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Wazabii avatar Wazabii commented on July 16, 2024

additional info.. i found out that not only drag and drop causes issue, but also with transition. So basically if we try to move the shapes that contains image, the movement will cause memory leaks in firefox AND iOS.

Cheers

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ericdrowell avatar ericdrowell commented on July 16, 2024

have you tried moving the image to its own layer when dragging and dropping? This greatly improves performance. Here's an example:

http://www.html5canvastutorials.com/labs/html5-canvas-kineticjs-drag-and-drop-stress-test-with-1000-shapes/

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ericdrowell avatar ericdrowell commented on July 16, 2024

but to your point, I'll look into the FF issue as soon as I get a chance.

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Wazabii avatar Wazabii commented on July 16, 2024

Ah yes.. i tried using that and it works great in improving the drag and drop. But the firefox crashing issue is still there. If I try to drag more than one object at the same time, FF will crash (I'm currently using FF 15.0.1).

I believe it has something to do with the fill property.

Thanks.

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BlackScorp avatar BlackScorp commented on July 16, 2024

yeah there is some bug with FF but i dont know where, because of my map

http://blackscorp.github.com/tiled2crafty/kinetic/

draw process takes 22ms on FF, on Chrome/IE/Opera/Safari 0-1 ms basicly i just copy offscreen layer into the screen wonder what is going on there

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Wazabii avatar Wazabii commented on July 16, 2024

Hi @ericdrowell . Just wondering whether this issue will be patched in the next version of KineticJS?

THanks.

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ericdrowell avatar ericdrowell commented on July 16, 2024

v4.0.5 is already looking pretty heavy, so this issue will probably be addressed with a later version (mostly because it seems to be a FF bug)

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BlackScorp avatar BlackScorp commented on July 16, 2024

can someone check this on other browser please? http://jsperf.com/simple-draw wish to look if its a kinetic or ff problem

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akbr avatar akbr commented on July 16, 2024

I can confirm FF-specific issues when using image fills. FF's memory usage absolutely explodes when rapidly redrawing layers containing multiple image fills. Too much redrawing (e.g., dragging a layer for 5+ seconds) inevitably leads to a crash.

Chrome handles the same with no problem.

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ericdrowell avatar ericdrowell commented on July 16, 2024

Although there have been a lot of performance improvements made with drag and drop, this issue is ultimately dependent on the FF Canvas API implementation. Dragging and dropping a shape filled with a pattern actually performed pretty well for me in FF.

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