[whatwg] "canvas" tag and animations ?

Sjoerd Visscher wrote:
> Sjoerd Visscher wrote:
> 
>> Dean Edwards wrote:
>>
>>> Charles Iliya Krempeaux wrote:
>>>
>>>> To be honest, the think the idea of "drawing transactions" is 
>>>> better. Here are the reasons:
>>>>
>>>> #1: It makes it so, if the develop wants it, that they can have things
>>>> that are "drawn" show up immediately.  (I.e., they aren't forced to
>>>> use "double buffering" [or whatever].)
>>>>
>>>> #2: It makes it so you could have "long lasting" scripts execute.
>>>>
>>>> #3: It makes it so Java and C++ interfacing will work the same. 
>>>> (I.e., you don't have to give C++ and Java an API to effectively do
>>>> "drawing transactions" without also giving this API to JavaScript.)
>>>>
>>>> So +1 for "drawing transactions" :-)
>>>>
>>>
>>> +1
>>>
>>> I'd hate to see them implied by script blocks though. That way lies 
>>> madness. ;-)
>>>
>>> -dean
>>>
>>>
>>
>> I'm just describing how it is currently implemented in Firefox. And 
>> how DHTML rendering has been implemented for years. I don't think that 
>> will change, and so canvas has to play with the same rules.
>>
> 
> I have been thinking about this, and I think there's no way to change 
> how this works. It would break a lot of existing content. And I don't 
> like a special case for canvas either.
> 
> However, it would be nice to have a forceRedraw() method on window, like 
> SVG has. http://www.w3.org/TR/SVG/struct.html#InterfaceSVGSVGElement
> 

I think (I might be wrong) that you are discussing internal 
implementation details of a UA (in this case Firefox). This is not what 
Charles and I are discussing. We are talking about how the implemented 
API would work in a browser environment.

-dean

Received on Thursday, 16 June 2005 12:23:16 UTC