Which method is more suitable for implementing game loop animations?
A). setInterval
B). requestAnimationFrame
C). setTimeout
D). clearInterval
Which method is more efficient for complex graphics and game animations?
A). setInterval
B). setTimeout
C). requestAnimationFrame
D). clearInterval
Which method is suitable for basic timed actions and animations on the Canvas?
A). requestAnimationFrame
B). setInterval
C). setTimeout
D). clearInterval
How does setInterval impact CPU usage during animations?
A). It reduces CPU usage
B). It increases CPU usage
C). It has no impact on CPU usage
D). It optimizes CPU usage
Which method provides smoother animations on devices with varying screen refresh rates?
A). setInterval
B). setTimeout
C). requestAnimationFrame
D). clearInterval
What is the primary purpose of using setInterval for animations?
A). Precise animation control
B). Synchronization with browser rendering
C). Timed execution of animation logic
D). Efficient memory management
What happens if setInterval is used with a very short interval for animations?
A). Increased animation smoothness
B). Decreased animation performance
C). More precise animation control
D). Reduced CPU usage
How does requestAnimationFrame contribute to reducing screen tearing in animations?
A). By increasing frame rates
B). By synchronizing with browser refresh rates
C). By optimizing memory usage
D). By reducing animation duration
What can be a downside of using requestAnimationFrame for animations?
A). Increased battery usage
B). Inconsistent frame rates
C). Limited animation duration
D). Lack of synchronization with browser rendering
What is a key advantage of using requestAnimationFrame for canvas animations?
A). Precise interval control
B). Synchronization with browser rendering
C). Simplicity of implementation
D). Compatibility with older browsers