requestAnimationFrame: 欠けているスケジューリングレイヤー
原題: requestAnimationFrame: The Missing Scheduling Layer
分析結果
- カテゴリ
- AI
- 重要度
- 59
- トレンドスコア
- 21
- 要約
- requestAnimationFrameは、ブラウザのアニメーションを効率的に管理するためのAPIですが、スケジューリングの観点からはまだ改善の余地があります。現在の実装では、アニメーションのフレームレートやタイミングが最適化されておらず、特に複雑なアプリケーションではパフォーマンスに影響を与えることがあります。この記事では、requestAnimationFrameの限界と、より良いスケジューリング手法の必要性について考察します。
- キーワード
This is the sixth article in a series on how JavaScript actually runs. You can read the full series here or on my website . In the last article , we established that: The browser will not render while a macrotask is running nor while microtasks are draining. Instead, rendering only happens at stable boundaries. But this creates a new problem: If rendering only happens at specific boundaries, how do we run code just before a render? If we want smooth animation, frame-aligned updates, or visual state that reflects the latest input, we need something that runs once per frame right before the browser renders. That is the scheduling gap that requestAnimationFrame fills. Running the Experiments These experiments rely on the browser’s rendering behaviour. Create a simple HTML file with the following content: <div id= "box" > Initial </div> Open the file in your browser You can run all code snippets in this series by pasting them into the browser console. These examples will not work in Node.js because they depend on the DOM and browser rendering. The Problem Before requestAnimationFrame Developers originally faced a challenge: How do I animate smoothly without freezing the UI? We may run a naive loop like this where we want update() to advance state and render() to mutate the DOM or canvas: let gameRunning = true ; function update () { console . log ( " update " ); } function render () { console . log ( " render " ); const box = document . getElementById ( " box " ); box . textContent = `Updated at ${ new Date (). toLocaleTimeString ()} ` ; } while ( gameRunning ) { update (); render (); } This will freeze your browser. Be prepared to close the browser tab after running this. This code completely blocks rendering. Since the call stack never empties, the browser never regains control and no rendering can occur. The page never updates. So developers sliced work into smaller chunks to allow for breathing space for the browser to render: function update () { console . log ( " update " ); } function render () { console . log ( " render " ); const box = document . getElementById ( " box " ); box . textContent = `Updated at ${ new Date (). toLocaleTimeString ()} ` ; } function loop () { update (); render (); setTimeout ( loop , 16 ); // Use setTimeout() to chunk work } loop () While this doesn't freeze the browser, be prepared to refresh the browser tab after running this. Now, the page renders the updates (the time shown on the page updates) to the box content. Since most screens refresh at 60 Hz, 16 ms (1000 ms / 60 Hz) seemed like the right delay. This allowed the stack to clear between iterations so that the browser could render. But this was still guesswork. But this approach was not without its problems. First, timers are minimum delays, not guarantees. The callback may run for 20ms, 30ms or later. Also, if the callback took longer than 16ms, we would miss frames and accumulate jitter and drop frames. Consequently, the callback may run before or after the render. Fundamentally, rendering is framed-based while timers are time-based, and therefore do not know when the browser is about to render. Enter requestAnimationFrame requestAnimationFrame solves exactly this problem: function update () { console . log ( " update " ); } function render () { console . log ( " render " ); const box = document . getElementById ( " box " ); box . textContent = " Updated at " + new Date (). toLocaleTimeString (); } function loop () { update (); render (); requestAnimationFrame ( loop ); } requestAnimationFrame ( loop ); This also doesn't freeze the browser but be prepared to refresh the browser tab after running this. As before, the page renders the updates on the page. However, unlike timers, this runs before rendering. This sounds great but where exactly does it fit in the event loop model? Let's find out. Test 1: Does requestAnimationFrame Cut Ahead of Microtasks? If requestAnimationFrame runs just before rendering, it must not violate our previous rules: Promise . resolve (). then (() => { console . log ( " microtask " ); }); requestAnimationFrame (() => { console . log ( " raf " ); }); The output in the console would be: microtask raf As established, the browser does not render while microtasks are pending. Microtasks still run first and requestAnimationFrame does not change that. Test 2: Is requestAnimationFrame Just Another Task? If requestAnimationFrame were simply another macrotask, it would behave like setTimeout and follow the ordering of tasks: console . log ( " start " ); setTimeout (() => { console . log ( " timeout " ); }, 0 ); requestAnimationFrame (() => { console . log ( " raf " ); }); console . log ( " end " ); In practice, you will often see the following in the console: start end timeout raf However, you may also see: start end raf timeout The ordering is not guaranteed. Even if your environment consistently shows one ordering, the key point is that the model does not enforce it. The browser is allowed to process another task first, or perform a render before continuing with tasks. Because of this, there is no fixed ordering between setTimeout and requestAnimationFrame . This might seem surprising. If requestAnimationFrame were just another macrotask, we would expect it to follow a consistent ordering relative to setTimeout . But it doesn’t, suggesting that requestAnimationFrame is not part of the task queue at all. Instead, it runs during the browser’s rendering phase, which is scheduled separately from tasks. Test 3: Do Microtasks Inside requestAnimationFrame Run Before Paint? What if requestAnimationFrame also created microtasks? requestAnimationFrame (() => { const box = document . getElementById ( " box " ); box . textContent = " Frame start " ; Promise . resolve (). then (() => { box . textContent = " Microtask update " ; }); }); The typical output is for the page to show "Microtask update" When the requestAnimationFrame callback runs, the DOM updates and a microtask is queued. The requestAnimationFrame callback completes and microtasks drain. Only then can rendering occur. Even inside requestAnimationFrame , microtasks must drain before rendering. What requestAnimationFrame Actually Guarantees requestAnimationFrame guarantees that the callback runs before the browser's rendering. It runs at most once per frame and is aligned to the display's actual refresh rate, regardless of whether it is 60Hz or 120Hz. It pauses automatically in background tabs and skips frames when the browser is busy. The Complete Ordering We can now state the model: Macrotask Drain microtasks requestAnimationFrame callbacks Drain microtasks Render This is the complete scheduling turn. Rendering is not part of task queue but is gated by it. requestAnimationFrame is the only public API designed to hook into that pre-render phase. What This Prepares Us For Next Now that we understand this structure, what do we do with it? In the final article of this series, we move from mechanism to consequence: What happens when a macrotask runs too long? What happens when microtasks never stop? Why does the UI freeze? Why are some updates never visible? Why do we sometimes need cleanup guards? One we understand who gets to run and when, we can reason about performance, responsiveness and architectural trade-offs with precision. This is where we go next. This is the sixth article in a series on how JavaScript actually runs. You can read the full series here or on my website . In the last article , we established that: The browser will not render while a macrotask is running nor while microtasks are draining. Instead, rendering only happens at stable boundaries. But this creates a new problem: If rendering only happens at specific boundaries, how do we run code just before a render? If we want smooth animation, frame-aligned updates, or visual state that reflects the latest input, we need something that runs once per frame right before the browser renders. That is the scheduling gap that requestAnimationFrame fills. Running the Experiments These experiments rely on the browser’s rendering behaviour. Create a simple HTML file with the following content: <div id= "box" > Initial </div> Open the file in your browser You can run all code snippets in this series by pasting them into the browser console. These examples will not work in Node.js because they depend on the DOM and browser rendering. The Problem Before requestAnimationFrame Developers originally faced a challenge: How do I animate smoothly without freezing the UI? We may run a naive loop like this where we want update() to advance state and render() to mutate the DOM or canvas: let gameRunning = true ; function update () { console . log ( " update " ); } function render () { console . log ( " render " ); const box = document . getElementById ( " box " ); box . textContent = `Updated at ${ new Date (). toLocaleTimeString ()} ` ; } while ( gameRunning ) { update (); render (); } This will freeze your browser. Be prepared to close the browser tab after running this. This code completely blocks rendering. Since the call stack never empties, the browser never regains control and no rendering can occur. The page never updates. So developers sliced work into smaller chunks to allow for breathing space for the browser to render: function update () { console . log ( " update " ); } function render () { console . log ( " render " ); const box = document . getElementById ( " box " ); box . textContent = `Updated at ${ new Date (). toLocaleTimeString ()} ` ; } function loop () { update (); render (); setTimeout ( loop , 16 ); // Use setTimeout() to chunk work } loop () While this doesn't freeze the browser, be prepared to refresh the browser tab after running this. Now, the page renders the updates (the time shown on the page updates) to the box content. Since most screens refresh at 60 Hz, 16 ms (1000 ms / 60 Hz) seemed like the right delay. This allowed the stack to clear between iterations so that the brows