On Tuesday, April 17, 2012 6:05:19 PM UTC+2, Thomas Broyer wrote:
>
>
>
> On Tuesday, April 17, 2012 5:43:03 PM UTC+2, GWTter wrote:
>>
>> Hi all,
>>
>> I've written a move animation using the gwt way (extending animation 
>> class etc.) and it works great but I've noticed that when that if I keep 
>> the duration the same say 1000ms the longer the move distance is the 
>> choppier the animation seems (the animation is smoother the shorter the 
>> move distance is). I figured that this is because of the frame rate. In the 
>> doc the frame rate is stated to be "non-fixed". 
>>
>> Does anyone know if it is possible to increase the frame rate on the 
>> animation
>
>
> No, it's not possible.
>  
>
>> and if not can anyone suggest or have an idea on how to make the 
>> animation smoother?
>>
>
> Which browser were you testing this in? In Firefox and Chrome it should 
> use requestAnimationFrame whose role is to defer to the browser the choice 
> of the frame rate so that it stays responsive 
> See https://developer.mozilla.org/en/DOM/window.requestAnimationFrame and 
> http://code.google.com/p/google-web-toolkit/source/browse/trunk/user/src/com/google/gwt/animation/Animation.gwt.xml
> (and 
> http://code.google.com/p/google-web-toolkit/source/browse/trunk/user/src/com/google/gwt/animation/client/AnimationSchedulerImplTimer.java
>  which 
> uses a timer that tries to achieve 60Hz frame rate)
>
> If your animation is not smooth, it's probably that it doesn't run at 
> approx. 60Hz, which means that either your code in the animation or some 
> other code runs too slowly to achieve that rate. Because timers and 
> requestAnimationFrame (and basically everything in a browser) go through 
> the event loop and task queues <
> http://www.whatwg.org/specs/web-apps/current-work/multipage/webappapis.html#event-loops>
>  
> it can be that something else than the animation is pushing too many tasks 
> in the queue and/or that those task run slowly, delaying other tasks and 
> therefore prevent reaching the 60Hz target rate.
>
> Oh, of course, it can also be that you're trying to do the impossible, and 
the only solution would be to run the animation for a longer duration so 
that the moves between each frame (at the same frame rate) are smaller. 

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