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Merge fix/P1-1-ui-sluggishness into develop
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# P1-1: UI Sluggishness — Low-Risk Fixes
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> **Date**: 2026-02-18
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> **Branch**: `fix/P1-1-ui-sluggishness`
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> **Files changed**: `src/gui/renderers/CircuitRenderer.js`, `src/gui/adapters/GUIAdapter.js`
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---
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## What we changed and why
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### 1. Turned off the dot grid (and made it a toggle)
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**What was happening:**
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Every time the screen redraws (which happens dozens of times per second), the app was drawing thousands of tiny dots to form a background grid. Think of it like this: imagine you have a sheet of graph paper with ~17,000 dots. Every time anything changes — you move the mouse, click, hover over a component — the app erases *everything* on screen and redraws it all from scratch, including all 17,000 dots, one by one.
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Each dot required 3 separate drawing instructions to the browser:
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1. "Start a new shape"
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2. "Draw a circle here"
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3. "Fill it in"
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That's **~51,000 drawing instructions** just for the background grid — before any circuit component is even drawn.
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**What we did:**
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We turned the grid off by default (since it's just a visual aid, not essential for the circuit editor to work). We also added a switch (`setShowGrid`) so it can be turned back on later via a menu toggle if someone wants it. When it's off, those 51,000 instructions per frame simply don't happen.
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---
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### 2. Fixed the render deduplication (the "don't repaint 5 times when once is enough" fix)
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**What was happening:**
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The app already had a smart system in place to prevent unnecessary repaints. It works like this:
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> "If someone asks me to repaint, don't do it immediately. Instead, put a note in a box and wait. When the browser is ready for the next screen refresh (~60 times/second), look in the box, and do one repaint."
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The box is a `Set` — a JavaScript collection that automatically ignores duplicates. If you put the same item in twice, it only keeps one copy.
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**The bug:** Every time the app asked for a repaint, it created a *brand new anonymous function* (think of it as a new sticky note with a unique serial number). Even though all the sticky notes said "repaint the circuit", the `Set` treated each one as different because they were different objects. So if 5 things asked for a repaint in the same frame, the box contained 5 "different" notes, and the circuit was repainted 5 times instead of once.
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**What we did:**
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We created one single sticky note at startup and reused it every time. Now when 5 things ask for a repaint, the `Set` sees the same sticky note 5 times and keeps only one copy. Result: **one repaint per frame, guaranteed**, no matter how many things request it.
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---
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### 3. Removed redundant "repaint!" calls
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**What was happening:**
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The app uses an event system — when something changes in the circuit data, it broadcasts an "update" event, and a listener automatically triggers a repaint. This is good design.
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However, in several places the code was doing something like:
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```
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1. Change the circuit data → triggers "update" event → triggers repaint
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2. Explicitly call repaint() → triggers a SECOND repaint
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```
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The second call was unnecessary because the first one already handled it. Before our fix #2 above, this wasn't that noticeable because the system was already broken and doing multiple repaints anyway. But now that deduplication works properly, we can clean this up.
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**What we did:**
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We removed 4 explicit `render()` calls that were right next to operations that already trigger a render through the event system. This means less code, and the intent is clearer: "the event system handles repaints; you don't need to ask manually."
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---
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## The combined effect
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Before these changes, a single user action (like rotating an element during placement) could trigger **3-5 full canvas redraws in one frame**, each one drawing ~17,000 grid dots plus all circuit components. That's potentially **85,000+ wasted drawing instructions per frame**.
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After these changes, the same action triggers **1 redraw per frame**, with **0 grid dots** (since grid is off). The app does far less work for the same visual result, which is why it feels more responsive.
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---
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## Verification
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- ✅ Build passes (777.2 KB bundle)
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- ✅ 448 tests passing
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- ⬜ Manual browser testing pending

src/gui/adapters/GUIAdapter.js

Lines changed: 19 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -301,7 +301,6 @@ export class GUIAdapter {
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this.placingElement = null;
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// Clear selection since placement was cancelled
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this.circuitRenderer.setSelectedElements([]);
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this.circuitRenderer.render();
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e.preventDefault();
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return;
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}
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* Leaves normal scrolling alone if Ctrl is not pressed.
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*/
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bindWheelZoom() {
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// Let CircuitRenderer handle wheel events directly - it has its own zoom method
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// No need to bind wheel events here as CircuitRenderer.initEventListeners() handles them
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this._onWheel = (event) => this.circuitRenderer.zoom(event);
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this.canvas.addEventListener("wheel", this._onWheel);
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}
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/**
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this.canvas.addEventListener("mousedown", (event) => {
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if (event.button === 1) {
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this.canvas.style.cursor = "grabbing";
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this.panStartX = event.clientX - this.circuitRenderer.offsetX;
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this.panStartY = event.clientY - this.circuitRenderer.offsetY;
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this.circuitRenderer.startPan(event);
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return;
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}
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this.placingElement = null;
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// Keep the placed element selected for user convenience
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this.circuitRenderer.setSelectedElements([placedElement]);
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this.circuitRenderer.render();
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// Open property panel immediately after placing element
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this.handleElementDoubleClick(placedElement, true); // true indicates this is a newly placed element
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// Move / live placement preview / command move
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this.canvas.addEventListener("mousemove", (event) => {
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// Delegate panning and hover detection to the renderer first
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this.circuitRenderer.pan(event);
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this.circuitRenderer.handleMouseMove(event);
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const { offsetX, offsetY } = this.getTransformedMousePosition(event);
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// Always track current mouse position for immediate element placement
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this.canvas.addEventListener("mouseup", (event) => {
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if (event.button === 1) {
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this.canvas.style.cursor = "default";
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this.circuitRenderer.stopPan();
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return;
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}
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this.resetCursor();
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}
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});
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// Mouse leave → stop panning and clear hover highlights
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this.canvas.addEventListener("mouseleave", () => {
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this.circuitRenderer.stopPan();
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this.circuitRenderer.clearAllHovers();
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});
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// Double-click → open property panel (delegates element detection to renderer)
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this.canvas.addEventListener("dblclick", (event) => {
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this.circuitRenderer.handleDoubleClick(event);
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});
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}
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/**
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this.circuitService.deleteElement(element.id);
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// Clear selections since we deleted the element
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this.circuitRenderer.setSelectedElements([]);
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this.circuitRenderer.render();
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}
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}
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);
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type: 'rotatePlacingElement',
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element: this.placingElement,
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});
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// Force immediate re-render to show rotation
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this.circuitRenderer.render();
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}
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}

src/gui/renderers/CircuitRenderer.js

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Original file line numberDiff line numberDiff line change
@@ -96,34 +96,23 @@ export class CircuitRenderer {
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this.gridColor = 'gray'; // Color for the grid lines
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this.gridLineWidth = 0.5; // Line width for grid lines
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// Grid visibility (off by default for performance; toggle with setShowGrid)
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this.showGrid = false;
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// Stable reference for render scheduling (enables deduplication in RenderScheduler)
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this._boundPerformRender = () => this.performRender();
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// Listen for circuit changes to update spatial index
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this.circuitService.on('elementAdded', () => this.invalidateSpatialIndex());
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this.circuitService.on('elementDeleted', () => this.invalidateSpatialIndex());
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this.circuitService.on('elementMoved', () => this.invalidateSpatialIndex());
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this.circuitService.on('circuitCleared', () => this.invalidateSpatialIndex());
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// Attach Event Listeners
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this.initEventListeners();
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// NOTE: Canvas event listeners (wheel, mouse*, dblclick) are NOT registered here.
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// GUIAdapter is the single owner of all canvas event listeners and calls
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// our methods (zoom, startPan, pan, stopPan, handleMouseMove, etc.) directly.
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}
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/**
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* Initializes event listeners for zooming, panning, and double-click property editing.
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*/
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initEventListeners() {
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this.canvas.addEventListener("wheel", (event) => this.zoom(event));
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this.canvas.addEventListener("mousedown", (event) => this.startPan(event));
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this.canvas.addEventListener("mousemove", (event) => {
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this.pan(event);
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this.handleMouseMove(event);
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});
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this.canvas.addEventListener("mouseup", () => this.stopPan());
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this.canvas.addEventListener("mouseleave", () => {
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this.stopPan();
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this.clearAllHovers();
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});
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this.canvas.addEventListener("dblclick", (event) => this.handleDoubleClick(event));
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}
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/**
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* Clears the canvas by resetting its drawing context.
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*/
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* Optimized render method with scheduling to prevent excessive re-renders
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*/
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render() {
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// Use render scheduler to batch multiple render requests
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globalRenderScheduler.scheduleRender(() => {
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this.performRender();
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});
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// Use render scheduler to batch multiple render requests.
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// _boundPerformRender is a stable reference so the Set deduplicates correctly.
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globalRenderScheduler.scheduleRender(this._boundPerformRender);
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}
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/**
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this.context.translate(this.offsetX, this.offsetY);
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this.context.scale(this.scale, this.scale);
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// Draw background grid
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this.drawGrid();
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// Draw background grid (only when enabled)
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if (this.showGrid) {
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this.drawGrid();
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}
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// Iterate over circuit elements and render them
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this.circuitService.getElements().forEach((element) => {
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}
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}
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/**
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* Toggle grid visibility.
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* @param {boolean} visible - Whether the dot-grid should be displayed.
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*/
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setShowGrid(visible) {
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this.showGrid = !!visible;
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this.render();
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}
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/**
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* Optimized zoom handler with batched rendering
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* Cleanup method to remove event listeners and prevent memory leaks
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*/
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dispose() {
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// Remove all canvas event listeners
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this.canvas.removeEventListener("wheel", this.zoom);
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this.canvas.removeEventListener("mousedown", this.startPan);
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this.canvas.removeEventListener("mousemove", this.handleMouseMove);
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this.canvas.removeEventListener("mouseup", this.stopPan);
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this.canvas.removeEventListener("mouseleave", this.clearAllHovers);
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this.canvas.removeEventListener("dblclick", this.handleDoubleClick);
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// Clear any scheduled renders
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globalRenderScheduler.cancelRender(this.performRender);
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globalRenderScheduler.cancelRender(this._boundPerformRender);
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// Clear references
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this.renderers.clear();
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this.selectedElements.clear();
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this.hoveredElement = null;
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this.selectedElement = null;
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}
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/**

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