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Error display messes up the play/pause on scroll mechanism
It's more noticeable on shorter/low-res screens. To reproduce the issue you can paste
throw '\n'.repeat(33)
into a dweet and then scroll down.
I'm guessing Waypoint.Inview can't handle dynamic changes to elements' heights, or it needs to be notified somehow? It seems to reset when more dweets are loaded.
Is it always a problem? Even with only 5 rows? How about 10 rows?
(I have a sort-of wish to start loading the next set of dweets earlier anyway. I don't really like having to wait and watch them load. It would be good if it started while I was viewing the last 2 dweets on the current page. Although ... it might disrupt their framerates!) Edit: I mean it could start loading early, not playing early!
I noticed it on a 1024x768 screen with https://www.dwitter.net/d/9636 (might have been zoomed in a little too). It wasn't too bad, but still noticeable. You can resize your browser window to try it out.
I wouldn't want more than 1 dweet playing at a time. Some resource-hungry ones already make my browser unresponsive at times.
Nicely caught, thanks for the raising the issue.
I've decided to only show the error messages when editing a dweet (see #373 ). That would make this bug less of a problem, but if you're remixing something with a long error message and then scroll down you would still run into the same problem.
It's been a while since I've looked at the scrolling logic, but I'd expect we could refresh the anchors when an error message change?
This happens also when you are writing a new dweet with a lot of rows and, without publishing it, scrolling down.