Moving a DOM node and browser repaint performance - javascript

Say I have a page with a bunch of divs stack one after another. At one point, I move the 30th one from its position below up to position, say, 5. This causes the old nodes 5 to 29 to move down a slot.
Neglecting what's inside the divs, how much of a relative performance impact does this operation have? If I understood the repaint concept correctly, this would cause a big repaint since lots of visible items' positions are changed. But I thought something as simple would have been optimized by the browser using some tricks.
Disclaimer: I did try to test the repaint on Chrome, but I guess my method wasn't adequate enough, and I couldn't discern much.
Here's the follow-up question: say I move a few of these divs around. What would be better in terms of performance: moving each individually, or, say, just simply re-append every node? My thought is that, at a certain point, would it be better to just re-append the whole thing once, rather than moving 6 or 7 divs around and repaint around half the screen each time (if that's indeed the case).
Thanks.

I read through this article a while back and it taught me a fair bit:
http://www.stubbornella.org/content/2009/03/27/reflows-repaints-css-performance-making-your-javascript-slow/
eg:
"
Apply animations to elements that are position fixed or absolute. They don’t affect other elements layout, so they will only cause a repaint rather than a full reflow. This is much less costly"
There's loads more useful tips there aswell.

Related

Speed difference between inserting html and changing display style property

Assuming you have a relatively small piece of HTML (let's say under 100 tags and <4KB in size) and you want to occasionally display and hide it from your user (think menu, modal... etc).
Is the fastest approach to hide and show it using css, such as:
//Hide:
document.getElementById('my_element').style.display = 'none';
//Show:
document.getElementById('my_element').style.display = 'block';
Or to insert and remove it:
//Hide
document.getElementById('my_element_container').innerHTML = '';
//Show:
const my_element_html = {contents of the element};
document.getElementById('my_element_container').innerHTML = my_element_html;
// Note: insertAdjacentHTML is obviously faster when the container has other elements, but I'm showcasing this using innerHTML to get my point across, not necessarily because it's always the most efficient of the two.
Obviously, this can be benchmarked on a case by case basis, but, with some many browser versions and devices out there, any benchmarks that I'd be able to run in a reasonable amount of time aren't that meaningful.
I've been unable to find any benchmarks related to this subject.
Are there any up to date benchmarks comparing the two approaches? Is there any consensus from browsers developers as to which should, generally speaking, be preferred when it comes to speed.
In principle, DOM manipulation is slower than toggling display property of existing nodes. And I could stop my answer here, as this is technically correct.
However, repaint and reflow of the page is typically way slower and both your methods trigger it so you could be looking at:
display toggle: 1 unit
DOM nodes toggle: 2 units
repaint + reflow of page: 100 units
Which leaves you comparing 101 units with 102 units, instead of comparing 3 with 4 (or 6 with 7). I'm not saying that's the order of magnitude, it really depends on the actual DOM tree of your real page, but chances are it's close to the figures above.
If you use methods like: visibility:hidden or opacity:0, it will be way faster, not to mention opacity is animatable, which, in modern UIs, is preferred.
A few resources:
Taming huge collections of DOMs
Render-tree Construction, Layout, and Paint
How Browsers Work: Behind the scenes of modern web browsers
An introduction to Web Performance and the Critical Rendering Path
Understanding the critical rendering path, rendering pages in 1 second
Web performance, much like web development, is not a "press this button" process. You need to try, fail, learn, try again, fail again...
If your elements are always the same, you might find out (upon testing) caching them inside a variable is much faster than recreating them when your show method is called.
Testing is quite simple:
place each of the methods inside a separate function;
log the starting time (using performance.now());
use each method n times, where n is: 100, 1e3, 1e4,... 1e7
log finishing time for each test (or difference from its starting time)
Compare. You will notice conclusions drawn from 100 test are quite different than the ones from 1e7 test.
To go even deeper, you can test differences for different methods when showing and for different methods when hiding. You could test rendering elements hidden and toggle their display afterwards. Get creative. Try anything you can think of, even if it seems silly or doesn't make much sense.
That's how you learn.

Best way to animate elements passing through viewport in infinite loop

I have a set of elements, set next to each each in a row. The number, scale, etc of these is dynamic. I would like them to pass from one side to the other on the screen in an infinite loop, so as one element leaves the one side it comes in again on the opposite, like this:
Here is a Codepen Illustrating the above example. Imagine the black box is the viewport, so you can't see outside of it.
What is the easiest way to implement this conveyor belt/treadmill approach?
I've tried several ways of implementing this but am stuck finding a reliable, smooth, and flexible solution to what seems like a very simple problem. I've hit a wall, how would you do this?
I'm just looking for the concept, library, etc.
Could a GreenSock library work well for this?
If this is too ambiguous could anyone point me toward a more appropriate place to ask?
Thanks.
I don't know what makes you say it "seems like a very simple problem", because (for me) it clearly isn't. Let's break it down:
Make the conveyor belt move (I'm assuming you move the belt container for this).
Trigger whenever an element completely left the screen.
Move that element in DOM at the other end of the belt and simultaneously adjust the belt position so the change in DOM is not visible in the belt animation, which should remain smooth.
This is how I'd go for it, but there are chances that the animation might stagger/flicker when the change in DOM is made, especially if you have other animations running in the page at the same time. If this happens, you might want to clone elements instead of moving them and only delete the originals after the rendering of the clone is finished. It might "seem" (sic) like the same thing, but the browser will do them one after the other instead of in the same time. It sometimes helps.
I'm a curious guy by nature so I'm already planning on making a fiddle with this at the end of the day. If I find anything notable or if I come up with another approach I'll update.

When to use requestAnimationFrame?

Having discovered requestAnimationFrame just a moment ago, I have dived into all the information I could find about it. To name just a few of the resources I came across in case there are others looking for more info about it:
http://creativejs.com/resources/requestanimationframe/ - explains the basics about it.
http://www.html5rocks.com/en/tutorials/speed/animations/ - explains how to use it.
Anyway, all of these resources tell me something about how requestAnimationFrame works or how it could/should be used, but none of them tell me when it is right to use it.
Should I use it for animations (repeated changes to the style of an element, much like CSS animations)?
Should I use it when an automated event wants to change the css/classes of one or multiple elements?
Should I use it when an automated event wants to change the text value of one or multiple elements? (e.g. updating the value of a clock once every second)
Should I use it when an automated event wants to modify the DOM?
Should I use it when an automated event needs values like .offsetTop, .offsetLeft and then wants to change styles such as top and left a few lines further?
Should I use it when a user generated event causes any of the above changes?
TL;DR: When is it right to use requestAnimationFrame?
You shouldn't yet. Not really, at least. This is still experimental and may or may not reach full recommendation (it is still a working draft at this point). That said, if you don't care about older browsers, or willing to work with the polyfill available the best time to use it is when you are looking to draw things to the screen that will require the browser to repaint (most animations).
For many simple modifications of the DOM, this method is overkill. This only becomes useful when you are doing animations when you will be drawing or moving items quickly and need to make sure that the browser repainting is keeping up enough to make it smooth. It will allow you to ensure that every frame you calculate will be drawn to the screen. It also provides a utility for more accurate time measurements to your animations. The first argument is the time at which the paint will occur, so you can ensure that you are where you should be at that moment.
You should not use it when you are doing many simple modifications to the DOM, or things that don't need to be smoothly transitioned. This will be more expensive on your users' computers so you want to limit this to making things smoother in transitions, movements and animations. Forcing a frame redraw is not needed every time you make a change on the page, since the response will be fast enough most of the time you don't need to worry about that extra couple milliseconds between draws.
As the previous answer says, you should not use it in the discontinuous animation because that don't need to be smoothly transitioned. In most cases, it's used for properties which vary continuously with time.

Should I use multiple canvases (HTML 5) or use divs to display HUD data?

I am in process of making a game where the health bar (animated) and some other info represented visually like some icons showing the number of bombs the player has etc. Now, this can be done both in canvas (by making another canvas for info that sits over the main canvas, or it can be done using many divs and spans with absolute positioning. This is my first time in making a browser based game so if any experienced people view this, tell me what you recommend. I would like to know that which method would be faster.
The game will also be running on mobile devices. Thanks!
There is no straighforward answer and I suggest you do FPS testing with different browser how it plays out for your use case. If you do not wish to go such in-depth I suggest you simply draw the elements inside canvas and if you need to hide them then leave out drawHUD() call from your rendering loop.
For HTML HUD overlay on <canvas> the following factors should be considered
Can the web browser compositor do hardware accelerated <canvas> properly if there are DOM elements upon the canvas
HTML / DOM manipulation will be always slower than <canvas> operations due to inherited complexity dealing with DOM elements
<canvas> pixel space stays inside <canvas> and it might be difficult to have pixel-perfect aligment if you try to draw elements on <canvas> outside the canvas itself
HTML offers much more formatting options for text than canvas drawString() - is HTML formatting necessary
Use the canvas. Use two canvases if you want, one overlaid over the other, but use the canvas.
Touching the DOM at all is slow. Making the document redo its layout because the size of DOM elements moved is very slow. Dealing with the canceling (or not) of even more events because there are DOM items physically on top of the canvas can be a pain and why bother dealing with that?
If your HUD does not update very often then the fastest thing to do would be drawing it to an in-memory canvas when it changes, and then always drawing that canvas to the main canvas when you update the frame. In that way your drawHud method will look exactly like this:
function drawHUD() {
// This is what gets called every frame
// one call to drawImage = simple and fast
ctx.drawImage(inMemoryCanvas, 0, 0);
}
and of course updating the HUD information would be like:
function updateHUD() {
// This is only called if information in the HUD changes
inMemCtx.clearRect(0, 0, width, height);
inMemCtx.fillRect(blah);
inMemCtx.drawImage(SomeHudImage, x, y);
var textToDraw = "Actually text is really slow and if there's" +
"often repeated lines of text in your game you should be" +
"caching them to images instead";
inMemCtx.fillText(textToDraw, x, y);
}
Since HUDs often contain text I really do urge caching it if you're using any. More on text performance here.
As others have said, there is no universally best approach, as it depends on the specifics of what you need to render, how often, and possibly what messaging needs to happen between graphical components.
While it is true the DOM reflows are expensive, this blanket warning is not always applicable. For instance, using position:fixed; elements avoids triggering reflows for the page (not necessarily within the element if there are non-fixed children). Repaint is (correct me if this is wrong) expensive because it is pixel pushing, and so is not intrinsically slower than pushing the same number of pixels to a canvas. It can be faster for some things. What's more, each has certain operations that have performance advantages over the other.
Here are some points to consider:
It's increasingly possible to use WebGL-accelerated canvas elements on many A-grade browsers. This works fine for 2D, with the advantage that drawing operations are sent to the GPU, which is MUCH faster than the 2D context. However this may not be available on some target platforms (e.g., at the time of this writing, it is available in iOS Safari but not in the iOS UIWebView used if you target hybrid mobile applications.) Using a library to wrap canvas can abstract this and use WebGL if its available. Take a look at pixi.js.
Conversely, the DOM has CSS3 animations/transitions which are typically hardware-accelerated by the GPU automatically (with no reliance on WebGL). Depending on the type of animation, you can often get much faster results this way than with canvas, and often with simpler code.
Ultimately, as a rule in software performance, understanding the algorithms used is critical. That is, regardless of which approach used, how are you scheduling animation frames? Have you looked in a profiler to see what things take the most time? This practice is excellent for understanding what is impacting performance.
I've been working on an app with multiple animations, and have implemented each component both as DOM and canvas. I was initially surprised that the DOM version was higher performant than the canvas (wrapped with KineticJS) version, though I know see that this was because all the animated elements were position:fixed and using CSS (under the hood via jQuery UI), thereby getting GPU performance. However the code to manage these elements felt clunky (in my case, ymmv). Using a canvas approach allows more pixel-perfect rendering, but then it loses the ability to style with CSS (which technically allows pixel-perfect rendering as well but may be more or less complex to achieve).
I achieved a big speed up by throttling the most complex animation to a lower framerate, which for my case is indistinguishable from the 60fps version but runs smooth as butter on an older iPad 2. Throttling required using requestAnimationFrame and clamping calls to be no more often than the desired framerate. This would be hard to do with CSS animations on the DOM (though again, these are intrinsically faster for many things). The next thing I'm looking at is syncing multiple canvas-based components to the same requestAnimationFrame loop (possibly independently throttled, or a round-robin approach where each component gets a set fraction of the framerate, which may work okay for 2-3 elements. (Incidentally, I have some GUI controls like sliders that are not locked to any framerate as they are should be as close to 60fps as possible and are small/simple enough that I haven't seen performance issues with them).
I also achieved a huge speed boost by profiling and seeing that one class in my code that had nothing to do with the GUI was having a specific method called very often to calculate a property. The class in question was immutable, so I changed the method to memoize the value and saw the CPU usage drop in half. Thanks Chrome DevTools and the flame chart! Always profile.
Most of the time, the number of pixels being updated will tend to be the biggest bottleneck, though if you can do it on the GPU you have effectively regained all the CPU for your code. DOM reflows should be avoided, but this does not mean avoid the DOM. Some elements are far simpler to render using the DOM (e.g. text!) and may be optimized by the browser's (or OS's) native code more than canvas. Finally, if you can get acceptable performance for a given component using either approach (DOM or canvas), use the one that makes the code simplest for managing that type of component.
Best advice is to try isolated portions in the different approaches, run with a profiler, use techniques to over-draw or otherwise push the limits to see which approach can run fastest, and do NOT optimize before you have to. The caveat to this rule is the question you are asking: how do I know in advance which technical approach is going to allow the best performance? If you pick one based on assuming the answer, you are basically prematurely optimizing and will live with the arbitrary pain this causes. If instead you are picking by rapid prototyping or (even better) controlled experiments that focus on the needs of your application, you are doing R&D :)
Browserquest displays their HUD using HTML elements, which has the benefit that you don't have to worry about redrawing etc. (and the performance will be pretty good, given that the entire browser engine is optimized to render the DOM pretty fast.
They (browserquest) also use several layered canvas elements for different game elements. I don't know the exact structure, but I guess that on which canvas an element is displayed depends on how often it needs to be redrawn.

Optimize JS/jQuery performance (getBoundingClientRect) and eliminating layout redraw

So I have a project where I'm trying to optimize a fairly complex Javascript function to the max - partly this is due to the fact that its supposed to run on smart-phones (Webkit) and every little bit counts.
I've been using various debugging and timing techniques to go through my code and rewrite everything that might be slow - like parts of jQuery based stuff where native might do better and so on. What the function does is basically take a string of html text and cut it up to fit exactly into 3 DIVs that do not have fixed position or size (a client templating mechanism).
At the moment the entire function takes around 100ms to execute in iPads browser (but in the production environment I need to ideally execute it 200 times) and the problem is that out of those 100ms at least 20ms are because of this single line of code (in 3 loops):
var maxTop = $(cur).offset().top + $(cur).outerHeight();
"cur" is just a reference to a container DIV element and the line above is calculating its bottom position (so where my text should break). From looking at the offset jQuery code I understand it uses getBoundingClientRect and even eliminating jQuery offset/sizing and calling it directly does nothing to speed it up - so its getBoundingClientRect fault (at least in Webkit). I did a bit of research on it and I understand it causes layout redraw.
But still - can't believe that I do multiple DOM clears/clones/appends and all of those are much faster than a simple element position lookup? Any ideas out there? Maybe something webkit specific? Or something that doesn't cause redraw?
Would much appreciate it!
did you try:
var maxTop = cur.offsetTop + cur.offsetHeight;
?
point is, offsetTop and offsetHeight are native dom properties, and so access should be faster than through a function.
Since I also ran into a similar problem, I had a loop in which I was fixing a series (sometimes 1000+) of DOM elements (from float to absolute). I immediately applied the fixed styling to the elements, which was a big mistake to make: Every time something is written to the DOM the style has to be recalculated when your script asks for a position of an element. Hence, do all your reading, and then all your writing, even if that means two separate loops (you can safely write to the dataset property of your DOM element).
See also: http://gent.ilcore.com/2011/03/how-not-to-trigger-layout-in-webkit.html

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