What causes Chrome Timeline Frame to have so much empty white space - google-chrome

Sometimes when I Inspect Element in Google Chrome I find that I have some large frames, but they are filled with white space. Anyone know what often causes such large amounts of empty space? I have seen timers cause issues with extending the frames length but in the example below I am unsure why a frame would be so large.
Would love some help minimizing these

This is documented here, see the 'About clear or light-gray frames' section. 'Clear frames' in question are described there as
Idle time between display refresh cycles.
According to this video, clear bar indicates browser waiting for a CPU or a GPU. There is nothing that developers can do to fix this when working on a 'standard' website.

I found some interesting relations and i hope it will save time for someone (I spent lot of time before figure out all of this)
Most important - chrome devtools cost a lot. A mean A LOT, even if it says nothing about it. For example:
"Screenshots" in performance monitor increases frametime from 16ms to 66ms in my case and just fills it with empty space in timeline - without screenshots and with screenshots. (Now i see long operations on GPU with screenshots, but there's no any info about what exactly particular operation did)
Things in "rendering" tools like "paint flashing" or "fps meter" greatly increase painting operations time. Just be sure that you disabled all of this before analyze performance!
Very strange things happens with "other" segment(Grey color on timeline). It suppose to be devtools cost itself, but sometimes it can randomly be around zero with lot of calculations or be on 100% wile idle. My advice - there's new "performance monitor" tool in new chrome versions (Not simple "performance"). It is better to toggle it on and keep an eye on "CPU usage" timeline. If you see unexpected behavior of gray curve just reload page or whole chrome - it may save lot of time for you.
Some extensions may cause random effects on timeline. It better to disable it too.
Actually any thing in tools or extensions may ruin your measuring. Toggle all of it off before start search out issues in you code, dom, or styles

Related

How to measure complete all-in performance of DOM changes?

I've found lots of information about measuring load time for pages and quite a bit about profiling FPS performance of interactive applications, but this is something slightly different than that.
Say I have a chart rendered in SVG and every click I make causes the chart to render slightly differently. I want to get a sense of the complete time elapsed between the click and the point in time that the pixels on the screen actually change. Is there a way to do this?
Measuring the Javascript time is straight forward but that doesn't take into consideration any of the time the browser spends doing any layout, flow, paint, etc.
I know that Chrome timeline view shows a ton of good information about this, which is great for digging into issues but not so great for taking measurements because the tool itself affects performance and, more importantly, it's Chrome only. I was hoping there was a browser independent technique that might work. Something akin to how the Navigation Performance API works for page load times.
you may consider using capturing hdmi capturing hardware (just google for it) or a high speed camera to create a video, which could be analyzed offline.
http://www.webpagetest.org/ supports capturing using software only, but I guess it would be too slow for what you want to measure.

What is the blank space in chrome's new vertical timeline?

I'm running a simple viewbox animation in raphael using requestAnimationFrame in chrome. I'm noticing all scripting and rendering tasks are completed yet I still see anywhere between 30 and 60ms of "dead space" where it looks like the browser is sitting there doing nothing. Any insight into this?
I went on this question looking for the same answer and as it seems nobody provided a response, here is what I found.
According to the Chrome DevTools documentation about the Clear and Light Grey Frame, the blank space is the time your browser was idle.
Why is it idle?
The short version is that a hollow frame means one of two things: your javascript main thread was busy doing other stuff that the Chrome Dev Team forgot to show in DevTools or you were bottlenecked on your GPU.
To tell the difference, you can enable "Timeline: Show CPU Activity on the Ruler" inside DevTools' settings (you know, the cog in the bottom right hand corner).
You will end with something like this:
See the little dark grey blocks on the "Records" row? Those are dark when the renderer thread was busy. If the renderer thread is mostly idle, e.g. no dark block, as is the case the screenshot I yanked for this post, it is a very good signal that you are GPU bound.
Here's the full explanation from Chrome Engineer Nat Duca.
https://plus.google.com/+NatDuca/posts/BvMgvdnBvaQ

Do browsers render canvas elements that are not inside the viewport?

I have a page that has pretty heavy (mid-weight rather) canvas operations going on. To cater for users on mobile devices and older computers I was thinking I could implement a mechanism that will check if the canvas element is actually visible and decide if the constant calculations and canvas updates (animation running at 30fps) do have to be done or not.
This is working fine, yet when doing a performance test with the Chrome Dev Tools I noticed that even when I disable my visibility check and just let things render all the time the CPU usage of the function in question drops quite a bit when no part of the canvas element(s) is visible (although in theory it should still be performing the same tasks). So: at least on my computer running Chrome 17 it does not make a real difference if I check for the element's actual visibility.
To cut a long story short: Do I need to do this or are browsers smart enough to handle such a case without even telling them (and I can save the visibility checking)?
EDIT:
So I made some "research" on this topic and built this fiddle.
What happens is that it just generates noise at 30 frames per second. Not too pleasing to the eye but, well... The upper part is just a plain div to block the viewport. When I scroll down and have the canvas element in the viewport CPU Usage tells me it's taking up about 40%, so apparently the browser does have quite a lot to do here. When I scroll back up so that I just have the maroon colored div in my viewport and profile the CPU usage it drops to sth around 10%. When I scroll back down: usage goes up again.
So when I implement a visibility check like in this modified fiddle, I do see an increase (a tiny one to be honest) in CPU usage instead of a drop (as it has the additional task of checking if the canvas is inside the viewport).
So I am still wondering if this is some side effect of something that I am not aware of (or I am making some major mistake when profiling) or if I can expect browsers to be smart enough to handle such situations?
If anyone could shed a light on that I'd be very thankful!
I think you're confused between whether the logic is running and whether the rendering is happening. Many browsers now hardware-accelerate their canvases so all rendering happens on the GPU, so actual pixel pushing takes no CPU time anyway. However your tick function has non-trivial code to generate random noise on the CPU. So you're only really concerned over whether the tick function is running. If the canvas is offscreen, it certainly won't be rendered to the display (it's not visible). As for the canvas draw calls, it probably depends on the browser. It could render all draw calls to an off-screen canvas in case you suddenly scroll it back in to view, or it could just queue up all the draw calls and not actually do anything with them until you scroll the canvas in to view. I'm not sure what each browser does there.
However, you shouldn't use setInterval or setTimeout for animating Canvas. Use the new requestAnimationFrame API. Browsers don't know what you do in a timer call so will always call the timer. requestAnimationFrame on the other hand is designed specifically for visual things, so the browser has the opportunity to not call the tick function, or to reduce the rate it's called at, if the canvas or page is not visible.
As for how browsers actually handle it, I'm not sure. However, you should definitely prefer it since future browsers may be able to better optimise requestAnimationFrame in ways they cannot optimise setInterval or setTimeout. I think modern browsers also reduce the ordinary timers to 1 Hz if the page is not visible, but it's definitely much easier for the browser to optimise requestAnimationFrame, plus some browsers get you V-syncing and other niceness with it.
So I'm not certain requestAnimationFrame will mean your tick function is not called if the canvas is scrolled out of view. So I'd recommend using both requestAnimationFrame and the existing visibility check. That should guarantee you the most efficient rendering.
From my own experience it renders whatever you tell it to render regardless of position on screen.
An example is if you draw tiles, that exceeds the canvas size, you will still see the performance drop unless you optimize the script.
Try your function with a performance demanding animation, and see if you still get the same results.

how many div's can you have before the dom slows and becomes unstable?

I am developing a jQtouch app and each request done via ajax creates a new div in the document for the loaded content. Only a single div is shown at any one time.
How many div's can I have before the app starts getting unresponsive and slow?
Anyone have any ideas on this?
EDIT: Its an iPad app running on Safari, and it would be less than 1000 div's with very basic content
I've had tens of thousands, maybe even a hundred thousand divs, on screen at once.
Performance is either fine, or bad, depending on:
Parsed from HTML or generated Dynamically in JavaScript?
Parsed from HTML means you have a LARGE html source, and this can make browsers hang. Generated in JS is surprisingly fast, even on Internet Explorer, which is the slowest of all browsers for JS.
To be honest, if you really need an absolute answer to this question, then you might want to reconsider your design.
No answer given here will be right, as it depends upon many factors that are specific to your application. E.g. heavy vs. little CSS use, size of the divs, amount of actual graphics rendering required per div, target browser/platform, number of DOM event listeners etc..
Just because you can doesn't mean that you should! :-)
As others have said, there's really no answer.
However, in this talk about the Google Maps API version 3, the speaker brings up the number ten thousand several times, as a basic threshold for browser unhappiness.
http://code.google.com/apis/maps/documentation/javascript/
Without defining a particular environment, it's not possible to answer your question.
And even then, anything anyone tells you is just a guess. You need to do your own testing on real-world configurations with different browsers and hardware. You'll also need to establish some performance benchmarks to decide what "too slow" even means.
I've been able to add several thousand divs without a problem. Depends on what you'll be doing afterwards, of course, and the memory on the client machine. Everyone else is right about that.
As Harpo said, 10K is probably a good ceiling. At one time, I noticed speed problems starting at about 4K divs, but hardware has improved since then.
And, as Neil N said, adding the divs via scripting is better than having a huge HTML source.
And, to answer Harpo's comment, one way to "break it up" so that JS doesn't lock the page and produce a "page is running slowly" error is to call a timer at the end of each "add a div" routine, and the timer in turn calls your "add a div" function again.
Now, MY question is: is it possible to "paint" so that you don't need to add thousands of divs? This can be done with the canvas tag with some browsers, but I don't think it's possible with VML (the excanvas project) on IE. Or is it? I think VML "paints" by adding new elements to the DOM, at which point you may as well use DIVs, unless it's a simple shape.
Is it possible to alter the source of an image via scripting? (the image in the DOM, of course -- not the original image on the server.)

Web usability: alert/notification - how to attract attention?

I'm building a web application where one of the features causes users to be notified in real-time when an alert pertaining to them occurs, similar to the big orange bar in Stack Overflow.
I have a few options, and I was wondering if there was a usability guideline on the best way to go about this. One option is to have a small notifications box on the screen that flashes colors when an alert appears, but I'm worried that a simple, repeated change in color won't be sufficient to attract the user's attention.
Another option is to have a window come floating across the screen, demanding the user's attention, but I've always found those to be obtrusive. Maybe another form of animation could be less annoying yet equally likely to attract the user's attention?
I'm not really looking for an opinion as much as I'm looking for a usability discussion/resource that might cover this kind of decision.
The answer somewhat depends on how important it is that the user pay attention and how important it is that they take some action? E.g. is the alert of the "your server just crashed" kind or "you have new e-mail from aunt Zelda" kind?
For the first kind, something obtrusive is the best - either your option of floating a window, or may be change the page background to flashy color (and blink??? Don't hit me please!). One other nice way of grabbing attention I saw was to change the page (and thus a browser window) title to a flashing set of "* * * * * *" - that is un-usual enough to attract attention sometimes.
For something less obtrusive for less critical-too-notice-quickly, SO's top notification bar is one of the very best solutions from usability standpoint (if not the best), going by the main metrics (how much work does the user need to do to deal with this and to look at it, and how intuitive its behavior is):
The user's eyes travel to top of the screen more often and more likely than elsewhere
It is very easy to get rid of once you notice it - the bar is wide (easy to hit with mouse, no horisontal adjustments needed) and at the very top (not too much fine mouse work to get the pointer there).
IMHO, the annoyance level should reflect the error level...
For an error, a layer with the error message, preventing the user to do anything else should be better.
For a notification, a box that appears on the top of the page (like a browser asking you to save a password) is nice.
So I don't think there is a better solution... It just depends on the type of the alert... : )
Check out JGrowl, it's a nice framework for unobtrusive notifications, you can find some sample screenshots here.
If you are looking for resources, I suggest Don't Make Me Think by Steve Krug. His site, Advanced Common Sense, is also a great source.
Another great site for Usability tips and guidelines is Jakob Nielsen's useit.com
I was at a site the other day that had a product download button. I clicked on it, it seemed nothing had happened. I clicked it again, and the download link that the first button created did a little shake at me. Very effective and it got a laugh:
http://haanstra.eu/putty/
My system has three types of notifications. Each type of notification is styled with a border and background color:
Success: Green
Warning: Yellow
Error: Red
Alerts, like "You didn't fill that field in properly!" are handled inline, so no popups to irritate the user.
I've designed my system to fade out notifications a few seconds - this means that users are accustomed to seeing the green box that fades away after a few seconds. However, when an error or warning occurs the box stays on the screen right in front of the user, demanding attention.
I believe warnings and errors should be used only when absolutely necessary - that way when they are used, they maintain a significant level of impact. In my system, warnings and errors don't fade out - they stay there to remind you SOMETHING IS NOT QUITE RIGHT.
In my experience, if you're going to interact with a user, make it large and in their face, but don't make it so much so that it obstructs the rest of the page. So no prompts, or lightbox style overlays (in my opinion).
I find the jQuery UI highlight() effect function is good for unobtrusively alerting users that something has changed; however as others have said, it depends on the importance of the message - sometimes you just need to be obtrusive!