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OffscreenCanvas measureText
(version: 0)
DomCanvas vs OffscreenCanvas
Comparing performance of:
Canvas vs OffscreenCanvas
Created:
5 years ago
by:
Guest
Jump to the latest result
Script Preparation code:
var canvas = document.createElement('canvas'); var context = canvas.getContext('2d'); var offscreenCanvas = document.createElement('canvas'); var offscreenContext = offscreenCanvas.getContext('2d');
Tests:
Canvas
context.measureText('m');
OffscreenCanvas
offscreenContext.measureText('m');
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
Canvas
OffscreenCanvas
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
17 days ago
)
User agent:
Mozilla/5.0 (X11; Linux x86_64; rv:149.0) Gecko/20100101 Firefox/149.0
Browser/OS:
Firefox 149 on Linux
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Test name
Executions per second
Canvas
2490607.2 Ops/sec
OffscreenCanvas
2542584.8 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the provided benchmark JSON and explain what's being tested, compared, and the pros/cons of each approach. **Benchmark Overview** The benchmark is designed to compare the performance of `measureText` method on `Canvas` and `OffscreenCanvas`. The test measures how many times the `measureText` method can be executed per second in each browser. **Options Compared** Two options are being compared: 1. **Canvas**: This is a standard HTML5 canvas element that draws graphics directly onto the screen. 2. **OffscreenCanvas**: This is an HTML5 canvas element created outside of the document flow, allowing for faster rendering and reduced memory usage. **Pros/Cons of each approach:** * **Canvas**: + Pros: - Familiarity with Canvas API - Can be used for real-time graphics rendering + Cons: - Can cause performance issues if not optimized correctly - Memory-intensive due to need to store rendered frames * **OffscreenCanvas**: + Pros: - Reduces memory usage and can improve performance - Allows for faster rendering by bypassing the DOM + Cons: - Requires more setup and context management - Less familiar API, may require additional learning **Library/Script Used** The benchmark uses the `2d` drawing context of HTML5 Canvas. This is a standard JavaScript library that provides basic drawing and graphics capabilities. **Special JS Feature/Syntax** There are no special JavaScript features or syntax being tested in this benchmark. The focus is on comparing the performance of two different canvas rendering approaches. **Other Alternatives** If you're looking for alternatives to Canvas, some popular options include: * **SVG**: Scalable Vector Graphics can be used for graphics rendering and may offer better performance than Canvas. * **WebGL**: Web OpenGL is a more powerful graphics API that allows for more complex rendering, but requires more expertise and hardware support. * **V8 Canvas alternative libraries**: There are some third-party libraries like `svg.js` or `gl-matrix` that can be used as an alternative to Canvas. In summary, this benchmark compares the performance of `measureText` method on Canvas and OffscreenCanvas, highlighting the pros and cons of each approach.
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