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Setting Canvas Pixel Bis
(version: 0)
Comparing performance of:
fillRect/concat vs fillRect/join vs 1×1 Image Data
Created:
5 years ago
by:
Guest
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HTML Preparation code:
<canvas id="c" width="800" height="300"></canvas>
Script Preparation code:
$c = document.getElementById('c'); $ctx = $c.getContext('2d'); $ctx.clearRect(0, 0, 800, 300); $px = $ctx.createImageData(800, 300); $pxls = []; for (var i=0; i<10000; ++i) $pxls.push({ x: Math.random() * 800 << 0, y: Math.random() * 300 << 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:
fillRect/concat
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
fillRect/join
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + [px.r,px.g,px.b,px.a/255].join() + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
1×1 Image Data
for (var i=500;i--;){ var px=$pxls[$i++ % 10000], d=$px.data; d[0] = px.r; d[1] = px.g; d[2] = px.b; d[3] = px.a; } $ctx.putImageData($px, 0, 0);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (3)
Previous results
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Test case name
Result
fillRect/concat
fillRect/join
1×1 Image Data
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's dive into the explanation. **Benchmark Definition** The provided JSON represents a JavaScript microbenchmark for testing the performance of canvas pixel manipulation in different ways. The benchmark defines three test cases: 1. **fillRect/concat**: This test case uses string concatenation to build the `rgba` color string. 2. **fillRect/join**: This test case uses the `join()` method to concatenate the RGB and alpha values into a single string. 3. **1×1 Image Data**: This test case directly modifies the image data array instead of using `fillStyle` or `fillRect`. **Options Compared** The benchmark compares the performance of three different approaches: * Using string concatenation (`+`) to build the `rgba` color string. * Using the `join()` method to concatenate the RGB and alpha values into a single string. * Modifying the image data array directly. **Pros and Cons of Each Approach** 1. **String Concatenation (`+`)**: * Pros: Simple and easy to implement, doesn't require additional libraries or data structures. * Cons: Can be slower due to the overhead of creating temporary strings and concatenating them. 2. **Join Method (`join()`)**: * Pros: More efficient than string concatenation, as it avoids creating temporary strings. * Cons: Requires the `join()` method, which might not be supported by older browsers or platforms. 3. **Modifying Image Data Array**: * Pros: Direct access to image data can be faster, as it eliminates the need for string manipulation or drawing functions. * Cons: May require additional setup and memory allocation. **Library and Its Purpose** In this benchmark, no libraries are explicitly mentioned. However, the use of `Canvas` and its associated APIs (e.g., `getContext()`, `fillStyle`, `fillRect`) implies that the test assumes a modern browser environment with support for HTML5 canvas elements. **Special JS Features or Syntax** This benchmark does not require any special JavaScript features or syntax beyond what is standard in modern browsers. However, it's worth noting that the use of `$` and `$px` variables might be considered non-standard, as they are typically used in JavaScript templating engines (e.g., Handlebars). **Other Alternatives** If you wanted to explore alternative approaches for this benchmark, you could consider: * Using a library like `canvas-utils` or `image-optimizer` to optimize the image data access and manipulation. * Experimenting with different data structures, such as using an array of objects instead of arrays of pixels. * Investigating other drawing functions, such as `fillText()` or `stroke()`, which might offer better performance characteristics. Keep in mind that these alternatives would likely require significant changes to the benchmark code and test setup.
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