Chrome, take download limit off - google-chrome

Is there a way to take off the number of downloads in chrome?
I have my webpage with 100 videos (Just an example), those videos take some time to download. So they get in the list to download.
I want to download all, I click one by one, after 5 downloads the chrome fails with the rest of the downloads. Is not cpu or internet problem, he just blocks the number of downloads active. Is there a way to remove or increase that number? Like in chrome:flags or something?
1gb of internet and an i7 7700, just in case.

Related

How to optimize website for Chrome: waiting and download order of magnitude slower than other browsers

NB: since the answer to this could involve JavaScript or PHP programming, or general networking, or IT systems, I put it here, but if some mod thinks it's better suited for SuperUser or ServerFault, I won't object to it being moved.
I have a landing page to which I'm driving traffic through PPC. I've set up AWS CloudWatch to get RUM data, and the page is performing terribly — an average load time of 9.9s and max of 21.5!
I've done all of the "standard" optimization I can think of or research. The site is built with WordPress, running on Apache on an EC2 server. I've
Upgraded the EC2 instance to ensure I have enough memory
Written a custom plugin to filter out any other plugins that aren't explicitly used on the landing page in question
Customised my theme code so that it sets proper srcset and creates the correct image sizes on upload
Minified all the JS and CSS that I include through plugins or themes I've written
Put the site itself as a distribution to CloudFront
Installed the WP Super Cache plugin, and created a separate CDN distribution on CloudFront for it
Set appropriate cache control headers on CloudFront and told it to gzip everything
Put a facade in place of any videos
The site is blazing fast for me — "load" is less than 1 second. But my RUM says that's not the case for my users. So, I dug a little deeper. 70.2% of my visitors use Chrome, and 27.7% use other, of which almost 1/3rd are Android Browser — which as I understand it is just some sort of "Chrome Lite" — so nearly 80% of my visitors are using some Chrome variant.
Sure enough — if I load the page on Safari (to ensure nothing has expired on CloudFront), clear my browser cache, and reload the page, the first request shows a waiting time of 21.2ms, TTFB of 22.6ms, and download time of 4.8ms. The whole page shows that it's finished loading in 973ms.
Firefox is slightly slower, with the first request taking 100ms total, and the whole load about 1.75s — not blazing fast, but still within the understood "2 second" limit for good user experience.
On the other hand, for Chrome that same first request takes almost 570ms waiting and 208ms download. So, just the first request (which is 36k in size) takes almost as long to load in Chrome as the whole site takes in Safari. And that repeats for every single request, where both the waiting time and the download time are an order of magnitude slower on Chrome than on Safari (on the same device on the same network):
Whereas on Safari:
I would think "waiting" and "download" times would be primarily network driven, but I can repeat this all day long and the results are the same.
I might just assume that Chrome is not optimized for the Mac on which I'm running it, but, as I said, this all started with RUM data, so it's clearly not that. As much as I might like to, I obviously can't force all of my visitors to swap their Android devices for iPhones. Equally obviously, I can't have an average load time of 10 seconds.
So, why is my site so slow on Chrome? What else can I do to optimize this?
The landing page in question is here: https://www.chrisrichardson.info/lp/prague-b/
Note, a lot of the optimization I've done is for that page in particular, so other pages on the site might perform even worse, but I don't care about that, at least at the moment.
Hahahaha.
OK, just leaving this here for posterity's sake. The 10x latency was because Chrome had preserved in devtools from a previous session throttling to 3G. So, if you stumble upon this problem, check your throttling.
That still doesn't address my RUM issue, however, but I'll open that up as a different question.

How can I maximize cache size for <webview>s inside a Chrome Packaged App

I have a number of webviews inside a Chrome Packaged App, each playing, or ready to play, a video. I want to get the best possible quality of playback, and I want to be able to start playback of any video as quickly, precisely and smoothly as possible. So, I want each webview to cache its video.
I believe there is a 5MB per webview limit, and a 260 MB total limit for all webviews, although I have not been able to track down where I got that idea from when I was working on this many months ago.
I also thought there was a way to increase the 5MB limit. The closest I have been able to find is at:
https://groups.google.com/a/chromium.org/forum/#!topic/chromium-html5/6RHxi5BdKO4
and
http://learnfrommike.blogspot.ca/2012/07/google-chrome-application-cache-5mb.html
but I am unable to find the Quota table they talk about, and I am unsure if this is what I am looking for as there seem to be multiple caches and limits in a Chrome App.
How can I maximize the cache size used by each webview?

Debug Chrome on Google TV

Any ideas on how to get memory usage, Javascript errors, etc. from Chrome running on Google TV?
I have a page that is getting the "Aw, snap!" error when viewed in the Chrome browser on Google TV (Logitech). The page is fairly simple, but it does load a bunch of photos, though only up to 7 at a time (the photos are loaded using JavaScript). The photos are 640x480 and ~500KB each. They are stacked and the top one fades out (using jQuery) until all are gone then a new batch is loaded.
It only crashes on Google TV (it runs fine on Windows 7) and it takes a while before it crashes (I can get it down to about 10-20 minutes before it crashes by turning on a "fast mode" on our page).
Unfortunately I can't figure out how to get any information that might help me debug it. It would be cool to be able to get Chrome's developer tools on the Google TV device.
Currently there is no way to pull debug information from Chrome on Google TV. The Logitech Review is rather limited in it's RAM and you may be encountering an issue there (I don't know how big these images are). It is also possible that you have a memory leak in your javascript code. This might be hidden on other systems running a browser as there would be more memory to buffer you from seeing the error.
My advice would be to create a virtual machine (VirtualBox is free and runs on Windows) - create a VM with limited memory (256Mb Ram for instance) and install Ubuntu or some other flavor of linux that can run Chrome. Then run your app in the VM and see what happens.
Failing that you could always try loading the imaged with static image tags and see if it is the images that are causing the crash. If it's not the images then I would say look at your JS code closely and perhaps run it through JSLint (http://www.jslint.com/)

Having trouble using SpeedTracer for Google Chrome

I am trying to find the bottle neck in this site here. Granted, there is not much on the page now, but I will be uploading nearly 300 images to this site in the coming week which I expect to take a toll on speed and performance. Therefore, I want to cut down on everything other than image loading as much as possible.
I've attached an image which shows what I'm seeing in SpeedTracer, but the data makes no sense to me. The page loaded in around 4 seconds, yet each of these blue bars is claiming to have taken ~ 3.5 seconds to load. How can this be?
Could someone try to provide me with some explanation as to what I'm looking at here?
Thanks,
Evan
What you're looking at is a waterfall of the page and it's resources loading...
Each row represents an individual resource, and show's when it started loading and how long it took.
Browsers can download resources in parallel - Chrome can download up to six resources from the same hostname e.g. www.nanisolutions.com, at the same time. It can also download up to six resources from every other hostname at the same time (up to maximum of 40 connections)
Quite why you screen grab shows the request for the root HTML document starting after some of the items I'm not sure but I'm wondering if you are on the same network as the webserver?
I'd be tempted to run the same test using webpagetest.org

Limit on FileReference uploads?

I am currently uploading files in ActionScript 3 using the upload() method of the FileReference class.
I built an uploader than can do simultaneous or parallel uploads, having a variable set the number of maximum uploads at a time.
I noticed that for Internet Explorer I could be uploading 10 or more files simultaneously, but FireFox and Safari seems to cap the number of uploads to 2. That is, when I call the upload method on per say, 3 files, only 2 will get events back (such as ProgressEvent.PROGRESS). Only when one of the 2 uploads finishes, then the 3rd one will start. This behavior does not happen for Internet Explorer. I have tried with a large number of files, and some big files, to make sure this behavior was consistent.
I was wondering if anyone noticed this behavior please, and if so, what is the reason for this behavior please?
I appreciate your help,
Thank you very much,
Rudy
There's a limited number of simultaneous connections to each host, which varies from browser to browser. This limit is generally discussed in the context of downloading many things (e.g. images) simultaneously from the server, but it seems to apply to uploads as well (this makes sense because connections are two-way).
Check out this related question, especially this answer that expands on what I've said here. It links to some useful articles.