Recently, I study HTML Canvas using Google Closure.
but the performance of Google Closure is terribly slow.
when I run my code.. it almost crash down Chrome browser.
Of course I did the same thing in HTML Canvas code not using Google Closure; It is super fast.
Here is my canvas code using Google Closure (goog.graphics.CanvasGraphics)
Since I am just a beginner in this module(goog.graphics.CanvasGraphics), I am not sure I did it correctly. Is there a something wrong I did?
Why is it so terribly slow??!!
It is too frustrating.
/**
* @param {Document} doct
*/
test.main = function(doct){
var dom = new goog.dom.DomHelper(doct);
/**
* goog.graphics.CanvasGraphics(width, height, opt_coordWidth, opt_coordHeight, opt_domHelper)
* @type {goog.graphics.CanvasGraphics}
*/
var canvas = new goog.graphics.CanvasGraphics(500, 500, null, null, dom);
canvas.render(dom.getElement('canvasTest2'))
canvas.balls = [];
function drawScreen () {
canvas.clear()
for (var i =0; i <canvas.balls.length; i++) {
ball = canvas.balls[i];
ball.x += ball.xunits;
ball.y += ball.yunits;
var ellipse = canvas.drawEllipse(ball.x, ball.y, ball.radius, ball.radius, null, ball.solidFill);
if (ball.x > canvas.width || ball.x < 0 ) {
ball.angle = 180 - ball.angle;
updateBall(ball);
} else if (ball.y > canvas.height || ball.y < 0) {
ball.angle = 360 - ball.angle;
updateBall(ball);
}
}
}
function updateBall(ball) {
ball.radians = ball.angle * Math.PI/ 180;
ball.xunits = Math.cos(ball.radians) * ball.speed;
ball.yunits = Math.sin(ball.radians) * ball.speed;
}
var numBalls = 80;
var maxSize = 15;
var minSize = 5;
var maxSpeed = maxSize+5;
for (var i = 0; i < numBalls; i++) {
var tempRadius = Math.floor(Math.random()*maxSize)+minSize;
var tempX = tempRadius*2 + (Math.floor(Math.random()*canvas.width)-tempRadius*2);
var tempY = tempRadius*2 + (Math.floor(Math.random()*canvas.height)-tempRadius*2);
var tempSpeed = maxSpeed-tempRadius;
var tempAngle = Math.floor(Math.random()*360);
var tempRadians = tempAngle * Math.PI/ 180;
var tempXunits = Math.cos(tempRadians) * tempSpeed;
var tempYunits = Math.sin(tempRadians) * tempSpeed;
var stroke = new goog.graphics.Stroke(3, '#333');
var solidFill = new goog.graphics.SolidFill('#333');
tempBall = {x:tempX,y:tempY,radius:tempRadius, speed:tempSpeed, stroke:stroke, solidFill:solidFill, angle:tempAngle, xunits:tempXunits, yunits:tempYunits}
canvas.balls.push(tempBall);
}
setInterval(drawScreen, 32);
}
Maybe very obvious but did you tried it using Advanced Compilation? This removes dead code and optimizes your code. See https://developers.google.com/closure/compiler/docs/api-tutorial3 It might make the performance acceptable…
Regards,
Rene