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performance issues on mobile devices + android crashes #437

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vn11 opened this Issue · 2 comments

2 participants

@vn11

My web-application (http://vn11.github.com/) works pretty good on Google Chrome on my desktop-pc, but has serious performance issues on mobile devices. Dragging (the stage is draggable and has at the moment 4 layers, 6 shapes and 4 labels) is very laggy, which means that it takes up to 5 sec. to redraw the stage at the desired position (somehow it gets much less laggy when the iPad/Android Phone is held in landscape mode?).
But lag isn't the only problem: on my android-phone it causes the Dolphin-Browser and the HTC-launcher to crash.

I would be very glad if you could help me resolving this issue by taking a sneak peek at my application, because I really want to stick with KineticJS and its awesome functionalities.

Another question off-topic: Can I make a shape or a layer non-draggable so it doesn't get dragged around with the draggable-set stage?

thanks in advance for your help

@ericdrowell
Owner

Don't have the time to look through your code, but I can tell you that I've seen several really complex apps run smoothly on mobile devices with KineticJS. Your app crashed my iPhone as well, and I've never had it crash before :)

Could you repost this on stackoverflow so that the community can chip in?

is it possible to use a smaller canvas size? I know that even if you use say a 200 * 400px sized stage on iOS, the viewport can still resize such that the stage is full screen. Are you using caching?

http://www.html5canvastutorials.com/kineticjs/html5-canvas-shape-caching-with-kineticjs/

Closing this ticket in favor of you creating a stackoverflow thread.

@ericdrowell ericdrowell closed this
@vn11

"Viewport" was actually the solution of all my problems. This little code snipped saved my day ;)

<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">

Thank you so much for answering so fast, and thank you for the most awesome html5 canvas framework ;)

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