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Show HN: GraphicsJS, New Powerful Free Open-Source JavaScript Graphics Library

graphicsjs.org

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Re: Show HN: GraphicsJS, New Powerful Free Open-Source JavaScript Graphics Library

#41
post #26

Earlier quoted context omitted.

> and because they are hack developers who do not understand how performance graphics work. Nothing "hack" about vector graphics, and nothing about graphics that necessitates "performance" above all else. We're not all making AAA games.

nothing about graphics that necessitates "performance" above all else. Brzzt, wrong. Computers are, at the end of the day, meant for crunching numbers. Graphics is perhaps one of the last pure workloads that is about crunching numbers--it's probably the best match of the advances of the last 20 years to a problem domain we could hope for. If your code cannot quickly do graphics, you have failed to competently make us…

>If your code cannot quickly do graphics, you have failed to competently make use of the user's resources. You are bad and are wasting their time and power, and in the one place where that inefficiency isn't justifiable

Bzzt wrong. Nobody cares much about efficiency above a certain level. If they did we wouldn't be using your "efficient" canvas, where 30% of calls is JS overhead, but native code.

>Sure but we're also not all running MacBook Pros or GTX1080 cards on Xeons, now are we?

No, but we almost all are running multi-core PCs, laptops and phones that are perfectly capable to run SVG for most things people use it for.

Maybe not plots with 10.000 points, but then again those are just badly designed, the screen doesn't have 10.000 pixels horizontally or vertically to show them all at once anyway.

Re: Show HN: GraphicsJS, New Powerful Free Open-Source JavaScript Graphics Library

#42
post #41

Earlier quoted context omitted.

nothing about graphics that necessitates "performance" above all else. Brzzt, wrong. Computers are, at the end of the day, meant for crunching numbers. Graphics is perhaps one of the last pure workloads that is about crunching numbers--it's probably the best match of the advances of the last 20 years to a problem domain we could hope for. If your code cannot quickly do graphics, you have failed to competently make us…

> If your code cannot quickly do graphics, you have failed to competently make use of the user's resources. You are bad and are wasting their time and power, and in the one place where that inefficiency isn't justifiable Bzzt wrong. Nobody cares much about efficiency above a certain level. If they did we wouldn't be using your "efficient" canvas, where 30% of calls is JS overhead, but native code. > Sure but we're al…

> Nobody cares much about efficiency above a certain level

This line of thinking is why web mobile experience is garbage.

> Maybe not plots with 10.000 points, but then again those are just badly designed, the screen doesn't have 10.000 pixels horizontally or vertically to show them all at once anyway.

300x300 scatterplot holds potentially 90K points. Even in the case of just 10K datapoints, sampling considerations may mean that it is simpler and more maintainable to just ship full-resolution data to the frontend to be drawn--an option that only exists if you can do so efficiently.

You're wrong on this mate.

Re: Show HN: GraphicsJS, New Powerful Free Open-Source JavaScript Graphics Library

#43
post #11

Earlier quoted context omitted.

It's a fact that can change.

Probably not going to happen anytime soon unless services stop working at all.

.. which will happen sooner if people stop supporting them.

Re: Show HN: GraphicsJS, New Powerful Free Open-Source JavaScript Graphics Library

#44

Tried this library, it's... well, not that powerful, lacks documentation and is a cheap marketing grab for another, charting, library :/

D3, AnyChart and so on are for charting. GraphicsJS is for drawing graphics, and charting is just one of possible use cases - check out the demos http://www.graphicsjs.org. Docs: http://docs.anychart.com/7.11.1/Graphics

Re: Show HN: GraphicsJS, New Powerful Free Open-Source JavaScript Graphics Library

#45
Honestly, did somebody had to code the Bender [1] illustration manually? The source code [2] does _not_ make me any excited about the library, since it's essentially SVG wrapped in a prettier(?) syntax.

I would love to have a library that can "import" an SVG generated from, say, inkscape or Sketch and then allows to animate just a few parts of that vector -- this would be useful in this context too -- draw Bender, and simply move the eyes from JS.

[1] http://playground.anychart.com/gallery/7.11.1/Graphics/Bende... [2] http://playground.anychart.com/gallery/7.11.1/Graphics/Bende...

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