-threaded, one timer's execution may hold up the next timer's execution. (Worker threads are coming, though; Firefox already has them, as does Safari 4 [and maybe others].) The second is that the timer happens at a set interval, but if your handler is still running when that interval expires, the second interval is completely skipped. E.g., the timer can interfere with itself.
That last part needs more explanation: Say you have a setInterval at 10ms (which is the fastest you can reasonably expect any implementation to do it; may are clamped so that they don't go faster than that). If your handler takes 13ms, the interval that should have happened 10ms after it began will be completely skipped.
I usually use setTimeout for this kind of thing. When my handler is triggered, I do my work and then schedule the next event at the end of the handler. Then (within the bounds of what you can be certain of), I know the next event will happen at that interval.
For what you're doing, it seems like a single "pulse" timer would be best, working through whatever it needs to do on the pulse. Whether that pulse timer uses setInterval or setTimeout is a judgment call based on what you're seeing with your actual code.
+1 to T. J. Crowder, the answer was perfect. I strongly recommend learning to use Canvas over DOM nodes for game animation; the latter is slow and buggy, and will hang the browser in any non-trivial situation. OTOH, Canvas is much faster and can be hardware accelerated, and even has a 3D context if you need it.

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