I’ve been playing around with the HTML5 Canvas and I’ve noticed something that I couldn’t find a resolution for online. Here’s the simple code I’m playing with
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
<script src="//ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script>
</head>
<body>
<canvas id="canvas" style="border: 1px solid;" width="200" height="200"></canvas>
<br />
<button id="draw">draw</button>
<button id="clear">clear</button>
</body>
</html>
<script type="text/javascript">
(function () {
var canvas = document.getElementById("canvas");
var context = canvas.getContext("2d");
$("#draw").bind("click", function () {
for (var i = 0; i < 200; i++) {
context.moveTo(0, i);
context.lineTo(100, 100);
context.stroke();
}
});
$("#clear").bind("click", function () {
context.clearRect(0, 0, 200, 200);
});
} ());
</script>
Each time that I press draw, the speed at which it completes seems to slow down exponentially. Could anyone know why this is happening?
It slows down the most through IE. Chrome seems to complete it faster with each draw click, but you can still definitely notice a speed reduction.
The
<canvas>element keeps track of a current path (i.e., set of points, lines, and curves).canvas.moveTo,canvas.lineTo, andcanvas.strokeall operate on the current path. Every time you callcanvas.moveToorcanvas.lineToyou are adding to the current path. As the path gets more and more complex, drawing gets slower and slower.You can clear the path by calling
canvas.beginPath(). Doing this at the start of your draw function should get rid of the slowdown.