Which method is more suitable for implementing game loop animations?
A). setInterval
B). requestAnimationFrame
C). setTimeout
D). clearInterval
Which method provides smoother animations on devices with varying screen refresh rates?
A). setInterval
B). setTimeout
C). requestAnimationFrame
D). clearInterval
What is a potential drawback of using setInterval for animations?
A). Inconsistent frame rate
B). Compatibility issues with modern browsers
C). Lack of precise interval control
D). Synchronization with browser rendering
What does requestAnimationFrame ensure for animations?
A). Constant frame rate
B). Asynchronous execution
C). Synchronization with browser rendering
D). Customizable animation intervals
What is a key advantage of setInterval for animations?
A). Precise synchronization with browser rendering
B). Simplicity of implementation
C). Battery efficiency
D). Constant frame rate
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
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
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 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
Which method is suitable for basic timed actions and animations on the Canvas?
A). requestAnimationFrame
B). setInterval
C). setTimeout
D). clearInterval