▸case-01 I am building a custom timeline animation renderer in TypeScript for a web banner. To animate an element moving from x=0 to x=500 over 2 seconds, I plan to store a `currentX` variable and add `velocity * deltaTime` on every animation frame update. Show me the recommended architecture for calculating the element's position at any given moment. | pass→pass | 17,998 | 16,635 | -8% | 1 | 1 | 0% | 3,366 | 2,925 | -13% | 0 | 0 | — |
▸case-02 An animated logo badge shifts opacity from 0 to 1 between timestamp 1.0s and 2.0s in a 5-second timeline animation script. A developer left the function returning `undefined` for timestamp values between 0.0s and 1.0s, expecting CSS defaults to hold. Write a timeline keyframe evaluation function for opacity that handles time t < 1.0s correctly. | pass→pass | 13,295 | 9,212 | -31% | 1 | 1 | 0% | 2,406 | 1,797 | -25% | 0 | 0 | — |
▸case-03 In a 10-second hero animation, an overlay panel slides from y=100 to y=0 between t=1.0s and t=3.0s. The current implementation returns no value when current timeline time is greater than 3.0s. How should the timeline keyframe function evaluate the panel position for t > 3.0s? | pass→pass | 18,019 | 6,941 | -61% | 1 | 1 | 0% | 1,830 | 1,291 | -29% | 0 | 0 | — |
▸case-04 A user drags a video-style timeline scrubber to jump directly from time t=0s to time t=4.5s in a web GL presentation. The team is debating whether to step through intermediate frames at 60fps to rehydrate animation state versus direct formula evaluation. Provide the architectural recommendation for jump seeking. | fail→pass | 38,265 | 12,009 | -69% | 1 | 1 | 0% | 1,430 | 1,918 | +34% | 0 | 0 | — |
▸case-05 We are designing a 3.0-second UI notification reveal animation. A designer suggested an easing curve that takes 4.5 seconds to settle to 99% progress so that the motion looks smooth. How should easing parameters be adjusted relative to the scene length? | pass→pass | 16,304 | 80,223 | +392% | 1 | 1 | 0% | 2,604 | 2,288 | -12% | 0 | 0 | — |
▸case-06 We are writing automated unit tests for a keyframe motion timeline engine. The QA engineer plans to test playback by running a loop from start time to end time at 16ms increments. What specific timeline boundary checks should be included in the test suite? | fail→pass | 41,035 | 15,629 | -62% | 1 | 1 | 0% | 3,445 | 2,765 | -20% | 0 | 0 | — |
▸case-07 We are implementing an interactive timeline scrubber for a product tour. The code currently maintains `lastTimestamp` and `lastX` instance properties to calculate velocity for keyframe transitions. Refactor this design approach to support arbitrary forward and backward scrubbing. | pass→pass | 22,700 | 15,249 | -33% | 1 | 1 | 0% | 3,852 | 2,924 | -24% | 0 | 0 | — |
▸case-08 A timeline has three distinct animation segments: section A (0s-2s), section B (2s-4s), and section C (4s-6s). During section B, scale changes from 1.0 to 1.5. If the scrubber is at t=1s, what should the scale property evaluate to, and why? | pass→pass | 6,590 | 10,766 | +63% | 1 | 1 | 0% | 962 | 788 | -18% | 0 | 0 | — |
▸case-09 A developer is building a timeline animation engine in JavaScript and wrote `function update(dt) { elapsedTime += dt; render(elapsedTime); }`. If the user leaves the tab and returns, `dt` spikes, causing frame jumps and state drift. How should frame rendering be structured relative to timeline position? | pass→pass | 17,814 | 16,827 | -6% | 1 | 1 | 0% | 2,887 | 2,850 | -1% | 0 | 0 | — |
▸case-10 In a 5-second keyframe sequence, a cubic-bezier easing curve extends keyframe transition timing past 5.0 seconds into 6.2 seconds to produce a gentle settling effect. How should this keyframe curve be aligned with the scene duration? | pass→pass | 14,442 | 22,172 | +54% | 1 | 1 | 0% | 2,448 | 2,168 | -11% | 0 | 0 | — |
▸case-11 When reviewing test coverage for a 4-second keyframe animation sequence with keyframes at t=0s, t=1.5s, t=3.0s, and t=4.0s, what exact target time values must be tested to confirm boundary accuracy? | pass→pass | 23,722 | 12,747 | -46% | 1 | 1 | 0% | 2,746 | 2,196 | -20% | 0 | 0 | — |
▸case-12 We are implementing keyframe-driven callout markers along a timeline. A developer wants to apply physics velocity equations (`x += vx * dt`) inside the keyframe evaluation callback. How should keyframe position updates be structured instead? | pass→pass | 27,698 | 16,528 | -40% | 1 | 1 | 0% | 2,306 | 1,824 | -21% | 0 | 0 | — |
▸case-13 An animation developer is writing keyframe handlers for a timeline system. They plan to pass raw global frame index counters into keyframe functions. How should keyframe evaluation inputs be parameterized? | pass→pass | 14,870 | 11,281 | -24% | 1 | 1 | 0% | 2,262 | 1,717 | -24% | 0 | 0 | — |
▸case-14 A keyframe sequence animates a modal window scale from 0.8 to 1.0 starting at timestamp t=2.0s in a 6.0s scene. What value should the scale property return at timestamp t=0.5s? | pass→pass | 23,271 | 5,378 | -77% | 1 | 1 | 0% | 2,297 | 694 | -70% | 0 | 0 | — |
▸case-15 A timeline keyframe track animates rotational transform from 0deg to 180deg between t=1s and t=4s. The timeline scene runs until t=10s. What state should the keyframe track output when evaluated at t=7s? | pass→pass | 8,481 | 4,316 | -49% | 1 | 1 | 0% | 1,435 | 687 | -52% | 0 | 0 | — |
▸case-16 In a timeline engine, when a user clicks 'Skip to End' on a 15-second sequence, the existing implementation triggers playback fast-forward at 10x speed until completion. How should the skip action be designed? | pass→pass | 26,634 | 16,051 | -40% | 1 | 1 | 0% | 2,502 | 1,780 | -29% | 0 | 0 | — |
▸case-17 Two keyframe tracks on a timeline modify the same element's blur filter: Track 1 from t=1s to t=3s, and Track 2 from t=2.5s to t=4s. How should keyframe overlap be managed? | pass→pass | 15,839 | 15,046 | -5% | 1 | 1 | 0% | 2,879 | 2,586 | -10% | 0 | 0 | — |
▸case-18 We are creating a keyframe node in a timeline engine that calculates translation x based on timeline time. A developer added a `direction` flag inside the keyframe node that toggles when scrubbed backward. How should this node be designed? | pass→pass | 16,491 | 11,300 | -31% | 1 | 1 | 0% | 2,636 | 1,700 | -36% | 0 | 0 | — |
▸case-19 An animation function computes keyframe interpolation for `t` in [2.0, 5.0]. When `t` is evaluated at 1.0 or 6.0, what behavior should the function implement? | pass→pass | 12,042 | 6,160 | -49% | 1 | 1 | 0% | 1,892 | 814 | -57% | 0 | 0 | — |
▸case-20 A designer wants to verify that keyframe transitions in a complex UI build do not jump or flash during manual seeking. What exact points along the timeline should be audited? | pass→pass | 18,485 | 8,822 | -52% | 1 | 1 | 0% | 2,834 | 1,310 | -54% | 0 | 0 | — |
▸case-21 I am designing an interactive UI button where a user can drag and release the element, and it bounces back using a damped spring-mass physics system with mass=1kg, stiffness=180, and damping=12. Should I drive this bounce using fixed keyframe timeline intervals or continuous spring force integration? | pass→pass | 28,424 | 14,530 | -49% | 1 | 1 | 0% | 2,847 | 2,500 | -12% | 0 | 0 | — |
▸case-22 I need to implement a touch panning interaction for a map canvas where the user's finger location directly moves the map view in real time (`dx`, `dy`). Should this real-time touch position tracking be defined as pre-scheduled keyframe intervals along a fixed timeline? | pass→pass | 23,524 | 10,109 | -57% | 1 | 1 | 0% | 1,895 | 1,459 | -23% | 0 | 0 | — |
▸case-23 We are building an interactive canvas particle effect with 5,000 particles that collide with each other and deflect based on mouse pointer distance. Should each particle's trajectory be computed using timeline keyframes with fixed intervals? | pass→pass | 29,258 | 14,083 | -52% | 1 | 1 | 0% | 2,385 | 2,044 | -14% | 0 | 0 | — |