2025-06-13 09:52:14 +02:00
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# Cross-Platform Compatibility Notes
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2025-06-13 10:04:43 +02:00
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## Browser Support Matrix
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### Desktop Browsers
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| Browser | Version | Support Level | Known Issues |
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|---------|---------|---------------|--------------|
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| Chrome | 90+ | ✅ Full | None |
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| Firefox | 88+ | ✅ Full | None |
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| Safari | 14+ | ✅ Full | Audio context requires user interaction |
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| Edge | 90+ | ✅ Full | None |
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### Mobile Browsers
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| Browser | Version | Support Level | Known Issues |
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|---------|---------|---------------|--------------|
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| iOS Safari | 14+ | ✅ Full | Touch event conflicts with scroll |
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| Android Chrome | 90+ | ✅ Full | Performance varies by device |
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| Samsung Internet | 13+ | ⚠️ Limited | Reduced particle effects needed |
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| Firefox Mobile | 88+ | ⚠️ Limited | Performance issues on older devices |
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## Device Testing Results
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### Desktop Performance
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```
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MacBook Pro M1 (2021):
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- Chrome: 60fps solid
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- Safari: 60fps solid
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- Firefox: 58-60fps
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Windows 10 (Intel i5-8250U):
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- Chrome: 60fps solid
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- Edge: 60fps solid
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- Firefox: 55-60fps
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Ubuntu 20.04 (AMD Ryzen 5):
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- Chrome: 60fps solid
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- Firefox: 58-60fps
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```
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### Mobile Performance
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```
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iPhone 12 Pro:
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- Safari: 50-60fps
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- Touch responsiveness: Excellent
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iPhone XR:
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- Safari: 45-55fps
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- Touch responsiveness: Good
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Samsung Galaxy S21:
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- Chrome: 45-60fps
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- Touch responsiveness: Good
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2025-06-13 10:04:43 +02:00
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Google Pixel 4:
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- Chrome: 40-50fps
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- Touch responsiveness: Good
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2025-06-13 09:52:14 +02:00
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```
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2025-06-13 10:04:43 +02:00
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## Platform-Specific Optimizations
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### iOS Safari
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```javascript
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// Audio context requires user interaction
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function initAudioContext() {
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if (audioContext.state === 'suspended') {
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audioContext.resume().then(() => {
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console.log('Audio context resumed');
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});
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}
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}
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// Call on first touch/click
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document.addEventListener('touchstart', initAudioContext, {once: true});
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```
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### Android Chrome
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```javascript
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// Throttle touch events more aggressively
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const throttledTouchMove = throttle(handleTouchMove, 33); // 30fps max
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```
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2025-06-13 10:04:43 +02:00
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### Low-End Device Adaptations
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```javascript
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// Detect low-end devices and reduce particle count
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function detectLowEndDevice() {
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const canvas = document.createElement('canvas');
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const gl = canvas.getContext('webgl');
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if (!gl) return true; // No WebGL = low-end
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const debugInfo = gl.getExtension('WEBGL_debug_renderer_info');
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if (debugInfo) {
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const renderer = gl.getParameter(debugInfo.UNMASKED_RENDERER_WEBGL);
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// Check for known low-end GPUs
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return /Mali-400|Adreno 2|PowerVR SGX/.test(renderer);
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}
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return false;
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}
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if (detectLowEndDevice()) {
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gameConfig.maxParticles = 20; // Reduce from 100
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gameConfig.particleLifetime = 1000; // Reduce from 2000
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}
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```
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2025-06-13 10:04:43 +02:00
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## Input Handling Compatibility
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### Touch Events
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```javascript
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// Unified touch/mouse handling
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function addInputListeners(element) {
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// Mouse events
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element.addEventListener('mousedown', handlePointerStart);
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element.addEventListener('mousemove', handlePointerMove);
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element.addEventListener('mouseup', handlePointerEnd);
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// Touch events
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element.addEventListener('touchstart', handlePointerStart, {passive: false});
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element.addEventListener('touchmove', handlePointerMove, {passive: false});
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element.addEventListener('touchend', handlePointerEnd, {passive: false});
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}
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function handlePointerStart(e) {
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e.preventDefault();
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const point = getPointerPosition(e);
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startConnection(point.x, point.y);
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}
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function getPointerPosition(e) {
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const rect = canvas.getBoundingClientRect();
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const clientX = e.clientX || (e.touches && e.touches[0].clientX);
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const clientY = e.clientY || (e.touches && e.touches[0].clientY);
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return {
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x: clientX - rect.left,
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y: clientY - rect.top
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};
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}
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```
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### Keyboard Support (Future)
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```javascript
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// Accessibility keyboard navigation
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function addKeyboardSupport() {
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document.addEventListener('keydown', (e) => {
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switch(e.key) {
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case 'Tab':
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e.preventDefault();
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selectNextNode();
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break;
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case 'Enter':
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case ' ':
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e.preventDefault();
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activateSelectedNode();
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break;
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case 'Escape':
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clearSelection();
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break;
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}
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});
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}
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```
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## Canvas Compatibility
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### High DPI Display Support
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```javascript
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function setupHighDPICanvas(canvas) {
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const ctx = canvas.getContext('2d');
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const devicePixelRatio = window.devicePixelRatio || 1;
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const backingStoreRatio = ctx.webkitBackingStorePixelRatio ||
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ctx.mozBackingStorePixelRatio ||
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ctx.msBackingStorePixelRatio ||
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ctx.oBackingStorePixelRatio ||
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ctx.backingStorePixelRatio || 1;
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const ratio = devicePixelRatio / backingStoreRatio;
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if (devicePixelRatio !== backingStoreRatio) {
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const oldWidth = canvas.width;
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const oldHeight = canvas.height;
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canvas.width = oldWidth * ratio;
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canvas.height = oldHeight * ratio;
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canvas.style.width = oldWidth + 'px';
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canvas.style.height = oldHeight + 'px';
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ctx.scale(ratio, ratio);
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}
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}
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```
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2025-06-13 10:04:43 +02:00
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## Testing Checklist
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### Manual Testing Protocol
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```markdown
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**Desktop Testing:**
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- [ ] Chrome (latest): All features work, 60fps
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- [ ] Firefox (latest): All features work, 55+fps
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- [ ] Safari (latest): All features work, audio requires interaction
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- [ ] Edge (latest): All features work, 60fps
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**Mobile Testing:**
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- [ ] iPhone Safari: Touch works, 45+fps, audio works after touch
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- [ ] Android Chrome: Touch works, 40+fps, all features
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- [ ] Tablet (iPad/Android): Landscape/portrait modes work
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**Accessibility Testing:**
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- [ ] Color contrast meets WCAG AA standards
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- [ ] Touch targets minimum 44px
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- [ ] Game works without sound (visual feedback sufficient)
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- [ ] Clear visual feedback for all interactions
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**Performance Testing:**
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- [ ] Memory usage stable over 20+ levels
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- [ ] No memory leaks detected
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- [ ] Frame rate maintained during particle effects
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- [ ] Smooth level transitions
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```
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### Automated Testing Helpers
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```javascript
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// Performance monitoring for different platforms
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class PlatformMonitor {
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constructor() {
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this.platform = this.detectPlatform();
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this.metrics = [];
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}
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detectPlatform() {
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const ua = navigator.userAgent;
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if (/iPhone|iPad|iPod/.test(ua)) return 'ios';
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if (/Android/.test(ua)) return 'android';
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if (/Macintosh/.test(ua)) return 'macos';
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if (/Windows/.test(ua)) return 'windows';
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if (/Linux/.test(ua)) return 'linux';
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return 'unknown';
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}
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logPerformance(fps, memory) {
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this.metrics.push({
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platform: this.platform,
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timestamp: Date.now(),
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fps,
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memory,
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userAgent: navigator.userAgent
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});
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// Log to console for debugging
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console.log(`${this.platform}: ${fps}fps, ${memory}MB`);
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}
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getAveragePerformance() {
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const recent = this.metrics.slice(-60); // Last 60 measurements
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return {
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avgFps: recent.reduce((sum, m) => sum + m.fps, 0) / recent.length,
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avgMemory: recent.reduce((sum, m) => sum + m.memory, 0) / recent.length
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};
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}
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}
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```
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2025-06-13 10:04:43 +02:00
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## Known Issues and Workarounds
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2025-06-13 10:04:43 +02:00
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### iOS Safari Audio Delay
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**Issue**: Audio context suspended until user interaction
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**Workaround**: Initialize audio on first touch event
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2025-06-13 10:04:43 +02:00
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### Android Chrome Memory
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**Issue**: Memory usage can grow on older devices
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**Workaround**: Implement aggressive garbage collection and object pooling
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2025-06-13 10:04:43 +02:00
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### Firefox Touch Events
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**Issue**: Touch events can conflict with built-in gestures
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**Workaround**: Use preventDefault() and passive:false carefully
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2025-06-13 10:04:43 +02:00
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### Edge Canvas Performance
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**Issue**: Slower Canvas 2D performance compared to Chrome
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**Workaround**: Reduce particle count automatically on Edge
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This document should be updated as new compatibility issues are discovered and resolved.
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