From Jason Ormond comes justice.js:
A performance metric bar with a streaming FPS graph.
- TTFB ( Time To First Byte )
- DOM Interactive
- DOM Complete
- First Paint
- Page Load
- Number of Requests
- FPS ( Frames Per Second )
Here is a screenshot of it from a page load of josephscott.org:
I like that it has budget options for each number. It then sets the color of each metric based on that budget, making it easy to tell if you are over/under at a glance ( > 80% budget: Yellow ).
Works well as a bookmarklet too.
Improve your hero by changing the code in your “hero.js” and “helpers.js” files.
Those two files are used to manage your hero, run at the same time as all the other players.
You signup via Github, fork their hero repo, and commit/push logic changes. The game simulator runs once a day.
stats.js is a nifty little performance monitor:
This class provides a simple info box that will help you monitor your code performance.
– FPS Frames rendered in the last second. The higher the number the better.
– MS Milliseconds needed to render a frame. The lower the number the better.
– MB MBytes of allocated memory. (Run Chrome with –enable-precise-memory-info)
The FPS monitor looks like this:
Framework7 “Full Featured HTML Framework For Building iOS Apps”.
I’m starting a collection of these :-)
App.js, another “UI library for creating mobile webapps that behave like native apps”.
… a gathering of various implementations of the classic game Breakout in numerous different engines.
With source code for each version of Breakout.
Two weeks ago I mentioned using async/defer in scripts at the bottom is not enough. Growing with the Web has a nice visualization of how async and defer attributes work. Peter Beverloo has another here.
Keep in mind defer is broken in IE <= 9.
If you’ve ever felt like PhantomJS was too verbose, you may want to try NightmareJS. It is a wrapper around PhantomJS that uses English language style commands:
.type('input[title="Search"]', 'github nightmare')