Oh, but I agree, the nature of the GWT Canvas implementation is no driver
at all in which methodology to use to implement your application.
Which design approach should be used depends on what the development team
masters best.

The advantage of an OO approach - which I was trying to make clear but
obviously failed - is that you can have the model work out the required
functionality before you need to draw it out on the canvas. It has many
advantages, one of which - in this case - is that you need a lot less
complex actions from the canvas itself. The reason is not for performance,
but it's a complexity reduction basically.
For that reason OO is very practical on the backend, but given the unique
nature of GWT it makes it very practical on the frontend too.
To me, that is one of it's USP's.

And we can agree to disagree on the FP.
Whilst I can imagine that for script languages FP seems like a more natural
fit, but for information systems where java shines, OO is the best fit.
The FP adoption in java is not late to the party, but is more like Oracle
following the trend trying to make java hip and luring the script
developers to jump ship.
So yeah, for FP in Java I would say it is definitely following a trend.
But like I said, we can agree to disagree.

The funny thing about software development is that it is a field in which
mastery of the tools is often seen as mastery of the craft.
Now try to explain that to a carpenter or a potter.



On Tue, Feb 11, 2025 at 6:38 PM Colin Alworth <co...@colinalworth.com>
wrote:

> Sorry if I was unclear - FP vs OO vs whatever really shouldn't matter. I
> only brought it up because you mentioned "OO style" driving some choices.
> The nature of the Canvas APIs shouldn't need to drive how you use them,
> until you are so starved for performance that you can't afford any
> indirection at all.
>
> I don't think it is fair to call it the current trend - to anyone. Java
> upped its FP game in Java 8, 10 years ago - and I don't think anyone will
> argue that Java ever gets to the party early, without years of
> deliberation. JavaScript is perfectly usable as a functional language
> (debatably more so than than Java even today, since we still need SAM
> interfaces and can't just pass functions directly) and has been for 30
> years since it was first released.
>
> React's strategy effectively required that they adopt a "stateless"
> paradigm, which lends itself very well to encouraging (ostensibly) pure
> functions for rendering, that accept the state/props as an argument.
>
> On Sunday, February 9, 2025 at 2:39:00 AM UTC-6 leon.p...@gmail.com wrote:
>
>> Switching to functional is the current trend I guess. Now you can argue
>> whether or not it's smart to change design approach because it's a trend.
>> As a framework - probably yes as you get higher adoption rates.
>> As an application developer probably not - as it just creates extra
>> maintenance for when the next trend comes around.
>>
>> On Sun, Feb 9, 2025 at 12:30 AM Craig Mitchell <ma...@craig-mitchell.com>
>> wrote:
>>
>>> > *OO vs procedural/functional is quite the different design approach.
>>> I would even say that those are worlds apart.*
>>>
>>> Tell that to the React creators, that switched the framework from OO to
>>> functional.  😝
>>>
>>> On Sunday, 9 February 2025 at 8:49:40 am UTC+11 Leon wrote:
>>>
>>>> I can see where you say a developer familiar with the DOM is more
>>>> likely to work with on the canvas api directly.
>>>> And yes, the more technical options the better. Sure.
>>>> But I do not see how you can say that an OO vs procedural or functional
>>>> approach is not that relevant? OO vs procedural/functional is quite the
>>>> different design approach. I would even say that those are worlds apart. In
>>>> what way do you think that this difference not relevant?
>>>>
>>>>
>>>> On Sat, Feb 8, 2025 at 8:53 PM Colin Alworth <co...@colinalworth.com>
>>>> wrote:
>>>>
>>>>>
>>>>> @Craig - If you draw everything on the same canvas, the zoom/scale
>>>>> works on everything on that canvas. it limits what you can do with that
>>>>> canvas. If you want to scale or zoom everything, yes then it doesn't
>>>>> matter. So yes you are right, it depends on the project.
>>>>>
>>>>> This isn't true, it only applied on the operations that take place
>>>>> while it is set. You can call scale(1, 1) to go back to 1:1, or you can 
>>>>> use
>>>>> the save()/restore() that Craig mentioned. You can also clip to keep the
>>>>> zoomed content within certain bounds.
>>>>>
>>>>> @Colin - With multiple layers I would also need multiple canvas's and
>>>>> overlay them right?
>>>>>
>>>>> Correct - each would have its own frame buffer, and could be
>>>>> cleared/drawn independently.
>>>>>
>>>>>
>>>>> We wrote a single adapter widget that uses a single canvas. This
>>>>> adapter widget knows what the zoom level is. Objects that are drawn on 
>>>>> that
>>>>> widget of a certain type get zoomed, whilst others of a different type do
>>>>> not. It is super simple and easily explained to new devs. Everyone on the
>>>>> team can add views or objects and the type determines how these are
>>>>> displayed. Even devs without exact knowledge of how the canvas works can
>>>>> develop and maintain objects to be displayed.
>>>>>
>>>>> I guess it's also a development style/preference thing. If you code
>>>>> the view of the canvas in a single class or single method, the solution is
>>>>> likely to have to rely more on the technological capabilities of the
>>>>> canvas. Working with an adapter then does not really make a lot of sense.
>>>>> If you have more of an OO style of development, you express more in
>>>>> functional blocks. Then you have to rely less on the technical 
>>>>> capabilities
>>>>> as you can translate what needs to be done on the basis of what your
>>>>> objects are before you hit the canvas. Then the zooming/scaling happens
>>>>> in the object, not on the canvas so to speak.
>>>>> So the required functionality of the canvas remains fairly basic.
>>>>>
>>>>> I don't make these suggestions lightly - if you are happy with how
>>>>> canvas performs and the quality of the output, then you may well never 
>>>>> need
>>>>> them, but it can be fun to know they exist.
>>>>>
>>>>> I don't much care about OO vs FP styles for this - building an API
>>>>> around these features should be straightforward within whatever paradigm
>>>>> you prefer. For most projects we ended up with roughly two layers of
>>>>> abstractions - the "shapes that get drawn on the screen via canvas
>>>>> commands" abstraction (iterate through "shapes", respect their "z-index" 
>>>>> or
>>>>> other relative positioning, capture clicks and figure out which "shape" 
>>>>> was
>>>>> clicked on, redraw only changed "shapes" and those that intersect them,
>>>>> etc), and the "business logic drives what shapes to draw" abstraction ("I
>>>>> want a pie chart in the corner, compute slices based on data", "these
>>>>> buttons over here control those axes", "Labeled items in the legend will
>>>>> drive which stars/circles in the chart are highlighted when hovered"). It
>>>>> feels natural to someone who is used to working with a DOM (esp SVG), and
>>>>> can handle thousands of items without much trouble.
>>>>>
>>>>> Zoom can appear at either level here - multiple coord systems, or make
>>>>> the "zoom" part of the "shape" API. You're totally correct that scaling
>>>>> need not happen at the "canvas level" - while the MDN link I gave seems to
>>>>> imply that, it really is just trying to make it easier for the developer 
>>>>> to
>>>>> not need to think about one more "layer" of ways that their data needs to
>>>>> be transformed. From a certain perspective, you might want to just have a
>>>>> transform matrix that you apply to each shape, and compose your
>>>>> zoom-because-zoom-widget, translate-because-panning, rotate, etc 
>>>>> operations
>>>>> all at that level, and just apply the transform once when drawing (or even
>>>>> apply to the coords before you call in to canvas). None of it matters as
>>>>> long as the math is correct.
>>>>>
>>>>> If you need more power, odds are you can find pretty quickly where the
>>>>> "unnecessary" O(n^2) or O(n lg n) operations are taking place (sorted
>>>>> insertion by z-index, solving for intersections, etc), and can do a better
>>>>> job partitioning "shapes" or go all out and drop down to just "business
>>>>> logic drives canvas commands" where it is required.
>>>>>
>>>>>
>>>>>
>>>>> performance wise, I've done fully animated person relation networks
>>>>> and animated dashboards in large canvases for nearly a decade now.
>>>>> We've never ran into any performance issues.
>>>>> That being said, I think the views and on-screen actions we used were
>>>>> somewhat limited when compared to developing a game with full world
>>>>> rendering or something similar.
>>>>>
>>>>> Did I already say I love this gwt group? It makes me think a lot more
>>>>> about what I am doing and why I am doing it.
>>>>> Plus the input from the GWT devs usually give me insights I haven't
>>>>> thought about before or didn't know existed.
>>>>>
>>>>> If you can stand the stream of discussion, you may also enjoy
>>>>> https://matrix.to/#/#gwtproject_gwt:gitter.im. It tends to be more
>>>>> conversational, and can get into the weeds in unrelated topics like this.
>>>>>
>>>>>
>>>>> On Sat, Feb 8, 2025 at 2:56 AM Colin Alworth <co...@colinalworth.com>
>>>>> wrote:
>>>>>
>>>>> I'm sorry if my message confused the two kinds of 'zoom' being
>>>>> discussed here - there's the one where the pixels on the physical monitor
>>>>> don't match the pixels of your display (this covers both HDPI and ctrl
>>>>> +/-), and there's the one where the user clicks the + icon (drawn on the
>>>>> canvas) to make everything inside a specific rectangle bigger.
>>>>>
>>>>> The context2d.scale() method can do both, but I was mostly referring
>>>>> to the first, adapting to the user's current monitor+settings at any given
>>>>> time. Note that in this context, scale() does _not_ make things blurry 
>>>>> when
>>>>> you zoom, but effectively multiplies all your coordinates by the scale. 
>>>>> The
>>>>> canvas "height" and "width" (the "actual size" in the link's code sample)
>>>>> are what makes things blurry or super precise.
>>>>>
>>>>> In the second case, scale() can still be totally appropriate,
>>>>> especially if coupled with a "panning" feature, or if data is updating.
>>>>> Odds are very high that in those cases, the parts of the canvas outside 
>>>>> the
>>>>> "rectangle" aren't moving - all the various controls, the rectangle 
>>>>> itself.
>>>>> Avoiding redrawing whatever you can each frame is important for
>>>>> performance. Or, you can just adjust your coordinate system when 
>>>>> projecting
>>>>> on to the canvas, multiplying by your current zoom factor for each 
>>>>> position
>>>>> - as above, it is doing the same thing.
>>>>>
>>>>> While we're discussing it, clipping (with save/restore or without)
>>>>> still also be helpful to conserve rewrites too - if you had a single 
>>>>> canvas
>>>>> element, you would clip to inside the rectangle, clear, and redraw only
>>>>> what is in there - save() and restore() are a valid way of handling that,
>>>>> or just reapply state at each pass. If you're careful, you could even just
>>>>> redraw a subset of the rectangle's contents - solve for which items
>>>>> actually changed (doing some intersection math), and clip+clearRect just
>>>>> that section, then redraw just what is in there. If you "draw" a little
>>>>> outside the clip in any of these cases, no big deal - it will get clipped
>>>>> out (but you'll still pay for the code to run, it just won't have any
>>>>> overdraw).
>>>>>
>>>>> If you think about this like "partitioning" the drawing area with
>>>>> clip, there are two other ways to partition too - you can "tile" canvases,
>>>>> selectively redrawing their entire contents if they are affected, and you
>>>>> can "layer" them, using transparency to enable lower layers or higher
>>>>> layers to remain intact when other layers need to be cleared and 
>>>>> repainted.
>>>>> Tiling can also work with non-homogenous blocks - the "rectangle" above
>>>>> could be one canvas, and the "controls" could be in their own.
>>>>>
>>>>> On Friday, February 7, 2025 at 5:11:41 PM UTC-6
>>>>> ma...@craig-mitchell.com wrote:
>>>>>
>>>>> > *I would not use the scale functionality as it applies to the whole
>>>>> canvas. *
>>>>>
>>>>> Whatever works for your project is best, however, the scale only
>>>>> applies when you set it.  And you can always reset it.  Eg:
>>>>>
>>>>> // Save the current state
>>>>> context2d.save();
>>>>>
>>>>> // Apply zoom
>>>>> context2d.scale(xxx, xxx);
>>>>>
>>>>> // Draw zoomed stuff
>>>>> ...
>>>>>
>>>>> // Reset the zoom
>>>>> context2d.restore();
>>>>>
>>>>> This also lets browsers use the GPU to render (although, I'm not
>>>>> actually sure if the scaling is done on the CPU or the GPU).
>>>>>
>>>>> On Friday, 7 February 2025 at 5:02:17 pm UTC+11 Leon Pennings wrote:
>>>>>
>>>>> I would not use the scale functionality as it applies to the whole
>>>>> canvas.
>>>>> I'd prefer to apply an adapter pattern for determining actual
>>>>> coordinates on the canvas.
>>>>> Then you can still have a toolbar, location display or slider for the
>>>>> zoom factor in it's normal proportions and just have the actual content 
>>>>> you
>>>>> want to show in a different scale.
>>>>>
>>>>> Op donderdag 6 februari 2025 om 13:33:12 UTC+1 schreef Colin Alworth:
>>>>>
>>>>> No problem - I wanted to be sure I didn't make a mistake, since I
>>>>> haven't myself used canvas "in anger" in many years, and only loosely keep
>>>>> track of resources and advice on it.
>>>>>
>>>>> SmartGWT's "Draw" examples make the API look very similar to the GXT
>>>>> "draw" packages - it isn't really a raster API at all, but a vector API
>>>>> that just happens to be built on top of a canvas implementation.
>>>>>
>>>>> My recollection is that for fewer than around 1k-10k drawn items, SVG
>>>>> is faster and simpler to understand than canvas, and canvas's benefits 
>>>>> only
>>>>> start kicking in when the DOM gets too heavy to manipulate quickly each
>>>>> frame. Looking briefly at the example page you shared a few weeks ago, if
>>>>> you were interested in getting into the low level details of how to do the
>>>>> drawing, your case perhaps could stand being remade in plain SVG - always
>>>>> high resolution. The benefits may be mostly for your own understanding
>>>>> rather than any real observed performance improvements from running the
>>>>> page (that said: dropping SmartGWT would appear to drop almost 8mb of JS
>>>>> out of your 9+mb page).
>>>>>
>>>>> On Wednesday, February 5, 2025 at 9:46:51 PM UTC-6
>>>>> ne...@propfinancing.com wrote:
>>>>>
>>>>> > Neil, I'm not sure where I appeared to have said that.
>>>>>
>>>>>
>>>>>
>>>>> I am sorry, I did not intend to put words in your mouth.
>>>>>
>>>>> That was my understanding from your previous email stating
>>>>> that  canvas is a raster format.  I misinterpreted your statements.
>>>>>
>>>>>
>>>>>
>>>>> I apologize for that.
>>>>>
>>>>>
>>>>>
>>>>> Thank you,
>>>>>
>>>>>  Neil
>>>>>
>>>>>
>>>>>
>>>>> --
>>>>>
>>>>> Neil Aggarwal, (972) 834-1565, http://www.propfinancing.com
>>>>>
>>>>> We offer 30 year loans on single family houses!
>>>>>
>>>>> --
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>>>>> <https://groups.google.com/d/msgid/google-web-toolkit/c66862dd-bcfc-4516-b2bf-c5dc17a73deen%40googlegroups.com?utm_medium=email&utm_source=footer>
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>>>>>
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