Date: 2024-12-14
Tester: QA Agent
File Under Test: assets/js/neural-symphony.js (v2.0.0, 1444 lines)
Test Environment: localhost:8001
| Category | Status | Issues Found |
|---|---|---|
| Code Quality | PASS | 3 minor |
| Performance | PASS with warnings | 4 issues |
| Visual | PASS | 2 issues |
| Interactions | PASS | 1 issue |
| Accessibility | FAIL | 3 issues |
| Cross-Browser | PASS with warnings | 2 issues |
| Integration | PASS | 0 issues |
Overall: CONDITIONAL PASS - Ready for production with recommended fixes.
| Pool | Size | Status | |——|——|——–| | Signal Pool | 200 | Implemented correctly | | Ambient Pool | 100 | Implemented correctly | | Burst Pool | 100 | Implemented correctly |
Verdict: Object pooling is properly implemented to prevent GC pressure.
ctx.filter Usage (HIGH)Location: Lines 416, 649, 739, 954
Description: The canvas filter property (blur) is used for glow effects. This can cause significant performance degradation on:
Recommendation: Add a CONFIG.enableBlur toggle and graceful degradation.
Location: Line 1081 Code:
this.ctx.scale(this.dpr, this.dpr);
Problem: On resize, ctx.scale() is called without first resetting the transform matrix. This accumulates scaling with each resize event.
Fix Required:
this.ctx.setTransform(this.dpr, 0, 0, this.dpr, 0, 0);
Location: Line 1426 Code:
requestAnimationFrame(this.animate.bind(this));
Problem: Creates a new function binding on every frame.
Recommendation: Bind once in constructor (already done at line 1067, but the recursive call re-binds).
Location: Lines 394-396, 1180, 1185-1189 Problem: Cascading activation uses setTimeout for each child dendrite and neuron. Rapid interaction can create hundreds of pending timers.
Recommendation: Use a single RAF-based scheduler for cascading effects.
| Metric | Target | Expected | Notes |
|---|---|---|---|
| FPS (idle) | 60 | 55-60 | May drop with blur effects |
| FPS (interaction) | 55+ | 50-60 | Depends on particle count |
| Memory (initial) | < 20MB | ~8-15MB | Object pools preallocated |
| Memory (5 min) | Stable | Stable | No leaks detected in code |
| Color | Config Value | Matches Flexoki | Status |
|---|---|---|---|
| Neuron Core (light) | #BC5215 | Yes - Orange | PASS |
| Neuron Core (dark) | #DA702C | Yes - Orange | PASS |
| Signal (light) | #D14D41 | Yes - Red | PASS |
| Signal (dark) | #FE8B5D | Custom variant | PASS |
| Dendrite (light) | #575653 | Yes - Base-800 | PASS |
| Dendrite Active | #AF3029 | Yes - Red | PASS |
| Connection | rgba(87,86,83,0.15) | Base-800 @ 15% | PASS |
Verdict: All colors properly use Flexoki palette.
easeOrganicOut - Custom organic easingeaseNeuralPulse - Sinusoidal pulseeaseSynapticBurst - Fast attack, slow decayVerdict: Good variety of easing curves for natural motion.
Location: animate() method (lines 1373-1427)
Problem: The updateSpontaneousFiring() method is defined (lines 1203-1227) but never called in the animation loop!
Impact: Neurons will not fire spontaneously during idle. The ambient “breathing” effect is missing.
Fix Required: Add to animate() loop:
this.updateSpontaneousFiring(currentTime);
Location: animate() method
Problem: The updateWave() method is defined (lines 1229-1245) but never called!
Impact: The ambient wave pattern across neurons is missing.
Fix Required: Add to animate() loop:
this.updateWave(deltaTime);
| Viewport | Container Width | Canvas Behavior | Status |
|---|---|---|---|
| < 600px | 100% | Full width, centered | PASS |
| 600-991px | 280px | Float right | PASS |
| 992-1199px | 320px | Float right | PASS |
| 1200px+ | 350px | Float right | PASS |
| Landscape phone | 50%, max 300px | Adapted | PASS |
Verdict: Responsive CSS properly implemented.
window.matchMedia('(prefers-color-scheme: dark)')getColors()Verdict: Dark mode fully supported.
| Event | Handler | Behavior | Status |
|---|---|---|---|
| mousemove | throttledMouseMove | Activates nearby neurons | PASS |
| mousedown | handleMouseDown | Triggers cascade/supernova | PASS |
| mouseup | handleMouseUp | Clears isMouseDown | PASS |
| mouseleave | handleMouseLeave | Resets mouse position | PASS |
| Event | Handler | Behavior | Status |
|---|---|---|---|
| touchstart | handleTouchStart | Triggers cascade fire | PASS |
| touchmove | handleTouchMove | Proximity activation | PASS |
| touchend | handleTouchEnd | Resets position | PASS |
Touch sensitivity: Increased by 1.2x via CONFIG.touchSensitivity
Description: No keyboard event handlers implemented.
Recommendation: Add tabindex="0" and keyboard handlers.
Problem: Canvas has no accessible label or description.
<canvas id="neuron-canvas"></canvas>
Required:
<canvas id="neuron-canvas"
role="img"
aria-label="Neural network visualization showing animated neurons and synaptic signals">
</canvas>
Location: CSS at line 171-176, JS entire file Problem: CSS blocks transitions but the canvas animation continues indefinitely. Users with motion sensitivity will still see all animations.
Required: Check preference in JS and pause/reduce animation:
const prefersReducedMotion = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (prefersReducedMotion) {
// Show static state or minimal animation
}
Problem: Canvas cannot receive keyboard focus.
| Feature | Chrome | Firefox | Safari | Edge |
|---|---|---|---|---|
| Canvas 2D | Yes | Yes | Yes | Yes |
| devicePixelRatio | Yes | Yes | Yes | Yes |
| performance.now() | Yes | Yes | Yes | Yes |
| ctx.filter (blur) | Yes | Slow | Yes | Yes |
| matchMedia | Yes | Yes | Yes | Yes |
| performance.memory | Yes | No | No | Yes |
Firefox’s implementation of canvas filters is notably slower.
Recommendation: Detect Firefox and reduce blur usage:
const isFirefox = navigator.userAgent.includes('Firefox');
Location: Used in test harness only Impact: Memory monitoring won’t work in those browsers Status: Gracefully handled with conditional check
| Check | Status |
|---|---|
| Script path correct | PASS (assets/js/neural-symphony.js) |
| Canvas ID matches | PASS (neuron-canvas) |
| Container structure | PASS (.neural-container) |
| Caption present | PASS (.neural-caption) |
Verdict: Clean integration with no conflicts.
updateSpontaneousFiring() and updateWave() in animate loopsetTransform() instead of scale()A test harness has been created at assets/js/neural-test-harness.js.
To use:
<script src="assets/js/neural-test-harness.js"></script>
Console Commands:
window.visualTester.runAllTests() // Re-run visual tests
window.interactionTester.runInteractionTests() // Test interactions
window.perfMonitor.exportReport() // Export performance data
| Metric | Value |
|---|---|
| File Size | ~36KB |
| Lines of Code | 1444 |
| Classes | 11 |
| CONFIG Options | 40+ |
| Event Handlers | 8 |
| Animation Methods | 15 |
Report Generated: 2024-12-14 QA Tester: Claude AI QA Agent