Adding time gap and partially concurrent transitions in Sequential Transition JavaFX - animation

I would like to repeat the same (similar pattern) JavaFX animation - repeating the pattern of showing a set of buttons, erasing them from the screen after a certain duration, and showing them again after a certain duration. After doing a brief research, I learned about SequentialTransition which encapsulates other transition objects and performs them sequentially (as the name suggests) - a good easy example found at https://docs.oracle.com/javafx/2/api/javafx/animation/SequentialTransition.html. Two things that I need to figure out when using this tool though:
I do not want all encapsulated transitions to happen sequentially - I want a few buttons to appear and disappear concurrently and this will be a few FadeTransition objects which must not occur concurrently.
I want to add time gaps between each transitions (for instance, wait for 5 seconds before the buttons start fading and also wait for 3 seconds before the buttons reappear and etc.). What is a conventional way to add time gaps within SequentialTransition (or any transitions in JavaFX for that matter, as Thread.sleep() seems to block the event listener and thus is not suitable)?
Any pointers regarding the two issues would be appreciated.

Regarding mixing of transitions you can do parallel transitions right after the sequential transitions finish using an onFinished event handler. For the time gaps you can use a PauseTransition.

Related

When to discard events in discrete event simulation

In most examples of DES I've seen an Event triggers a State change and possibly schedules some new Events in the future. However, if I simulate a Billiard game this is not the whole story.
In this case the Events of interest are the shots and the collisions of the balls with each other and with the cushion. The State consists of the position and velocity of each ball.
After a collision or a shot I will first recalculate a new State and from there I will calculate all possible future (first) collisions. The strange thing is that I will have to discard all Events which were scheduled previously as these describe collisions which were possible only before the state change.
So there seem to be two ways of doing DES.
One, where the future Events are computed from the State and all Events scheduled in the past are discarded with each State change (as in the Billiard example), and
another one, where each Event causes a state change and possibly schedules new Events, but where old Events are never discarded (as in most examples I've seen).
This is hard to believe.
The Billiard example also has the irritating property, that future events are calculated from the global state of the system. All Balls need to be considered, not just the ones which participated in a collision or a shot.
I wonder if my Billard example is different from classic DES. In any case, I am looking for the correct way to reason about such issues, i.e.
How do I know which Events are to be discarded?
How do I know what States to consider when scheduling future events
It there a possible "safe" or "foolproof" way to compute future events (at the cost of performance)?
An obvious answer is "it all depends on your problem domain". A more precise answer or a pointer to literature would be much appreciated
Your example is not unique or different from other DES models.
There's a third option which you omitted, which is that when certain events occur, specific other events will be cancelled. For example, in an epidemic model you might schedule infection events. Each infection event subsequently schedules 1) the critical time for the patient beyond which death becomes inevitable, with some probability and some delay corresponding to the patient's demographics, mortality rate for that demographic, and rate of progression for the disease; or 2) the patient's recovery. If medical interventions get queued up according to some triage strategy, treatment may or may not occur prior to the critical time. If not, a death gets scheduled, otherwise cancel the critical time event and schedule a recovery event.
These sorts of event scheduling, event cancellation, and parameterizations so that you can identify which entities the scheduling/cancelling applies to can all be described by a notation called "event graphs," created by Lee Schruben. See 'Schruben, Lee 1983. Simulation modeling with event graphs. Communications of the ACM. 26: 957-963' for the original paper, or check out this tutorial from the 1996 Winter Simulation Conference which is freely available online.
You might also want to look at this paper titled "Simple Movement and Detection in Discrete Event Simulation", which appeared in the 2005 Winter Simulation Conference.
The State consists of the position and velocity of each ball.
Once you get that working, you'll need to add the spin and axis of rotation for each ball, since the proper use of spin is what differentiates the pros from the amateurs.
I will have to discard all Events which were scheduled previously
Yup, that's true, so don't bother scheduling them at all. See below.
So there seem to be two ways of doing DES (both involving the
scheduling of events)
Actually, there's a third way. Simply search the problem space to determine the time of the first future event, and then jump to that time. There is no need to schedule Events. You only care about the one Event that will occur first.
All Balls need to be considered
Yes, this is true. Start by considering one of the balls and determining the time of it's next collision. That time then puts an upper limit on how far the other balls can move. For example, imagine the first ball will collide after 0.1 seconds. Then the question for the second ball is, "Is it possible for the second ball to hit anything within 0.1 seconds?" If not, then move along to the third ball. If so, then reduce the time limit to the time it takes for the second ball to collide, and then move on to the third ball.
An obvious answer is "it all depends on your problem domain"
That's true. My comments apply only to your example of a billiards simulation. For other problem domains, different rules apply.

How to properly manage drawing many different shapes on google maps from a speed and data standpoint

I have an app that goes out and gets a large number of points for each zip code in a given geography. It then turns those points into a polygon roughly (since the data had to be shrunk down to send in a timely manner) representing the boundaries of a zip code and then places them on GoogleMaps. Each zip code has a popup and a color with additional info.
My question is: What is the best method of trying to keep the script from crashing on devices like iPad when the script has not hung but just needs time to process through all the data coming back to make a shape and draw it on the map?
My current thought is web workers doing part of the computation but since it still needs to come back to the main thread because it needs the window and document object there might be alternatives that I havent thought of.
The fastest way to do it would be to move the heavy rendering to the server-side, though that may not be practical in many cases.
If you do want to take that route, check out Google Maps Engine, a geo DB that can render large tables of polygons by rendering the shapes server-side and sending them to the client as map tiles.
If you're keen on keeping it client-side, then you can avoid locks on platforms like the iPad by releasing control back to the browser as much as possible. Use setTimeout to run the work asynchronously and try to break it up such that you only process a single row or geometry per setTimeout call.

performance of layered canvases vs manual drawImage()

I've written a small graphics engine for my game that has multiple canvases in a tree(these basically represent layers.) Whenever something in a layer changes, the engine marks the affected layers as "soiled" and in the render code the lowest affected layer is copied to its parent via drawImage(), which is then copied to its parent and so on up to the root layer(the onscreen canvas.) This can result in multiple drawImage() calls per frame but also prevents rerendering anything below the affected layer. However, in frames where nothing changes no rendering or drawImage() calls take place, and in frames where only foreground objects move, rendering and drawImage() calls are minimal.
I'd like to compare this to using multiple onscreen canvases as layers, as described in this article:
http://www.ibm.com/developerworks/library/wa-canvashtml5layering/
In the onscreen canvas approach, we handle rendering on a per-layer basis and let the browser handle displaying the layers on screen properly. From the research I've done and everything I've read, this seems to be generally accepted as likely more efficient than handling it manually with drawImage(). So my question is, can the browser determine what needs to be re-rendered more efficiently than I can, despite my insider knowledge of exactly what has changed each frame?
I already know the answer to this question is "Do it both ways and benchmark." But in order to get accurate data I need real-world application, and that is months away. By then if I have an acceptable approach I will have bigger fish to fry. So I'm hoping someone has been down this road and can provide some insight into this.
The browser cannot determine anything when it comes to the canvas element and the rendering as it is a passive element - everything in it is user rendered by the means of JavaScript. The only thing the browser does is to pipe what's on the canvas to the display (and more annoyingly clear it from time to time when its bitmap needs to be re-allocated).
There is unfortunately no golden rule/answer to what is the best optimization as this will vary from case to case - there are many techniques that could be mentioned but they are merely tools you can use but you will still have to figure out what would be the right tool or the right combination of tools for your specific case. Perhaps layered is good in one case and perhaps it doesn't bring anything to another case.
Optimization in general is very much an in-depth analysis and break-down of patterns specific to the scenario, that are then isolated and optimized. The process if often experiment, benchmark, re-adjust, experiment, benchmark, re-adjust, experiment, benchmark, re-adjust... of course experience reduce this process to a minimum but even with experience the specifics comes in a variety of combinations that still require some fine-tuning from case to case (given they are not identical).
Even if you find a good recipe for your current project it is not given that it will work optimal with your next project. This is one reason no one can give an exact answer to this question.
However, when it comes canvas what you want to achieve is a minimum of clear operations and minimum areas to redraw (drawImage or shapes). The point with layers is to groups elements together to enable this goal.

How to draw graphs using d3.js for a big dataset?

I tried creating 10 linecharts all of them had 3000 points, 300*300 svg size. It crashed my browser, I checked task manager, google renderer was going crazy with memory utilization 1.2G and CPU utilization 100%.
There's no easy solution for things like this. You can scrutinize your code and make it as efficient as possible, but no matter what, if your code needs to do hundreds of thousands of operations in one "thread" things will freeze up.
A general solution to avoid this freeze-up is to split the drawing process into smaller tasks, which you call asynchronously (i.e. from inside a setTimeout). This way the browser doesn't lock up for extended periods while it runs your JS code, and perhaps (I'm no expert on this) the garbage collector has a chance to clean things up midway too.
The result is not a faster overall draw time, but to a user it "feels" faster, because the browser doesn't freeze. And you can even add a progress bar then.
Some drawing operations can't be broken down into sub-tasks. For example, you can't split up svg.line(), the d3 function that generates your graph's path definitions. However, you can split up the drawing code of the 10 charts such that it draws one chart at a time on every tick of a setTimeout. You can also similarly split up the preparation of the data from the actual drawing.
I wrote an answer to a different scenario but a similar problem here: CSS transitions blocked by JavaScript

Do CSS animations work on strict time basis?

That is to say, if I set an animation to take 1 second, will it always take exactly 1 second (i.e. skip frames in order to achieve that interval)?
Part 2 of my question involves how to utilize CSS animations in asynchronous Javascript calls. I would need to be able to recall the animation once it had completed.
The times are not guarenteed to be exactly correct. To demonstrate, I setup a test case that shows times vary a bit from the 1 second mark. As for the second part of your question, you can use the animationend event to restart it, or you can also set it to iterate (like I've done in my example).
Update It's hard to simulate the browser choking, but I have notice significant deviation from the animation when it has choked naturally. For example, upon loading the page, my Firebug started up, which caused the first animation to jump down to 0.574 seconds, almost half my original value. So it looks like the browser does try to compensate a bit, but it may also overcompensate as well. I have also seen times as long as 2 seconds, so I don't think you can say that the timing is going to be exact in any way.
Update 2 So, I was able to get the browser to choke (had to count to 1000000 in FF... I'm impressed), and the quick answer to your question is no, it does not do any compensation to try and get the time accurate. It just chokes and does not animate. Mind you that is a tight loop, so it may perform better if it can get other calculations in there, but I don't know that for sure.
The answer to your question basically is all here at MDN. The gist of it is that:
The times are not perfectly accurate, but they're close.
There are events that fire at various times during animations (and transitions). You can attach event handlers to them.

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