I can see where you say a developer familiar with the DOM is more likely to
work with on the canvas api directly.
And yes, the more technical options the better. Sure.
But I do not see how you can say that an OO vs procedural or functional
approach is not that relevant? OO vs procedural/functional is quite the
different design approach. I would even say that those are worlds apart. In
what way do you think that this difference not relevant?


On Sat, Feb 8, 2025 at 8:53 PM Colin Alworth <[email protected]> wrote:

>
> @Craig - If you draw everything on the same canvas, the zoom/scale works
> on everything on that canvas. it limits what you can do with that canvas.
> If you want to scale or zoom everything, yes then it doesn't matter. So yes
> you are right, it depends on the project.
>
> This isn't true, it only applied on the operations that take place while
> it is set. You can call scale(1, 1) to go back to 1:1, or you can use the
> save()/restore() that Craig mentioned. You can also clip to keep the zoomed
> content within certain bounds.
>
> @Colin - With multiple layers I would also need multiple canvas's and
> overlay them right?
>
> Correct - each would have its own frame buffer, and could be cleared/drawn
> independently.
>
>
> We wrote a single adapter widget that uses a single canvas. This adapter
> widget knows what the zoom level is. Objects that are drawn on that widget
> of a certain type get zoomed, whilst others of a different type do not. It
> is super simple and easily explained to new devs. Everyone on the team can
> add views or objects and the type determines how these are displayed. Even
> devs without exact knowledge of how the canvas works can develop and
> maintain objects to be displayed.
>
> I guess it's also a development style/preference thing. If you code the
> view of the canvas in a single class or single method, the solution is
> likely to have to rely more on the technological capabilities of the
> canvas. Working with an adapter then does not really make a lot of sense.
> If you have more of an OO style of development, you express more in
> functional blocks. Then you have to rely less on the technical capabilities
> as you can translate what needs to be done on the basis of what your
> objects are before you hit the canvas. Then the zooming/scaling happens
> in the object, not on the canvas so to speak.
> So the required functionality of the canvas remains fairly basic.
>
> I don't make these suggestions lightly - if you are happy with how canvas
> performs and the quality of the output, then you may well never need them,
> but it can be fun to know they exist.
>
> I don't much care about OO vs FP styles for this - building an API around
> these features should be straightforward within whatever paradigm you
> prefer. For most projects we ended up with roughly two layers of
> abstractions - the "shapes that get drawn on the screen via canvas
> commands" abstraction (iterate through "shapes", respect their "z-index" or
> other relative positioning, capture clicks and figure out which "shape" was
> clicked on, redraw only changed "shapes" and those that intersect them,
> etc), and the "business logic drives what shapes to draw" abstraction ("I
> want a pie chart in the corner, compute slices based on data", "these
> buttons over here control those axes", "Labeled items in the legend will
> drive which stars/circles in the chart are highlighted when hovered"). It
> feels natural to someone who is used to working with a DOM (esp SVG), and
> can handle thousands of items without much trouble.
>
> Zoom can appear at either level here - multiple coord systems, or make the
> "zoom" part of the "shape" API. You're totally correct that scaling need
> not happen at the "canvas level" - while the MDN link I gave seems to imply
> that, it really is just trying to make it easier for the developer to not
> need to think about one more "layer" of ways that their data needs to be
> transformed. From a certain perspective, you might want to just have a
> transform matrix that you apply to each shape, and compose your
> zoom-because-zoom-widget, translate-because-panning, rotate, etc operations
> all at that level, and just apply the transform once when drawing (or even
> apply to the coords before you call in to canvas). None of it matters as
> long as the math is correct.
>
> If you need more power, odds are you can find pretty quickly where the
> "unnecessary" O(n^2) or O(n lg n) operations are taking place (sorted
> insertion by z-index, solving for intersections, etc), and can do a better
> job partitioning "shapes" or go all out and drop down to just "business
> logic drives canvas commands" where it is required.
>
>
>
> performance wise, I've done fully animated person relation networks and
> animated dashboards in large canvases for nearly a decade now.
> We've never ran into any performance issues.
> That being said, I think the views and on-screen actions we used were
> somewhat limited when compared to developing a game with full world
> rendering or something similar.
>
> Did I already say I love this gwt group? It makes me think a lot more
> about what I am doing and why I am doing it.
> Plus the input from the GWT devs usually give me insights I haven't
> thought about before or didn't know existed.
>
> If you can stand the stream of discussion, you may also enjoy
> https://matrix.to/#/#gwtproject_gwt:gitter.im. It tends to be more
> conversational, and can get into the weeds in unrelated topics like this.
>
>
> On Sat, Feb 8, 2025 at 2:56 AM Colin Alworth <[email protected]>
> wrote:
>
> I'm sorry if my message confused the two kinds of 'zoom' being discussed
> here - there's the one where the pixels on the physical monitor don't match
> the pixels of your display (this covers both HDPI and ctrl +/-), and
> there's the one where the user clicks the + icon (drawn on the canvas) to
> make everything inside a specific rectangle bigger.
>
> The context2d.scale() method can do both, but I was mostly referring to
> the first, adapting to the user's current monitor+settings at any given
> time. Note that in this context, scale() does _not_ make things blurry when
> you zoom, but effectively multiplies all your coordinates by the scale. The
> canvas "height" and "width" (the "actual size" in the link's code sample)
> are what makes things blurry or super precise.
>
> In the second case, scale() can still be totally appropriate, especially
> if coupled with a "panning" feature, or if data is updating. Odds are very
> high that in those cases, the parts of the canvas outside the "rectangle"
> aren't moving - all the various controls, the rectangle itself. Avoiding
> redrawing whatever you can each frame is important for performance. Or, you
> can just adjust your coordinate system when projecting on to the canvas,
> multiplying by your current zoom factor for each position - as above, it is
> doing the same thing.
>
> While we're discussing it, clipping (with save/restore or without) still
> also be helpful to conserve rewrites too - if you had a single canvas
> element, you would clip to inside the rectangle, clear, and redraw only
> what is in there - save() and restore() are a valid way of handling that,
> or just reapply state at each pass. If you're careful, you could even just
> redraw a subset of the rectangle's contents - solve for which items
> actually changed (doing some intersection math), and clip+clearRect just
> that section, then redraw just what is in there. If you "draw" a little
> outside the clip in any of these cases, no big deal - it will get clipped
> out (but you'll still pay for the code to run, it just won't have any
> overdraw).
>
> If you think about this like "partitioning" the drawing area with clip,
> there are two other ways to partition too - you can "tile" canvases,
> selectively redrawing their entire contents if they are affected, and you
> can "layer" them, using transparency to enable lower layers or higher
> layers to remain intact when other layers need to be cleared and repainted.
> Tiling can also work with non-homogenous blocks - the "rectangle" above
> could be one canvas, and the "controls" could be in their own.
>
> On Friday, February 7, 2025 at 5:11:41 PM UTC-6 [email protected]
> wrote:
>
> > *I would not use the scale functionality as it applies to the whole
> canvas. *
>
> Whatever works for your project is best, however, the scale only applies
> when you set it.  And you can always reset it.  Eg:
>
> // Save the current state
> context2d.save();
>
> // Apply zoom
> context2d.scale(xxx, xxx);
>
> // Draw zoomed stuff
> ...
>
> // Reset the zoom
> context2d.restore();
>
> This also lets browsers use the GPU to render (although, I'm not actually
> sure if the scaling is done on the CPU or the GPU).
>
> On Friday, 7 February 2025 at 5:02:17 pm UTC+11 Leon Pennings wrote:
>
> I would not use the scale functionality as it applies to the whole canvas.
> I'd prefer to apply an adapter pattern for determining actual coordinates
> on the canvas.
> Then you can still have a toolbar, location display or slider for the zoom
> factor in it's normal proportions and just have the actual content you want
> to show in a different scale.
>
> Op donderdag 6 februari 2025 om 13:33:12 UTC+1 schreef Colin Alworth:
>
> No problem - I wanted to be sure I didn't make a mistake, since I haven't
> myself used canvas "in anger" in many years, and only loosely keep track of
> resources and advice on it.
>
> SmartGWT's "Draw" examples make the API look very similar to the GXT
> "draw" packages - it isn't really a raster API at all, but a vector API
> that just happens to be built on top of a canvas implementation.
>
> My recollection is that for fewer than around 1k-10k drawn items, SVG is
> faster and simpler to understand than canvas, and canvas's benefits only
> start kicking in when the DOM gets too heavy to manipulate quickly each
> frame. Looking briefly at the example page you shared a few weeks ago, if
> you were interested in getting into the low level details of how to do the
> drawing, your case perhaps could stand being remade in plain SVG - always
> high resolution. The benefits may be mostly for your own understanding
> rather than any real observed performance improvements from running the
> page (that said: dropping SmartGWT would appear to drop almost 8mb of JS
> out of your 9+mb page).
>
> On Wednesday, February 5, 2025 at 9:46:51 PM UTC-6 [email protected]
> wrote:
>
> > Neil, I'm not sure where I appeared to have said that.
>
>
>
> I am sorry, I did not intend to put words in your mouth.
>
> That was my understanding from your previous email stating
> that  canvas is a raster format.  I misinterpreted your statements.
>
>
>
> I apologize for that.
>
>
>
> Thank you,
>
>  Neil
>
>
>
> --
>
> Neil Aggarwal, (972) 834-1565, http://www.propfinancing.com
>
> We offer 30 year loans on single family houses!
>
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