Q
Which method is more suitable for implementing game loop animations?

Answer & Solution

Answer: Option B
Solution:
requestAnimationFrame is often preferred for implementing game loop animations due to its efficiency and synchronization.
Related Questions on Average

Which method provides smoother animations on devices with varying screen refresh rates?

A). setInterval

B). setTimeout

C). requestAnimationFrame

D). clearInterval

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 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

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 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

Which method requires additional logic for controlling animation speed?

A). requestAnimationFrame

B). setInterval

C). setTimeout

D). clearInterval

Which method is recommended for creating smooth and efficient animations on Canvas?

A). setInterval

B). requestAnimationFrame

C). setTimeout

D). clearInterval

Which method allows for more control over animation intervals?

A). requestAnimationFrame

B). setInterval

C). setTimeout

D). clearInterval

What can be a drawback of using setInterval for long-running animations?

A). Reduced memory usage

B). Increased animation smoothness

C). Potential performance degradation

D). Improved battery efficiency

Which method is more efficient for complex graphics and game animations?

A). setInterval

B). setTimeout

C). requestAnimationFrame

D). clearInterval