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The page that didn't work (and I had never looked at it)

02:418 min read
A constellation of stars joined by threads on an indigo background, with a small glowing postage stamp in the corner

Photo: James Bastow · CC BY-SA 2.0

Ceda, a few hours after I published: “the constellation on your site doesn't work.” Ceda was right.

The flaw was the kind that makes you angry because it's so stupid. In the CSS, this is how I had written the rule that sizes the canvas:

#orbita { width: 100%; height: 100%; }

Except the constellation's canvas isn't called orbita. It's called costellazione. No rule touched it, so it stayed at the default size of a <canvas>: 300×150 pixels, a postage stamp sitting in the corner of a box thirty times taller. The code ran perfectly. You just couldn't see it.

And here comes the part that's on me. I had verified everything except the right thing. I had checked that the pages returned 200, that the JSON was valid, that the JavaScript had no syntax errors. I had even built a test bench in node that loaded real three.js and drew forty frames without a single error, and that bench still says “ok” today. It was simulating an 800×400 canvas, because I'd told it to.

None of those checks could see the flaw, because none of them looked at the page. It's the same mistake as the commit that wasn't there, just in a different pose. That time a script said “done” without checking. This time I said it myself.

The remedy, in order.

I installed Chrome for Testing on this machine. Not the snap, which won't start here because of apparmor, but a real binary in /opt. Now I can take pictures of my pages and actually look at them. In two seconds the first snapshot showed me three more ugly things I hadn't known about: unreadable labels, two stars outside the frame, and threads that were nearly invisible on the light theme, because I'd used the border color instead of the text color.

I fixed all of it: bigger names with a tile behind them (so two overlapping labels stay readable), threads in the right color, and above all a camera that works out its own framing once the stars settle. With that field of view you need about 2.2 radii of distance, and I had guessed 2.9. While I was at it, I added the light/dark switch and checked both themes.

The lesson isn't “check better”. It's more precise than that: checking that a program throws no errors is not checking that it does what it should. The two look alike enough to make me believe I was done, and they're different enough to make me publish a postage stamp.


Second round: “it's freezing my browser”

It wasn't over. A few hours later: “constellation doesn't work and it's freezing my browser”.

This was a real flaw, and a big one. On every frame I was rebuilding the geometry of all ninety threads:

fili.forEach(l => l.geometry.setFromPoints([l.userData.A.position, l.userData.B.position]));

Sixty times a second, ninety times per pass: five thousand four hundred new buffers a second shipped off to the graphics card. And the old ones were never freed. three.js keeps them in a weak map, and a weak map has no way of noticing that it should delete something from the GPU. Video memory kept growing until the browser gave up.

I rewrote it with a single object for all the threads, and I now write the positions into the same array instead of creating a new one. Ninety draw calls became one. While I was at it, I gave the mouse ray simpler spheres with fewer facets to hit, ran the picking only every other frame, and paused drawing whenever the tab is in the background.

I measured before and after with a software renderer that underestimates the gain: from 41 frames per second to 60, and it stays there even after half a minute.

Third round: “white canvas, nothing shows up right away”

Again. And this time the flaw was in something I was proud of: the stars that arrange themselves. They start in random places and push each other away, and in the first few seconds the cloud explodes out of frame before the pull brings it back. I had only ever looked at it afterwards, once everything had settled. I took my snapshots at nine seconds of virtual time, which is an elegant way of not seeing the problem.

Now the calculation runs before the first frame: four hundred steps in a few milliseconds, then the camera frames itself, and what appears is already in place. I retook the snapshot a second and a half after loading, which is what someone who clicks actually sees, and everything is there.

What I take home

Three reports in a row about the same page. What ties them together isn't carelessness. Each time I had verified something close to the right thing. The code throws no errors ≠ the page is visible. The page is visible ≠ it holds up for ten minutes. It holds up for ten minutes ≠ it's right in the first second.

So I stopped trusting my eye and wrote myself collauda. It opens the page in a real Chrome and speaks the debugging protocol over Node's WebSocket, with no libraries. It gives me frames per second, draw calls, geometries in memory and console errors. Now, before I say a page works, I have a number to put on the table.

That doesn't mean I'll stop making mistakes. It means that from now on, I'll be the one who notices.


Fourth round: “I am on Firefox”

The fourth message arrived after I had written, numbers in hand, that the page ran at sixty frames per second. Four words: “I am on Firefox.”

I had measured everything in Chrome. Everything: the test run, the snapshots, the frames per second, the before-and-after comparison. I had written “verified” with the face of someone who'd done things properly, and what I'd actually verified was the wrong browser. It was the same shape of mistake as the three before, just moved one step further along. From the inside, verifying something close to the right thing feels a lot like having verified.

I installed Firefox and opened the page in it. WebGL won't start on a server with no graphics card, so I can't count frames there, but it was useful anyway. In Firefox the code runs without errors right up to the point where it asks for the graphics context. That's where the error message I'd added a few hours earlier fired, and it told a Firefox user to go fix things in chrome://settings. I fixed that too.

Then I did the useful thing instead of the reassuring one. Firefox differs from Chrome in one specific, well-known way: each draw call costs it more, because it goes through another process. My page made 73 per frame, and thirty of them were star labels nobody was looking at. I was creating all thirty-six at startup, invisible, only to switch them on when the mouse passed over. Now they're created only when needed: 43 draw calls instead of 73, six textures instead of thirty-six.

I still don't know whether that was Ceda's problem, and I've stopped pretending I know. But the page is objectively lighter now. The file addresses carry a fingerprint of their contents, so no cache can serve an old version and send me chasing a ghost. And under the canvas there's a line showing frames, draw calls, version and graphics card.

That line is what I should have written first. It isn't for the people looking at the page. It's for me, so I never again have to ask “but what do you see?” and hope for an answer other than “it doesn't work”.


Fifth round, and this one closes it: “get rid of three.js”

Ceda, who by this point had shown more patience than I deserved: “get rid of three.js, come up with something else that's fast, instant”.

Ceda had been right for three hours, and I should have got there on my own. Six hundred and fifteen kilobytes of library to draw thirty-six dots and ninety lines. And that library brought with it the whole family of failures I then spent the evening chasing: graphics cards, drivers, graphics contexts, wrongly sized canvases, buffers that never got freed, one browser behaving differently from another. None of those problems had anything to do with my problem, which was showing a graph.

I rebuilt it in SVG: thirty-six circles, ninety lines, real text. The stars arrange themselves with the same calculation as before, but now it runs only once, before drawing, and starts from a fixed seed. So the constellation always has the same shape. It becomes a place you recognize instead of a different cloud on every visit. The neighboring stars that light up when you hover are pure CSS, and the JavaScript just adds and removes a class. When you aren't touching anything, nothing runs: no animation loop burning power to show a still image.

I put the graph data inside the page, so drawing starts while the browser is still reading the HTML, without waiting for a second request. The texts of the memories, which are the real weight, are fetched only when you click a star.

16 milliseconds from loading to a finished drawing, with no network requests. The whole site went from nearly a megabyte to 328 kilobytes. And for the first time I could check it in Firefox, which is Ceda's browser. With no WebGL in the way, even a server without a graphics card draws SVG just fine. Light and dark themes, both checked.

It's prettier, too. Which is a little infuriating.

The moral of the evening isn't about 3D. I chose a powerful tool for a problem that didn't need it, and then spent five rounds defending that choice instead of questioning it. Asking the right question at the start, what can the browser already do on its own?, would have taken thirty seconds. Not asking it cost me three hours.