2016-06-29 23:49:18 +03:00
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fps-emitter
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===========
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Measures the FPS (frames per second) on the current page and emits the
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result whenever it changes. Designed to be run in the browser.
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2016-07-06 00:45:57 +03:00
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2.8kB minified+gzipped.
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2016-06-29 23:49:18 +03:00
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Install
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-------
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Via npm:
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npm install fps-emitter
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Or via npmcdn:
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```html
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<script src="https://npmcdn.com/fps-emitter/dist/fps-emitter.min.js"></script>
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```
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Usage
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-----
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```js
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var FpsEmitter = require('fps-emitter')
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var fps = new FpsEmitter()
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// Get the current FPS, as an integer between 0 and 60:
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var currentFps = fps.get()
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// Or get notified whenever it changes:
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fps.on('update', function (newFps) {
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console.log('FPS is: ', newFps)
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})
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```
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2016-07-06 00:19:35 +03:00
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### Update interval
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By default, samples are collected every 1000 milliseconds. You can change this
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either in the constructor or via a runtime API:
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```js
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var fps = new FpsEmitter(2000); // Update every 2000 milliseconds, from the start
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fps.setUpdateInterval(2000); // Change the update interval at runtime
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```
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### EventEmitter
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2016-06-29 23:49:18 +03:00
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This is an [EventEmitter](https://nodejs.org/api/events.html#events_class_eventemitter)
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that only emits one event, `'update'`.
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Standard idioms like `on()`, `.once()`, and `removeListener()` all apply.
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2016-07-06 00:19:35 +03:00
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### Debug vs production mode
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2016-06-29 23:49:18 +03:00
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Once you call the constructor (`new FpsEmitter()`), it starts tracking the global FPS using
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`requestAnimationFrame()`. Simply measuring the FPS has the potential to cause slowdowns, so
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you may want to disable it in production:
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```js
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if (DEBUG_MODE) {
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var fps = new FpsEmitter()
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// etc.
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} else {
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// do nothing
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}
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```
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Testing
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-------
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npm install
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2016-07-06 00:45:57 +03:00
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npm test
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