Mobile webapp performance issues - performance

I’m building a mobile web application, and even though I’m still in a prototyping kind of the process, I’m having a hard time fixing certain performance problems.
The application itself (works all smooth in desktop browsers, but significantly sluggish in Mobile Safari): Hancards webapp prototype. You may login as mifeng:wangwang or create a new user.
The overall clumsy performance could be tolerable though, except for one thing: the browser simply crashes (!) when you open a set page, tap ‘view’ (enlarge all cards) and then try to go back to the previous page.
The code that gets executed when ‘view’ is tapped is this (very sluggish by itself as well; any way to improve it?):
if ($(this).hasClass('big')) {
$('.card').unwrap().removeClass('big flippable').addClass('small');
$(this).removeClass('big');
}
else {
$('.card').wrap('<div class="bigCardWrap" />').removeClass('small').addClass('big flippable');
$(this).addClass('big');
}
And another thing, a pretty weird bug. Very often the ‘word of the day‘ block won’t display the text node for the last element (<div class="meaning">), even though it’s in the code. The text will not show unless you ‘shake’ the DOM anyhow (unticking and ticking back one of the associated CSS properties can also achieve that). This happens in both desktop and mobile Safari browsers.
The code that writes it in there is this:
// While we are here, also display the Word of the day
$.post('ajax.php', {action: 'stuff:showWotd'}, function(data) {
// Decode the received data
var msg = decodeResponse(data);
// Insert the values
$('.wotd .hanzi').text(msg.content[0]['hanzi']);
$('.wotd .pinyin').text(msg.content[0]['pinyin']);
$('.wotd .meaning').text(msg.content[0]['meaning']);
});
I don’t expect you to advice me on how to fix the performance of the whole application (I will probably have to revise the overall scope of the project instead of trying to find workarounds), but I at least would like to see how to solve these two problems. Thank you!

The only performance issue I see in the script is the wrap/unwrap calls - adding and removing elements from the DOM tends to be fairly slow, and you can probably get the same effect by always having a wrapper element and changing its class rather than adding or removing it.
However, the performance issues you are seeing are most likely in your css:
3D transforms can be much faster than 2D due to hardware acceleration. It looks like you already have this, though you do need to be careful about which elements it is applied to
Shadows have real performance issues, especially when animated. Removing them will probably fix most of the slowness.
Rearranging background images can help - A single background image under transparent pages is faster than having a background image for each page.

Related

Limit the frame rate on an aframe project

I am developing an aframe project on my MacBook pro, late 2013. When running the project, the fan of my computer always spins fast, regardless which browser I use (firefox, safari, chrome) and the project size (also happens with a project just containing a simple a-box).
aframe-stats show me that my project (1028244 vertices, 342748 faces) still runs with 20 fps.
Is it somehow possible to limit the frame rate to 10fps in order to keep my computer quite? Or any other way to limit the flop-consumption of the aframe project? I already tried a native approach with sudo cputhrottle plugin-container 10 but that did not just throttle the aframe-renderer but the whole firefox browser. Can I pull the break somewhere in the JavaScript or the Browser settings?
It's difficult to say without your project code. Large data sets will simply crank out even a high spec macbook pro. I have found it helpful to pause any rendering whenever possible to quiet the users' machines.
I personally removed automated next animation frame rendering in favor of waiting for controls and objects to change.
For example:
this.controls.addEventListener( 'change', function(e){ addToRenderStack(); });
A simple function addtorenderstack puts in a new value in a list for a render, with the expectation that the render will occur at some point in the future and not right away. the list can also be used to log who requested the render in the call stack, and narrow down performance hogs.
addtorenderstack places a render request in a list. In the requestanimationframe loop, if the list has any length, a render is called on the scene. The stack is immediately cleared rather than processed one by one. If controls or animations continue to make render requests, the list will have a length again and request animationframe will process them in the same way with another render.
In this way, the code only renders when absolutely required. This saved me much grinding on framerate and the fans only come on during intensive operations and then shutdown when its complete, much like a typical 3d game experience.
Your mileage may vary depending on what's happening in your app. I work in engineering so often the view of the 3d world is stopped as an engineer examines or shows a model.

Webgl and three.js running great on chrome but HORRIBLE on firefox

Basically I am downloading a zip file and extracting a collada file to load in the browser. This works freaking awesome in chrome but is REALLY slow with model movement from the mouse in Firefox. I cant seem to figure this out or if there's a setting I'm missing to speed up Firefox or what. The file is loaded up here
http://moneybagsnetwork.com/3d/test.htm
Its using jsunzip and three.js to load everything. I've bypassed the jsunzip and that's not the issue. I've also dumbed down the model to not use any event listeners and no lights and that didn't help one bit. Completely stumped here and the model really isn't that big :/
Here is a link to a zip of the files I'm using
http://moneybagsnetwork.com/3d/good.zip
Sorry about the multiple commented lines. I might turn things back on if this gets fixed.
I have noticed that Chrome is usually way faster and more responsive with Three.js applications than Firefox. The difference is not so much on the WebGL side, but at the plain Javascript supporting code.
Looking at your code, it seems you do some very heavy javascript stuff on your onmousemove function. This could very well cause much of the performance gap between the browsers. Mousemove is executed many many times during each and every mousemovement, so it quickly adds up to slow performance. It could also be that Firefox actually creates more mousemove events for similat cursor movements (not sure).
You could either move most of the raycasting and other stuff from mousemove to mouseclick. Alternatively, you could implement a delayed mousemove so that the function is called only maximum of X times per second, or only when the mouse has stopped. Something like this (untested but should work):
var mousemovetimer = null;
function onmousemove(event){
if (mousemovetimer) {
window.clearTimeout(mousemovetimer);
}
mousemovetimer = window.setTimeout(delayedmousemove, 100);
}
function delayedmousemove(event) {
// your original mousemove code here
}
Maybe your graphics card is in our blacklist. There is usually a note about this towards the bottom of about:support.
Cards can be blacklisted for various reasons, missing drivers / features, occasional crashes ... see:
http://www.sitepoint.com/firefox-enable-webgl-blacklisted-graphics-card/
To enable WebGL, set webgl.force-enabled to true.
To enable Layers Acceleration, set layers.acceleration.force-enabled to true
To enable Direct2D in Windows Vista/7, set gfx.direct2d.force-enabled to true

Is it possible for CSS3 transitions or high memory objects to affect scrolling smoothness in Chrome?

I'm working on a site with lots of CSS3 transitions (which are hardware accelerated) and high memory objects (for example, an array of 39 objects, each containing the full html source for a typical online news article) and I'm noticing some very choppy/jittery scrolling, which I've been unable to debug.
I've kept these high memory objects out of the DOM, which should prevent them from affecting DOM performance, however, I can't help but think that they are still having a negative effect. I don't have code samples to post because I'm unsure of whether this is even an issue.
Please go to this site (Orange) and click on an article tile. In the reader div that pops up over the page, try scrolling as you normally would. Does it feel choppy/jittery? Do you have any suggestions on how to improve this?
CSS3 transitions, opacity, text and box-shadows and the like are certainly known to impact rendering speeds. In fact, even sites with heavy use of text-shadow alone can cause choppy scrolling on the average computer. Combining this with heavy use of javascript seems like a recipe for choppy web browsing.
edit: The loading animation on the o in orange is pretty awesome!
Yes, that's jittery. A page with a lot of Javascript will do that and frameworks like jQuery won't help at all. I'd recommend recoding as much as you can without using jQuery and passing it through JSLint (http://www.jslint.com/).
Try using Chrome's developer tools too to get an idea of what the bottleneck is.
Try disabling Javascript too and seeing if it's any better. If it isn't, then you know where your problem lies.

Android Activity.setContentView(), smooth transition?

I'm developing my first Android game and I'm having a bit of difficulty making the UI as smooth as I would like. I've spent a couple of hours googling around with no luck, I'm probably just searching for the wrong thing.
I have two different XML layout resources where each layout contains just one SurfaceView subclass. When I call activity.setContentView(R.layout.second_layout) to transition from the first layout to the second layout there is a noticeable period of time where a black screen (with a small white bar along the top) is displayed in between the two views.
I've tried various things such as; constructing the second view manually at runtime (i.e not using a layout XML file), calling activity.overridePendingTransition(android.R.anim.fade_in, android.R.anim.fade_out) after activity.setContentView(R.layout.second_layout) and attempting to render to the canvas before the view has loaded (turns out the canvas is unavailable).
I don't see other games (or apps) having this issue so I presume there is a reasonably simple solution.
If you need some more information about my particular situation in order to help out then please let me know what information is missing. Any help would be largely appreciated.
Update: My answer below was written in 2010. Since then Fragments have become the norm, particularly since Fragment nesting was made possible and the support library allows this functionality to be used in a backwards compatible fashion. As such, instead of transitioning to a new Activity to perform a new "user task", you can use the one Activity and push and pop fragments within that Activity's view hierarchy. Animations can also be performed as a part of a fragment transaction (e.g. Fragment transaction animation: slide in and slide out).
This became pretty apparent not long after posting this question, however I thought I should come back here and make it clear to everyone else.
Activities are positively the way to go when developing for Android. Don't be put off by the fact that a transition may seem too minor for a separate Activity, the very foundation of Android is built around the idea of an Activity.

How do you feel about including ie7.js or ie8.js in your page?

See here: http://code.google.com/p/ie7-js/
Does anyone have any experience or remarks about this javascript? Is it worth including? Do you recommend it?
I know many people, myself included that are using various IE hacks to get transparent PNG support. THis looks like a little bit more help, and as long as it works, and the size is fairly small, I wouldn't see much against using it.
I've used it before, and my results are mixed. Those scripts cause IE to churn for a bit on page load. Basically, you have to think of it as iterating through Elements and stylesheet rules to apply "fixes" for areas that are deficient in that particular rendering engine. In some cases, depending on how complicated your markup or stylesheets are, that can take a bit of time and you will see the browser hang.
That said, if you can trade off that performance cost, you will save development time as you'll spend less time hacking around IE6 quirks; IE7/IE8 will provide enough missing functionality that you can avoid certain edge cases, can develop using standards better (min-width/min-height, multiple className selectors, etc.), and certain rendering issues will disappear.
However, if you just need 24-bit transparent PNG support, use a tool built for that. Including IE7/IE8.js for PNG support alone is like pounding in a nail with a tank. Use DD_belatedPNG for that.
It works, but its worth keeping in mind that ie7.js and ie8.js do much more than provide transparent PNG support. Even with the transparent PNG support, its worth keeping in mind that transparent background images cannot be tiled (repeated) using background-repeat or positioned using background-position. This hinders any ability to use CSS rollovers using background-position. I've only used it on one site I've done, and now that I'm updating the site I can't remove the ie8.js because if I do the entire website breaks layout in IE. I don't believe I'll be using it in the future, and instead rely on simple CSS hacks or simply allow my sites to "degrade gracefully" in IE6.
I know that there are some tools for fixing the transparent PNG problem which are more flexible than this. For instance, the jQuery plugin ifixpng2 will support background position, which ie7-js doesn't do.
As long as you are aware of exactly what it fixes, I would say go for it. I'm not sure about this lib exactly, but some libs get very expensive if you have a large DOM, as they tend to hook in HTC file base behaviors on EVERY DOM Element. This causes the dreaded "Loading x of y" status bar message to flash constantly on the initial load, and any newly generated DOM content.
well its beautiful and works grate way u can use cs3 features like li:hover. we did lost of project last time using ie8.js and it works great way.

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