Discuss Scratch

neofetch
Scratcher
6 posts

Firefox

Maximouse wrote:

scratchcode1_2_3 wrote:

wait what whwere?
My browser / operating system: Windows NT 10.0, Firefox 130.0, No Flash version detected
It's off by default. The option is in Settings → Firefox Labs.
there's no “firefox labs” tab on my firefox. is it only in version 130?
My browser / operating system: Linux, Firefox 129.0, No Flash version detected
CST1229
Scratcher
1000+ posts

Firefox

NMario84 wrote:

(#840)
SPIDERMONKEY? THAT'S THE ONLY EXPLANATION, THE ONLY REASON WHY PROJECTS RUN SLOW???? Okay then… Fair enough…
I'm not sure, considering that if you e.g set the fps to a higher value using something like TurboWarp, it runs at a higher framerate just fine. It might be a browser thing with setInterval() (which is what Scratch uses to run at a set framerate). If you rewrite it to use something like requestAnimationFrame and checking the amount of time lapsed, it can run at 30 FPS just fine. (I have done this, but I can't share it because it's a userscript)

Last edited by CST1229 (Sept. 16, 2024 13:28:34)

Maximouse
Scratcher
1000+ posts

Firefox

neofetch wrote:

there's no “firefox labs” tab on my firefox. is it only in version 130?
Probably.
blubby4
Scratcher
100+ posts

Firefox

CST1229 wrote:

NMario84 wrote:

(#840)
SPIDERMONKEY? THAT'S THE ONLY EXPLANATION, THE ONLY REASON WHY PROJECTS RUN SLOW???? Okay then… Fair enough…
I'm not sure, considering that if you e.g set the fps to a higher value using something like TurboWarp, it runs at a higher framerate just fine. It might be a browser thing with setInterval() (which is what Scratch uses to run at a set framerate). If you rewrite it to use something like requestAnimationFrame and checking the amount of time lapsed, it can run at 30 FPS just fine. (I have done this, but I can't share it because it's a userscript)
I think requestAnimationFrame will go at the refresh rate of the monitor[citation needed], so it would be inconsistent. setInterval will (try to) run at how fast you tell it to. If you set the framerate higher in TW, it should be able to manage it given that it compiles the code, but I'm not sure why scratch would run faster if you use requestAnimationFrame… Maybe something to do with the way setInterval will queue up the next iteration if the script is slow?

Last edited by blubby4 (Sept. 16, 2024 20:40:36)

BigNate469
Scratcher
1000+ posts

Firefox

CST1229 wrote:

NMario84 wrote:

(#840)
SPIDERMONKEY? THAT'S THE ONLY EXPLANATION, THE ONLY REASON WHY PROJECTS RUN SLOW???? Okay then… Fair enough…
I'm not sure, considering that if you e.g set the fps to a higher value using something like TurboWarp, it runs at a higher framerate just fine. It might be a browser thing with setInterval() (which is what Scratch uses to run at a set framerate). If you rewrite it to use something like requestAnimationFrame and checking the amount of time lapsed, it can run at 30 FPS just fine. (I have done this, but I can't share it because it's a userscript)
Once I tried to capture 9 seconds of video footage of a canvas using setTimeout() (via Media Streams & Capture API), and only got about 5 seconds of footage out- on Firefox. I haven't tested it on Chromium yet, but it seems to be a Firefox issue- I wasn't getting any errors or warnings and everything seemed to been in order in the code.

So it might be a Firefox bug.
blubby4
Scratcher
100+ posts

Firefox

BigNate469 wrote:

CST1229 wrote:

NMario84 wrote:

(#840)
SPIDERMONKEY? THAT'S THE ONLY EXPLANATION, THE ONLY REASON WHY PROJECTS RUN SLOW???? Okay then… Fair enough…
I'm not sure, considering that if you e.g set the fps to a higher value using something like TurboWarp, it runs at a higher framerate just fine. It might be a browser thing with setInterval() (which is what Scratch uses to run at a set framerate). If you rewrite it to use something like requestAnimationFrame and checking the amount of time lapsed, it can run at 30 FPS just fine. (I have done this, but I can't share it because it's a userscript)
Once I tried to capture 9 seconds of video footage of a canvas using setTimeout() (via Media Streams & Capture API), and only got about 5 seconds of footage out- on Firefox. I haven't tested it on Chromium yet, but it seems to be a Firefox issue- I wasn't getting any errors or warnings and everything seemed to been in order in the code.

So it might be a Firefox bug.
If you were recording it at a lower framerate (35fps, maybe) and were playing it back at a higher framerate (60fps) then it would be shorter, and lag wouldn't produce warnings or errors.
50_scratch_tabs
Scratcher
1000+ posts

Firefox

I just switched to Firefox but I haven't seen any of this lag with Scratch. Maybe I'm just not observant enough and I haven't run high CPU projects.
My browser / operating system: Windows NT 10.0, Firefox 130.0, No Flash version detected

Last edited by 50_scratch_tabs (Sept. 17, 2024 23:16:40)

BigNate469
Scratcher
1000+ posts

Firefox

50_scratch_tabs wrote:

I just switched to Firefox but I haven't seen any of this lag with Scratch. Maybe I'm just not observant enough and I haven't run high CPU projects.
Please

click the globe icon and show us your browser/OS
Redstone1080
Scratcher
1000+ posts

Firefox

MagicCrayon9342 wrote:

Reasons to use chrome.

1. Everyone else does, for a reason as well
2. It is the fastest.
3. Simple UI
4. Frequent Updates
5. Great support
6. Finished, prestine.
7. Great for coding, debugging, and development.
8. Supports a wide range of web applications
9. Wide extension library
1. Doesn't mean that it's necessarily better lol, everyone uses membrane keyboards because they're cheap, but mechanical keyboards are much better
2. I have found this to be true, but only on Scratch. There's no other use cases where Chromium is better for it. In fact, Bandlab runs worse on Chromium. (At least on Linux.)
3. Firefox's looks better imo and is less cluttered with Google bloat, though I think how UI looks is a matter of opinion and is usually irrelevant
4. Firefox too lol, I find Chrome's updates to be annoyingly often actually
5. In what? Web APIs? I mean you got me beat there, but that use case is very niche. However, I don't think that's a valid reason to not support something.
6. *pristine
Seriously, I think the look of something is irrelevant if it isn't an affront to the human visual subsystem.
7. Firefox is better in this regard
8. Firefox too
9. Firefox too

Last edited by Redstone1080 (Sept. 17, 2024 21:33:52)

50_scratch_tabs
Scratcher
1000+ posts

Firefox

BigNate469 wrote:

50_scratch_tabs wrote:

I just switched to Firefox but I haven't seen any of this lag with Scratch. Maybe I'm just not observant enough and I haven't run high CPU projects.
Please

click the globe icon and show us your browser/OS

Sorry, I was on mobile, but now I'm on a different computer. I will add it when I am using my phone/normal computer.
Redstone1080
Scratcher
1000+ posts

Firefox

In other news, Firefox doesn't seem to like Dvorak. It just recognizes it as QWERTY except when I do keyboard shortcuts. The only other layout that works in it is the Canadian French keyboard layout, which is really just QWERTY lol

Edit: Apparently this bug has existed since AT LEAST Windows 2000 was a thing. Good job, Mozilla! /s

Last edited by Redstone1080 (Sept. 17, 2024 21:52:33)

gilbert_given_189
Scratcher
1000+ posts

Firefox

I wished I can put tabs on Firefox into a folder like in Chrome
50_scratch_tabs
Scratcher
1000+ posts

Firefox

gilbert_given_189 wrote:

I wished I can put tabs on Firefox into a folder like in Chrome
I know, right? At least there are bookmark folders, but that's hardly comparable to tab groups.
-RedLight-
Scratcher
78 posts

Firefox

50_scratch_tabs wrote:

I just switched to Firefox but I haven't seen any of this lag with Scratch. Maybe I'm just not observant enough and I haven't run high CPU projects.
My browser / operating system: Windows NT 10.0, Firefox 130.0, No Flash version detected

22 fps on firefox isn't a perfomance issue, as it is consistently 21-22 fps across separate computers and projects, and you can manually set it higher.
scratchcode1_2_3
Scratcher
1000+ posts

Firefox

-RedLight- wrote:

(#854)

50_scratch_tabs wrote:

I just switched to Firefox but I haven't seen any of this lag with Scratch. Maybe I'm just not observant enough and I haven't run high CPU projects.
My browser / operating system: Windows NT 10.0, Firefox 130.0, No Flash version detected

22 fps on firefox isn't a perfomance issue, as it is consistently 21-22 fps across separate computers and projects, and you can manually set it higher.
yes it is i have a computer with 8 gb of ram, scratch projects on it, at least when i first play them or make them here run fine, but relatively terrible. I only realize how bad it is when I ran the same project I made on a worse school computer with only 4gb of ram, but instead of using windows 10 with firefox, it was windows 10 with google chrome. everything ran quite a bit faster, even making some of the timing off.
8to16
Scratcher
1000+ posts

Firefox

someone help me, this happened

nvm that happened because of some browser css i used

Last edited by 8to16 (Oct. 27, 2024 11:16:55)

LukasDoesCode
Scratcher
59 posts

Firefox

I don't know if it's something on my end or not, but Firefox is having issues with a project of mine. Chrome runs it great, but FF can't keep a stable framerate, varying between 5-ish and 30.

Game loop code:
var gameLoop = function() {
	try{
		getFramerate();
		drawFrame();
	} catch(error) {
		hadError = true;
		alert("ERROR: " + error.message);
	}
	if (!false) { // !false because i had problems a bit ago and wanted to disable this
		requestAnimationFrame(gameLoop);
	}
};
// Make sure the frame fits the window
addEventListener("resize", resizeCanvas);
resizeCanvas();
gameLoop();
Framerate function:
var getFramerate = function() {
	currentTimestamp = Date.now();
	delta = (currentTimestamp - prevTimestamp) / baseDelta;
	prevTimestamp = currentTimestamp;
	fps = baseFps / delta;
};
Base delta = 1000/60, and baseFps = 60, so expected framerate is 60.
Frame renderer (don't worry, all these variables are defined):
var drawFrame = function() {
	draw.fillStyle = "black";
	draw.fillRect(0, 0, renderedFrame.width, renderedFrame.height);
	draw.fillStyle = "rgba(255, 255, 255, 0.5)";
	draw.font = "16px monospace";
	draw.fillText("FPS: " + fps, 0, 16*1);
	draw.fillText("Delta time: " + delta, 0, 16*2);
	draw.fillText("Mouse X: " + Input.mouseX, 0, 16*3);
	draw.fillText("Mouse Y: " + Input.mouseY, 0, 16*4);
	draw.fillText("Mouse down: " + Input.mouseDown, 0, 16*5);
	draw.fillText("Keys pressed: " + JSON.stringify(Input.keysPressed), 0, 16*6);
};
Shouldn't be necessary, but resize canvas code:
var resizeCanvas = function() {
	renderedFrame.width = window.innerWidth;
	renderedFrame.height = window.innerHeight;
};
BigNate469
Scratcher
1000+ posts

Firefox

blubby4 wrote:

BigNate469 wrote:

snip
If you were recording it at a lower framerate (35fps, maybe) and were playing it back at a higher framerate (60fps) then it would be shorter, and lag wouldn't produce warnings or errors.
yes I know how old this post is.

I was playing it back at the frame rate it was captured at, although it's not impossible that it could have been an issue with a video codec- but I doubt that somewhat.
jrpgfiend
Scratcher
2 posts

Firefox

Any opinions on the new data collection policy?
50_scratch_tabs
Scratcher
1000+ posts

Firefox

jrpgfiend wrote:

Any opinions on the new data collection policy?
This?

Powered by DjangoBB