I implemented a small script to test requestAnimationFrame and it generates
“Uncaught RangeError: Maximum call stack size exceeded” error ..This is the code
<html>
<head>
<meta charset="utf-8">
<script>
window.onload=function(){
if (document.createElement("canvas").getContext){
//alert("browser supports canvas");
//console.log(document.getElementById("canvas").getContext);
canvas = document.getElementById("canvas");
shape = new shapes();
shape.drawball(canvas,5,"red");
}
};
function shapes(){
this.drawtriangle = function(canvas){
triangles = new triangle(0,0,0,200,200,200);
triangles.draw(canvas.getContext('2d'));
}
this.drawball = function(canvas,radius,color) {
ball = new Ball(radius,color);
ball.drawBall(canvas.getContext('2d'),canvas);
}
}
function coordinates(x1,y1){
this.x = x1;
this.y = y1;
}
function angle(angle){
this.angle = angle;
}
function Ball(radius,color){
this.origin = new coordinates(100,100);
this.radius = (radius === "undefined" ) ? 5 : radius;
this.color = (color === "undefined") ? red : color;
this.rotation = 0;
this.index = 0;
this.angles = new angle(0);
this.speed = 10;
}
Ball.prototype.drawBall = function (context,canvas){
context.fillStyle = this.color;
context.strokeStyle = "blue";
context.rotate(this.rotation);
context.beginPath();
context.arc(this.origin.x,this.origin.y,this.radius,0,(Math.PI*2),true);
context.closePath();
context.fill();
context.stroke(); this.animate(context,canvas);
}
Ball.prototype.animate = function (context,canvas){
var that = this;console.log(".......");
var time = new Date().getTime() * 0.002;
this.origin.x = Math.sin( time ) * 96 + 128;
this.origin.y = Math.cos( time * 0.9 ) * 96 + 128;
//context.clearRect(0,0,1000,1000);
console.log("Animating ... ");
this.origin.x = this.origin.x + this.speed;
this.origin.y = this.origin.y + this.speed;
this.angles.angle = this.angles.angle + this.speed;
window.webkitrequestAnimationFrame(that.drawBall(context,canvas));
}
</script>
<style>
body {
background-color: #bbb;
}
#canvas {
background-color: #fff;
}
</style>
</head>
<body>
<canvas id="canvas" width="1000px" height="1000px">
Your browser dows bot suppoet canvas
</canvas>
</body>
</html>
I got another code from the net and this works fine although it has recursion..
<!DOCTYPE HTML>
<html lang="en">
<head>
<title>RequestAnimationFrame.js example</title>
</head>
<body>
<script >/**
* Provides requestAnimationFrame in a cross browser way.
* http://paulirish.com/2011/requestanimationframe-for-smart-animating/
*/
if ( !window.requestAnimationFrame ) {
window.requestAnimationFrame = ( function() {
return window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame || // comment out if FF4 is slow (it caps framerate at ~30fps: https://bugzilla.mozilla.org/show_bug.cgi?id=630127)
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function( /* function FrameRequestCallback */ callback, /* DOMElement Element */ element ) {
window.setTimeout( callback, 1000 / 60 );
};
} )();
}</script>
<script>
var canvas, context;
init();
animate();
function init() {
canvas = document.createElement( 'canvas' );
canvas.width = 256;
canvas.height = 256;
context = canvas.getContext( '2d' );
document.body.appendChild( canvas );
}
function animate() {
requestAnimationFrame( animate );
draw();
}
function draw() {
var time = new Date().getTime() * 0.002;
var x = Math.sin( time ) * 96 + 128;
var y = Math.cos( time * 0.9 ) * 96 + 128;
context.fillStyle = 'rgb(245,245,245)';
context.fillRect( 0, 0, 255, 255 );
context.fillStyle = 'rgb(255,0,0)';
context.beginPath();
context.arc( x, y, 10, 0, Math.PI * 2, true );
context.closePath();
context.fill();
}
</script>
<div style="width:256px">
<a href="javascript:location='view-source:' + window.location.href;">view source</a><br /><br/>
<a href="http://dev.chromium.org/developers/design-documents/requestanimationframe-implementation">requestAnimationFrame()</a> allows modern browsers to stop drawing graphics when a tab or window is not visible. Improving overall performance and batteries on mobile devices.<br /><br />
<a href="https://gist.github.com/838785">RequestAnimationFrame.js</a> emulates the basic usage for old browsers.
</div>
</body>
</html>
What may be causing this error and how do I fix it ?
Ball.animatecallsBall.drawBalland vice versa. So, before either finishes executing, they call each other until the “call stack” size exceeds its limit (causing the error).Instead of
try
and remove
from
Ball.prototype.drawBallThere are many, many problems with your code, but that’s the one you asked about.
I’ve explained the simple errors. My annotations are in
/* */comments. There are also formatting and style errors, which I’ve omitted.