


Many times when we draw and update on Canvas, we always retain some unchanged content, for which content
should be pre-drawn Caching instead of refreshing every time.
The direct drawing code is as follows:
context .font="24px Arial";
context.fillStyle="blue";
context.fillText("Please press
requestAnimationFrame(render) ;
Use cache pre-drawing technology:
function render(context) {
context.drawImage(mText_canvas, 0, 0);
requestAnimationFrame(render);
}
function drawText(context) {
mText_canvas = document.createElement("canvas");
mText_canvas.width = 450;
mText_canvas.height = 54;
var m_context = mText_canvas.getContext("2d");
m_context. font="24px Arial";
m_context.fillStyle="blue";
m_context.fillText("Please press
}
When using Canvas cache drawing technology, be sure to remember that the size of the cached Canvas object should be smaller than the actual Canvas size. Try to put the operations of drawing straight points together, and try to complete the drawing at one time. A bad code is as follows:
for (var i = 0; i var p1 = points[i];
var p2 = points[i 1];
context.beginPath();
context.moveTo(p1.x, p1.y);
context.lineTo(p2.x, p2.y);
context.stroke();
}
The modified code with higher performance is as follows:
context.beginPath();
for (var i = 0; i var p1 = points[i];
var p2 = points[i 1];
context.moveTo(p1.x, p1.y);
context.lineTo( p2.x, p2.y);
}
context.stroke();
Avoid unnecessary frequent switching of Canvas drawing state. An example of frequent switching of drawing style is as follows:
var GAP = 10;
for (var i=0; icontext.fillStyle = (i % 2 ? "blue" : "red");
context.fillRect(0, i * GAP, 400, GAP ; 🎜>
The code is as follows:
// even
context.fillStyle = "red";
draw When drawing, only the area that needs to be updated is drawn, and unnecessary repeated drawing and additional overhead must be avoided at any time. For complex scene rendering, layered rendering technology is used, and the foreground and background are drawn separately. The
HTML that defines the Canvas layer is as follows:
Copy the code

html5的div元素默认一行不可以放两个。div是一个块级元素,一个元素会独占一行,两个div默认无法在同一行显示;但可以通过给div元素添加“display:inline;”样式,将其转为行内元素,就可以实现多个div在同一行显示了。

html5中列表和表格的区别:1、表格主要是用于显示数据的,而列表主要是用于给数据进行布局;2、表格是使用table标签配合tr、td、th等标签进行定义的,列表是利用li标签配合ol、ul等标签进行定义的。

固定方法:1、使用header标签定义文档头部内容,并添加“position:fixed;top:0;”样式让其固定不动;2、使用footer标签定义尾部内容,并添加“position: fixed;bottom: 0;”样式让其固定不动。

html5中不支持的标签有:1、acronym,用于定义首字母缩写,可用abbr替代;2、basefont,可利用css样式替代;3、applet,可用object替代;4、dir,定义目录列表,可用ul替代;5、big,定义大号文本等等。

HTML5中画布标签是“<canvas>”。canvas标签用于图形的绘制,它只是一个矩形的图形容器,绘制图形必须通过脚本(通常是JavaScript)来完成;开发者可利用多种js方法来在canvas中绘制路径、盒、圆、字符以及添加图像等。

html5废弃了dir列表标签。dir标签被用来定义目录列表,一般和li标签配合使用,在dir标签对中通过li标签来设置列表项,语法“<dir><li>列表项值</li>...</dir>”。HTML5已经不支持dir,可使用ul标签取代。

3种取消方法:1、给td元素添加“border:none”无边框样式即可,语法“td{border:none}”。2、给td元素添加“border:0”样式,语法“td{border:0;}”,将td边框的宽度设置为0即可。3、给td元素添加“border:transparent”样式,语法“td{border:transparent;}”,将td边框的颜色设置为透明即可。

因为html5不基于SGML(标准通用置标语言),不需要对DTD进行引用,但是需要doctype来规范浏览器的行为,也即按照正常的方式来运行,因此html5只需要写doctype即可。“!DOCTYPE”是一种标准通用标记语言的文档类型声明,用于告诉浏览器编写页面所用的标记的版本。


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