Menucool Jquery Slider License Crack

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Lutero Chaloux

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Jun 29, 2024, 10:21:14 AM6/29/24
to madonpostfreed

It's not very different from the usual setTimeout/Date.now() implementation. We use window.mozAnimationStartTime and event.timeStamp instead of calling Date.now(). We call window.mozRequestAnimationFrame() instead of setTimeout(). Converting existing code should usually be easy. You could even abstract over the differences with a wrapper that calls setTimeout/Date.now if mozAnimationStartTime/mozRequestAnimationFrame are not available. Of course, we want this to become a standard so eventually such wrappers will not be necessary!

Using this API has a few advantages, even in this simple case. The author doesn't have to guess a timeout value. If the browser is overloaded the animation will degrade gracefully instead of uselessly running the step script more times than necessary. If the page is in a hidden tab, we'll be able to throttle the frame rate down to a very low value (e.g. one frame per second), saving CPU load. (This feature has not landed yet though.)

One important feature of this API is that mozRequestAnimationFrame is "one-shot". You have to call it again from your event handler if your animation is still running. An alternative would be to have a "beginAnimation"/"endAnimation" API, but that seems more complex and slightly more likely to leave animations running forever (wasting CPU time) in error situations.

This API is compatible with browser implementations that offload some declarative animations to a dedicated "compositing thread" so they can be animated even while the main thread is blocked. (Safari does this, and we're building something like it too.) If the main thread is blocked on a single event for a long time (e.g. if a MozBeforePaint handler takes a very long time to run) it's obviously impossible for JS animations to stay in sync with animations offloaded to a compositing thread. But if the main thread stays responsive, so MozBeforePaint events can be dispatched and serviced between each compositing step performed by the compositing thread, I think we can keep JS animations in sync with the offloaded animations. We need to carefully choose the animation timestamps returned by mozAnimationStartTime and event.timeStamp and dispatch MozBeforePaint events "early enough".

On modern systems an application usually cannot get more than 50-60 frames per second onto the screen. There are multiple reasons for this. Some of them are hardware limitations: CRTs have a fixed refresh rate, and LCDs are also limited in the rate at which they can update the screen due to bandwidth limitations in the DVI connector and other reasons. Another big reason is that modern operating systems tend to use "compositing window managers" which redraw the entire desktop at a fixed rate. So even if an application updates its window 100 times a second, the user won't be able to see more than about half of those updates. (Some applications on some platforms, typically games, can go full-screen, bypass the window manager and get updates onto the screen as fast as the hardware allows, but obviously desktop browsers aren't usually going to do that.)

So, firing a MozBeforePaint event more than about 50 times a second is going to achieve nothing other than wasting CPU (i.e., power). So we don't. Apart from saving power, reducing animation CPU usage helps overall performance because we can use the free time to perform garbage collection or other house-cleaning tasks, reducing the incidence or length of frame skips.

We need to do some followup work to make sure that on each platform we use the optimal rate; modern platforms have APIs to tell us the window manager's composition rate. But 50Hz is almost always pretty close.

i say we keep tween type class that uses data structure similar to timeline animation .. . IE adding KeyFrame(s) to a animation sequence rather then Calling a Function thats uses callbacks to run next keyframe/animation

I build a Menucool jQuery Slider(www.menucool.com/slider/jquery-slider) that animate smoothly in most browsers after utilizing requestAnimationFrame, but not Firefox. It looks chunky and jumpy in Firefox even if I set the fms to be 50, and I believe it is the mozRequestAnimationFrame a little bit not as efficient as the webkitRequestAnimationFrame or msRequestAnimationFrame.

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