High Performance JavaScript Nicholas C. Zakas Yahoo!, Inc. YUIConf 2010 | November 9, 2010
Greetings, program Principal Front End Engineer Contributor, Creator of YUI Test Author Lead Author Contributor Lead Author
I know what you're thinking
Is he really going to use a Tron theme throughout this presentation?
Yes, because it's awesome
JavaScript performance directly affects user experience
"Know the enemy and know yourself; in a hundred battles you will never be in peril." -Sun Tzu, The Art of War
The UI Thread The brains of the operation
The browser UI thread is responsible for both UI updates and JavaScript execution Only one can happen at a time
Jobs for UI updates and JavaScript execution are added to a UI queue if the UI thread is busy Each job must wait in line for its turn to execute
<button id="btn" style="font-size: 30px; padding: 0.5em 1em">Click Me</button> <script type="text/javascript"> window.onload = function(){ document.getElementById("btn").onclick = function(){ //do something }; }; </script>
Before Click UI Thread UI Queue time
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI Update UI Update Draw down state
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI UpdateUI Update Draw up state
No UI updates while JavaScript is executing
JavaScript May Cause UI Update <button id="btn" style="font-size: 30px; padding: 0.5em 1em">Click Me</button> <script type="text/javascript"> window.onload = function(){ document.getElementById("btn").onclick = function(){ var div = document.createElement(“div”); div.className = “tip”; div.innerHTML = “You clicked me!”; document.body.appendChild(div); }; }; </script>
A UI update must use the latest info available
Long-running JavaScript = Unresponsive UI
Responsive UI UI Thread time JavaScript UI UpdateUI Update
Unresponsive UI UI Thread time JavaScript UI UpdateUI Update
The longer JavaScript runs, the worse the user experience
The browser vendors know this and put limits on JavaScript via the runaway script timer
Internet Explorer
Firefox
Safari
Chrome
Runaway Script Timer Limits • Internet Explorer: 5 million statements • Firefox: 10 seconds • Safari: 5 seconds • Chrome: Unknown, hooks into normal crash control mechanism • Opera: none
Does JIT compiling help?
Interpreted JavaScript UI Thread time Interpret
JITed JavaScript (1st Run) UI Thread time Compile Execute
JITed JavaScript (After 1st Run) UI Thread time Execute
How Long Is Too Long? “0.1 second [100ms] is about the limit for having the user feel that the system is reacting instantaneously, meaning that no special feedback is necessary except to display the result.” - Jakob Nielsen
Translation: No single JavaScript job should execute for more than 100ms to ensure a responsive UI
Recommendation: Limit JavaScript execution to no more than 50ms measured on IE6 :)
Loadtime Techniques Don't let JavaScript interfere with page load performance
During page load, JavaScript takes more time on the UI thread
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <script src="foo.js"></script> <p>See ya!</p> </body> </html>
Result UI Thread time JavaScript UI UpdateUI Update
Result UI Thread time foo.js See ya!Hello world!
Result UI Thread time Download See ya!Hello world! Parse Run The UI thread needs to wait for the script to download, parse, and run before continuing
Result UI Thread Download time takes the longest and is variable Variable Constant UI Thread Download See ya!Hello world! Parse Run
Translation: The page doesn't render while JavaScript is downloading, parsing, or executing during page load
<!doctype html> <html> <head> <title>Example</title> </head> <body> <script src="foo.js"></script> <p>Hello world!</p> <script src="bar.js"></script> <p>See ya!</p> <script src="baz.js"></script> <p>Uh oh!</p> </body> </html>
Result UI Thread time JavaScript UI UpdateUI Update The more scripts to download in between UI updates, the longer the page takes to render JavaScript JavaScript
Technique #1: Put scripts at the bottom
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <p>See ya!</p> <script src="foo.js"></script> </body> </html>
Put Scripts at Bottom UI Thread time JavaScriptUI UpdateUI Update Even if there are multiple scripts, the page renders quickly JavaScript JavaScript
Technique #2: Combine JavaScript files
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <p>See ya!</p> <script src="foo.js"></script> <script src="bar.js"></script> <script src="baz.js"></script> </body> </html>
UI Thread time JavaScriptUI Update Each script has overhead of downloading JavaScript JavaScript
UI Thread time JavaScriptUI Update Combining all of the files limits the network overhead and gets scripts onto the page faster
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <p>See ya!</p> <script src="foo-and-bar-and-baz.js"></script> </body> </html>
Technique #3: Load scripts dynamically
var script = document.createElement("script"), body; script.type = "text/javascript"; script.src = "foo.js"; body.insertBefore(script, body.firstChild); Basic Technique Dynamically loaded scripts are non-blocking
Downloads no longer block the UI thread
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <script src="foo.js"></script> <p>See ya!</p> </body> </html>
Using HTML <script> UI Thread time Download See ya!Hello world! Parse Run
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <script> var script = document.createElement("script"), body = document.body; script.type = "text/javascript"; script.src = "foo.js"; body.insertBefore(script, body.firstChild); </script> <p>See ya!</p><!-- more content --> </body> </html>
Using Dynamic Scripts UI Thread time Download See ya!Hello world! Parse Run Only code execution happens on the UI thread, which means less blocking of UI updates UI Update
function loadScript(url, callback){ var script = document.createElement("script"), body = document.body; script.type = "text/javascript"; if (script.readyState){ //IE <= 8 script.onreadystatechange = function(){ if (script.readyState == "loaded" || script.readyState == "complete"){ script.onreadystatechange = null; callback(); } }; } else { //Others script.onload = function(){ callback(); }; } script.src = url; body.insertBefore(script, body.firstChild); }
loadScript("foo.js", function(){ alert("Loaded!"); }); Usage
Timing Note: Script execution begins immediately after download and parse – timing of execution is not guaranteed
Using Dynamic Scripts UI Thread time Download See ya!Hello world! Parse Run Depending on time to download and script size, execution may happen before next UI update UI Update
Technique #4: Defer scripts
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <script defer src="foo.js"></script> <p>See ya!</p> <!-- even more markup --> </body> </html>
7.07.03.53.5 5.05.0 ??4.04.0 Support for <script defer>
Deferred scripts begin to download immediately, but don't execute until all UI updates complete
Using <script defer> UI Thread time Download See ya!Hello world! Parse Run Similar to dynamic script nodes, but with a guarantee that execution will happen last More UI More UI
Timing Note: Although scripts always execute after UI updates complete, the order of multiple <script defer> scripts is not guaranteed across browsers
Technique #5: Asynchronous scripts
<!doctype html> <html> <head> <title>Example</title> </head> <body> <p>Hello world!</p> <script async src="foo.js"></script> <p>See ya!</p> <!-- even more markup --> </body> </html>
7.07.03.63.6 5.05.0 ???? Support for <script async>
Asynchronous scripts behave a lot like dynamic scripts
Using <script async> UI Thread time Download See ya!Hello world! Parse Run Download begins immediately and execution is slotted in at first available spot UI Update
Note: Order of execution is explicitly not preserved for asynchronous scripts
Runtime Techniques Ways to ensure JavaScript doesn't run away
function processArray(items, process, callback){ for (var i=0,len=items.length; i < len; i++){ process(items[i]); } callback(); }
Technique #1: Timers
//create a new timer and delay by 500ms setTimeout(function(){ //code to execute here }, 500) setTimeout() schedules a function to be added to the UI queue after a delay
function timedProcessArray(items, process, callback){ //create a clone of the original var todo = items.concat(); setTimeout(function(){ var start = +new Date(); do { process(todo.shift()); } while (todo.length > 0 && (+new Date() - start < 50)); if (todo.length > 0){ setTimeout(arguments.callee, 25); } else { callback(items); } }, 25); }
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time UI UpdateUI Update onclick
After 25ms UI Thread UI Queue time UI UpdateUI Update onclick JavaScript
After 25ms UI Thread UI Queue time UI UpdateUI Update onclick JavaScript
After Another 25ms UI Thread UI Queue time UI UpdateUI Update onclick JavaScript JavaScript
After Another 25ms UI Thread UI Queue time UI UpdateUI Update onclick JavaScript JavaScript
Technique #2: Web Workers
Web Workers ● Asynchronous JavaScript execution ● Execution happens outside of UI thread ● Not on the UI thread = no UI delays ● Data-driven API ● Data is serialized when sending data into or out of Worker ● No access to DOM, BOM ● Completely separate execution environment
//in page var worker = new Worker("process.js"); worker.onmessage = function(event){ useData(event.data); }; worker.postMessage(values); //in process.js self.onmessage = function(event){ var items = event.data; for (var i=0,len=items.length; i < len; i++){ process(items[i]); } self.postMessage(items); };
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI Update UI Update
When Clicked UI Thread UI Queue time onclick UI Update UI Update Worker Thread
When Clicked UI Thread UI Queue time UI UpdateUI Update onclick Worker Thread JavaScript
Worker Thread Complete UI Thread UI Queue time UI UpdateUI Update onclick onmessage
Worker Thread Complete UI Thread UI Queue time UI UpdateUI Update onclick onmessage
4.04.03.53.5 4.04.0 10.610.6?? Support for Web Workers
Repaint and Reflow Hidden performance costs of common operations
Long UI updates = Unresponsive UI
Unresponsive UI UI Thread time JavaScript UI UpdateUI Update
JavaScript can cause long UI updates by triggering repaint and reflow
A repaint occurs when a visual change doesn't require recalculation of layout Changes to visibility, colors (text/background), background images, etc.
Repaint <button id="btn" style="font-size: 30px; padding: 0.5em 1em">Click Me</button> <script type="text/javascript"> window.onload = function(){ document.getElementById("btn").onclick = function(){ this.style.color = "#ff0"; }; }; </script> Repaint!
A reflow occurs when a visual change requires a change in layout Initial page load ▪ browser resize ▪ DOM structure change ▪ layout style change layout information retrieved
Reflow <button id="btn" style="font-size: 30px; padding: 0.5em 1em">Click Me</button> <script type="text/javascript"> window.onload = function(){ document.getElementById("btn").onclick = function(){ var div = document.createElement(“div”); div.className = “tip”; div.innerHTML = “You clicked me!”; document.body.appendChild(div); }; }; </script> Reflow!
Repaints and reflows are queued up as JavaScript executes and then executed in order
Reflow var list = document.getElementsByClassName("items")[0], i, item; for (i=0; i < 10; i++){ item = document.createElement("li"); item.innerHTML = "Item #" + i; list.appendChild(item); } Reflow x 10!
Limiting repaints/reflows improves overall performance
Technique #1 Perform DOM manipulations off-document
Off-Document Operations • Fast because there's no repaint/reflow • Techniques: – Remove element from the document, make changes, insert back into document – Set element's display to “none”, make changes, set display back to default – Build up DOM changes on a DocumentFragment then apply all at once
DocumentFragment • A document-like object • Not visually represented • Considered to be owned by the document from which it was created • When passed to appendChild(), appends all of its children rather than itself
DocumentFragment var list = document.getElementsByClassName("items")[0], fragment = document.createDocumentFragment(), i, item; for (i=0; i < 10; i++){ item = document.createElement("li"); item.innerHTML = "Item #" + i; fragment.appendChild(item); } list.appendChild(fragment); 1 Reflow
Technique #2 Group Style Changes
element.style.color = "red"; element.style.height = "100px"; element.style.fontSize = "25px"; element.style.backgroundColor = "white"; Repaint! Reflow! Reflow! Repaint!
.active { color: red; height: 100px; fontSize: 25px; background-color: white; } element.className = "active"; Reflow! Grouping Style Changes
var item = document.getElementById("myItem"); item.style.cssText = "color:red;height:100px;" + "font-size:25px;background-color: white"); Reflow! Grouping Style Changes
Technique #3 Avoid Accidental Reflow
element.width = "100px"; var width = element.offsetWidth; Reflow! Accidental Reflow
What to do? • Minimize access to layout information – offsetTop, offsetLeft, offsetWidth, offsetHeight – scrollTop, scrollLeft, scrollWidth, scrollHeight – clientTop, clientLeft, clientWidth, clientHeight – Most computed styles • If a value is used more than once, store in local variable
Does hardware acceleration help?
Traditional Rendering UI Thread time Compositing Drawing
Hardware Acceleration UI Thread timetime Prep GPU Compositing Rendering info Wait Drawing Signal complete
Does JavaScript performance matter?
After all, all browsers now have optimizing JavaScript engines Tracemonkey/ JaegarMonkey (3.5+) V8 (all) Squirrelfish (4+) Chakra (9+) Karakan (10.5+)
So our scripts are getting really, really fast
Old computers ran slow applications Small amounts of CPU power and memory
New computers are generally faster but slow applications still exist More CPU + more memory = less disciplined application development
It's still possible to write slow JavaScript on the new, faster JavaScript engines
Recap
awesome!!
The browser UI thread is responsible for both UI updates and JavaScript execution Only one can happen at a time
Responsive UI UI Thread time JavaScript UI UpdateUI Update
Unresponsive UI UI Thread time JavaScript UI UpdateUI Update
Unresponsive UI UI Thread time JavaScript UI UpdateUI Update
Avoid Slow Loading JavaScript • Put scripts at the bottom • Concatenate scripts into as few files as possible • Choose the right way to load your scripts – Dynamically created scripts – Deferred scripts – Asynchronous scripts
Avoid Slow JavaScript • Don't allow JavaScript to execute for more than 50ms • Break up long JavaScript processes using: – Timers – Web Workers
Avoid Long UI Updates • Be careful of repaint and reflow • Perform complex DOM operations off- document – Remove elements and re-add them – Use DocumentFragment objects • Group style changes together • Avoid accidental reflow
Etcetera • My blog: www.nczonline.net • Twitter: @slicknet • These Slides: http://slideshare.net/nzakas/ • Rate Me: http://spkr8.com/t/5000
Questions?
See ya!
Creative Commons Images Used • http://www.flickr.com/photos/hippie/2406411610/ • http://www.flickr.com/photos/55733754@N00/3325000738/ • http://www.flickr.com/photos/eurleif/255241547/ • http://www.flickr.com/photos/off_the_wall/3444915939/ • http://www.flickr.com/photos/wwarby/3296379139/ • http://www.flickr.com/photos/derekgavey/4358797365/ • http://www.flickr.com/photos/mulad/286641998/ • http://www.flickr.com/photos/torley/2361164281/ • http://www.flickr.com/photos/ottoman42/455242/

High Performance JavaScript (YUIConf 2010)