var canvas = document.getElementById('error'), ctx = canvas.getContext('2d'); function noise(ctx) { var w = ctx.canvas.width, h = ctx.canvas.height, idata = ctx.createImageData(w, h), buffer32 = new Uint32Array(idata.data.buffer), len = buffer32.length, i = 0; for(; i < len;) buffer32[i++] = ((255 * Math.random())|0) << 24; ctx.putImageData(idata, 0, 0); } var toggle = true; //save a reference so that this can be canceled!!! (function loop() { noise(ctx); requestAnimationFrame(loop); })();