Closed GoogleCodeExporter closed 8 years ago
It sounds like an issue with Excanvas. Could try Flashcanvas
(http://flashcanvas.net/) instead, and let me know whether you still see the
problem?
Original comment by dnsch...@gmail.com
on 15 Jul 2012 at 8:08
Thanks for suggestion but im not using Excanvas or Flash with IE9 (I use them
from IE7 & 8 only), IE9 works ok with Flot out of the box
Original comment by da...@222sports.co.uk
on 15 Jul 2012 at 8:41
Original comment by dnsch...@gmail.com
on 15 Jul 2012 at 8:43
Found out this is not actually a performance issue but IE9 Canvas is limited to
8000(ish) pixels in height/width, the rest of the canvas is created but it
stops drawing beyond this boundary.
Surprised this isnt better documented, I think il have to stitch the graphs
together to get around this one
Cheers
Original comment by da...@222sports.co.uk
on 7 Aug 2012 at 11:12
Out of curiosity, what are you working on that requires 30k pixel canvases?
I'd guess that the reason it isn't documented better is because you're actually
the first to try it; even stretching a single view across 5 HD monitors is less
than 10k, and virtually all uses of canvas never exceed 1-2k.
Thank you for reporting and following up on this; it's useful information.
Original comment by dnsch...@gmail.com
on 8 Aug 2012 at 10:35
The graph is plotting motion data from a wristband that records movement during
sports, I am using flot to draw the raw data output then adding html elements
on top to show particular points during the exercise. The plot overflows the
screen width so the user uses a separate navigation panel to jump to particular
points in the data.
I guess you are right it is a bit of an unusual request, but all other browsers
seem happy to plot 30-40k pixels in width without any noticeable lag
Regards
David
Original comment by da...@222sports.co.uk
on 8 Aug 2012 at 10:44
Normally when you have more data than is visible on screen at a time, you'd use
the navigation plug-in, or some simple custom code, to draw only what's visible
and update the min/max and redraw as the visible area changes. This way your
canvas is only ever 1-2k pixels in size, which will give you better (perhaps by
a lot) performance even on those browsers that don't limit the size.
Is there a reason that won't work in your case?
Original comment by dnsch...@gmail.com
on 8 Aug 2012 at 10:52
The html overlays are all positioned absolutely with their offsets based on the
width of the canvas element so it would become tricker if the data was being
introduced like that. Also from a UI perspective its a lot more seamless to
load the whole lot in one go.
Thanks for the suggestion though, I think this is the route I will have to go
down to accomodate IE
Original comment by da...@222sports.co.uk
on 8 Aug 2012 at 11:02
Original issue reported on code.google.com by
da...@222sports.co.uk
on 12 Jul 2012 at 5:21