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Canvas Pixel Fill rect copmarison
(version: 0)
Comparing performance of:
1*1 fillRect/concat vs Image Data
Created:
5 years ago
by:
Guest
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HTML Preparation code:
<canvas id="c" width="1000" height="500"></canvas>
Script Preparation code:
$c = document.getElementById('c'); $ctx = $c.getContext('2d'); $ctx.clearRect(0, 0, 10000, 500); $px = $ctx.createImageData(1000, 500); $pxls = []; for (var i=0; i<500000; ++i) $pxls.push({ x: Math.random() * 1000 << 0, y: Math.random() * 500 << 0, r: Math.random() * 255 << 0, g: Math.random() * 255 << 0, b: Math.random() * 255 << 0, a: Math.random() * 128 << 0 + 128 }); $i = 0;
Tests:
1*1 fillRect/concat
for (var i=1000;i--;){ for(var j=500;j--;){ var px = $pxls[i*j] $ctx.fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')'; $ctx.fillRect(px.x, px.y, 1, 1); } }
Image Data
for (var i=0; i<500000; ++i){ var px=$pxls[i] ; $px.data[i][0] = px.r; $px.data[i][1] = px.g; $px.data[i][2] = px.b; $px.data[i][3] = px.a; } $ctx.putImageData($px, 1000,500);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
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Test case name
Result
1*1 fillRect/concat
Image Data
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's dive into the provided JavaScript benchmark. **What is tested?** The benchmark tests two approaches to filling rectangles on a 2D canvas context: 1. **Image Data**: This approach creates an image data object (`$px`) and fills its pixels with color data (`r`, `g`, `b`, and `a` values). The image data is then used to fill rectangles using the `putImageData()` method. 2. **1*1 fillRect/concat**: This approach uses a loop to iterate over the 500,000 pixel coordinates stored in `$pxls`. For each coordinate, it sets the fill style and fills a single rectangle with a size of 1x1. **Options compared** The two approaches differ in how they access and manipulate the canvas data: * **Image Data**: This approach uses an image data object to store and manipulate pixel values. It's likely more efficient because the browser can use optimized graphics hardware to handle the image data. * **1*1 fillRect/concat**: This approach uses a loop to iterate over each pixel coordinate, setting the fill style and filling rectangles individually. This approach may be less efficient due to the overhead of repeated calls to `fillStyle` and `fillRect`. **Pros and Cons** * **Image Data**: + Pros: Likely more efficient due to optimized graphics hardware. + Cons: May require additional setup (creating the image data object) and memory allocation. * **1*1 fillRect/concat**: + Pros: Simple and easy to implement. + Cons: Less efficient due to repeated calls to `fillStyle` and `fillRect`. **Library** There is no explicit library mentioned in the benchmark definition. However, it's likely that the `$pxls` array and the canvas context are manipulated using native JavaScript APIs. **Special JS feature or syntax** None of the test cases use special JavaScript features or syntax beyond standard ECMAScript 5. **Other considerations** When designing benchmarks, consider the following: * **Keep it simple**: Avoid overly complex benchmark scenarios that may lead to false positives. * **Use meaningful test cases**: Ensure that the benchmark captures the performance characteristics of interest. * **Consider multiple test runs**: Run each test case multiple times to account for variability and noise. **Alternative approaches** If you're interested in exploring alternative approaches, consider: * Using a library like Web Workers or parallel processing frameworks (e.g., Node.js's `cluster` module) to leverage multi-core processors and improve performance. * Employing caching techniques to reduce the number of times the image data object needs to be updated. * Investigating hardware-accelerated graphics APIs, such as WebGL or Metal, for improved performance. Keep in mind that these alternatives may require significant changes to your benchmark design and implementation.
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