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Faster DOM

annevankesteren.nl

11–20 of 54 posts

Re: Faster DOM

#11
post #10
post #9

Earlier quoted context omitted.

> [...] I remember being surprised that there was no way for me to group DOM manipulations into SQL-like transactions [...] There is a way to group DOM manipulations: a DocumentFragment[0]. If you have a wrapper, you can easily use parent.replaceChild(fragment, wrapper); // [1] So long as you start with your fragment having a new copy of that wrapper—the entire node and its children will be replaced in 1 operation. T…

That assumes that all the changes are grouped under the same part of the tree...

Sure. If you have a ton of potentially layout-thrashing changes, just clone your page's highest wrapper node. Then make your changes and replace the node. I haven't needed it, or tested it for performance, but it's clearly doable.

    // Example; untested pseudo-code
    var fragment = document.createDocumentFragment(),
        wrapper  = document.getElementById('wrapper');
    
    fragment.appendChild(wrapper.cloneNode(true));
    // update your fragment
    // update the page
    document.body.replaceChild(fragment, wrapper);
That said, because the change is to a page's entire structure I'd think the layout operation would be much slower. I'm betting React and Ember might do similar things for their "application" wrapper/scope node(s).

Re: Faster DOM

#12
I'm curious about the source of the slowness of the IDL operations. Is it specific to the DOM, or is he referring to overhead that exists for any bindings between JS and C++?

Re: Faster DOM

#14
post #7
post #4

> That way, you only do the IDL-dance once and the browser then manipulates the tree in C++ with the many operations you fed it. As a beginning web developer, I remember being surprised that there was no way for me to group DOM manipulations into SQL-like transactions, or even an equivalent to HyperCard's lockScreen. I'm finding it a little tough to tell whether the author is talking about putting the browser or the…

You actually can, via (ab)using requestAnimationFrame. It's been a while since I did front-end development, but back in the day (...okay, 2014 ish) we'd batch DOM reads and writes, run through them the next time the frame was painted, and avoid multiple redraws. It was rather cumbersome, especially since reads had to be asynchronous, but it was fast .

I'm a big fan of the Mithril MVC framework, it does some pretty smart autoredrawing [0] while still allowing you manual control of when things are drawn if needed [1]

[0]: http://mithril.js.org/auto-redrawing.html

[1]: http://mithril.js.org/mithril.redraw.html

Re: Faster DOM

#15

I'm curious about the source of the slowness of the IDL operations. Is it specific to the DOM, or is he referring to overhead that exists for any bindings between JS and C++?

IDL operations are not particularly slow. Last I measured, a call from JS into C++ is between 10 and 40 CPU instructions of fixed overhead depending on the exact thing being called (method vs getter vs setter; they have slightly different costs) and the browser involved. At least once you get into the top JIT tier; baseline jit and interpreter can involve more overhead, obviously.

There's additional cost for dealing with the call arguments, too; this varies widely by type of argument (e.g. an options object is clearly more expensive to deal with than a boolean, or even than a list of arguments containing the same information as the options object) and somewhat less widely by browsers.

Re: Faster DOM

#16
I wrote up a response to this but haven't found a good place to put it; might as well post it here.

1) I think the idea about such an API encouraging good practice is very much correct, in the sense that it makes it harder to interleave DOM modification and layout flushes. That might make it worth doing on its own.

2) DOM APIs are not necessarily _that_ cheap in and of themselves (though they are compared to layout flushes). Setting the various dirty flags can actually take a while, because in practice just marking everything dirty on DOM mutation is too expensive, so in practice UAs limit the dirty marking to varying degrees. This trades off time inside the DOM API call (figuring out what needs to be dirtied) for a faster relayout later. There is some unpredictability across browser engines in terms of which APIs mark what dirty and how long it takes them to figure that out.

3) The IDL cost is pretty small in modern browsers, if we mean the fixed overhead of going from JS to C++ and verifying things like the "this" value being of the right type. When I say "pretty small", I mean order of 10-40 machine instructions at the most. On a desktop machine, that means the overhead of a thousand DOM API calls is no more than 13 microseconds. On mobile, it's going to be somewhat slower (lower clocks, if nothing else, smaller caches, etc). Measurement would obviously be useful.

There is the non-fixed overhead of dealing with the arguments (e.g. going from whatever string representation your JS impl uses to whatever representation your layout engine uses, interning strings, copying strings, ensuring that provided objects, if any, are the right type, etc). This may not change much between the two approaches, obviously, since all the strings that cross the boundary still need to cross it in the end. There will be a bit less work in terms of object arguments, sort of. But....

4) The cost of dealing with a JS object and getting properties off it is _huge_. Last I checked in Gecko a JS_GetProperty equivalent will take 3x as long as a call from JS into C++. And it's much worse than that in Chrome. Most of the tricks JITs use to optimize stuff go out the window with this sort of access and you end up taking the slowest slow paths in the JS engine. What this means in practice is that foo.bar("x", "y", "z") will generally be much faster than foo.bar({arg1: "x", arg2: "y", arg3: "z"}). This means that the obvious encoding of the new DOM as some sort of JS object graph that then gets reified is actually likely to be much slower than a bunch of DOM calls right now. Now it's possible that we could have a translation layer, written in JS such that JITs can do their magic, that desugars such an object graph into DOM API calls. But then that can be done as a library just as well as it can be done in browsers. Of course if we come up with some other way of communicating the information then we can possibly make this more efficient at the expense of it being super-ugly and totally unnatural to JS developers. Or UAs could do some sort of heroics to make calling from C++ to JS faster or something....

5) If we do provide a single big blob of instructions to the engine, it would be ideal if processing of that blob were side-effect free. Or at least if it were guaranteed that processing it cannot mutate the blob. That would simplify both specification and implementation (in the sense of not having to spell out a specific processing algorithm, allowing parallelized implementation, etc). Instructions as object graph obviously fail hard here.

Summary: I think this API could help with the silly cases by preventing layout interleaving. I don't think this API would make the non-silly cases any faster and might well make them slower or uglier or both. I think that libraries can already experiment with offering this sort of API, desugaring it to existing DOM manipulation, and see what the performance looks like and whether there is uptake.

Re: Faster DOM

#17
We all know that Element.innerHtml = "..." can be significantly faster than set of individual DOM mutating calls. Element.innerHtml = ... gets executed as single transaction - relayout happens only once, at the end of it. Yet there is no overhead on JS-native bridging and function calls in JS in general.

But the need of "transactioned" DOM updates is not just about the speed. There are other cases when you need this. In particular:

1. Massive DOM updates (that's your case), can be done with something like: Element.update( function mutator(ctx) ). While executing the mutator callback Element.update() locks/delays any screen/layout updates.

2. That Element.update( function mutator(ctx) ) can be used with enhanced transitions. Consider something like transition: blend linear 400ms; in CSS. While executing the update browser makes snapshots of initial and final DOM states and does blending of these two states captured into bitmaps.

3. transactioned update of contenteditable. In this case Element.update() groups all changes made by the mutator into single undoable operation. This is a big deal actually in WYSIWYG online editors.

There are other cases of course, but these three functionalities are what I've implemented in my Sciter Engine ( http://sciter.com ) already - proven to be useful.

Re: Faster DOM

#18

I'm curious about the source of the slowness of the IDL operations. Is it specific to the DOM, or is he referring to overhead that exists for any bindings between JS and C++?

Any bindings across the boundary tend to be far more expensive than a JS -> JS or C++ -> C++ call. This is why initial implementations of Array.prototype.map, for example, were slower than just doing it all in JS.

Re: Faster DOM

#19
> backed by C++ (née Rust)

"née" means "originally called" (usually someone's maiden name). I don't think C++ used to be called Rust.

Re: Faster DOM

#20
post #17

We all know that Element.innerHtml = "..." can be significantly faster than set of individual DOM mutating calls. Element.innerHtml = ... gets executed as single transaction - relayout happens only once, at the end of it. Yet there is no overhead on JS-native bridging and function calls in JS in general. But the need of "transactioned" DOM updates is not just about the speed. There are other cases when you need this.…

"We all know that Element.innerHtml = "..." can be significantly faster than set of individual DOM mutating calls"

Not necessarily:

http://stackoverflow.com/questions/8461851/what-is-better-ap...

That's an old post, but even then the conventional wisdom didn't hold up.

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