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testing canvas
(version: 0)
Comparing performance of:
test1 vs test2
Created:
4 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(1, 1); $pxls = []; for (var i=0; i<1000000; ++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:
test1
for (var i=0; i < 1000000; i++){ var px = $pxls[i]; $ctx.fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
test2
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + [px.r,px.g,px.b,px.a/255].join() + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
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Test case name
Result
test1
test2
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Measuring JavaScript performance is a crucial task, and MeasuringThat.net provides a great platform for benchmarking. **Benchmark Overview** The provided benchmark tests the rendering speed of a canvas element with a large number of pixels (1 million). The script generates random pixel coordinates, red, green, blue, and alpha values, which are then used to draw a small rectangle on the canvas. The goal is to measure how fast each browser can render these rectangles. **Script Preparation Code** The script preparation code sets up the necessary variables: * `$c` and `$ctx` refer to the `canvas` element and its 2D drawing context, respectively. * `$px` is an image data object created with a size of 1x1 pixel. * `$pxls` is an array that will store the generated pixels. In this case, it's initialized with 1000000 empty objects. The script then generates random values for each pixel in the `$pxls` array and assigns them to corresponding properties (e.g., `x`, `y`, `r`, `g`, `b`, `a`). The `Math.random()` function is used to generate pseudo-random numbers within a specified range. **Html Preparation Code** The HTML preparation code creates an `<canvas>` element with the dimensions 800x300, which will be used for rendering the pixels. The `id` attribute is set to "c", and the width and height attributes are explicitly set to 800 and 300, respectively. **Test Cases** There are two test cases: 1. **test1**: This test case uses a traditional `for` loop with an index variable (`i`) that increments from 0 to 1000000. 2. **test2**: This test case uses a different approach: it decrements the index variable (`i`) from 99999 down to 0, using the modulo operator (`%`) to wrap around the `$pxls` array. **Comparison of Approaches** The two approaches differ in their use of indexing and loops: * **test1**: Uses a traditional `for` loop with a fixed increment value. This approach is straightforward but might lead to slower performance due to the constant increment. * **test2**: Uses a decrementing index variable with modulo wrapping. This approach can take advantage of the CPU's ability to handle wrap-around increments, potentially leading to faster performance. **Pros and Cons** * **test1**: Pros: easier to understand, less prone to errors. Cons: might be slower due to the fixed increment. * **test2**: Pros: potential for better performance due to optimized indexing. Cons: can be harder to understand, more prone to errors. **Library Usage** In both test cases, no libraries are explicitly mentioned or used. The JavaScript code is self-contained and uses only built-in functions and operators. **Special JS Features** No special JavaScript features or syntax are used in this benchmark. It's a straightforward example of using canvas elements and loops for performance testing. **Other Alternatives** If you want to explore alternative approaches, here are some options: * Use a different rendering technique, such as SVG or WebGL. * Add more complex pixel data structures or layouts. * Experiment with different browser-specific features or APIs (e.g., WebAssembly, asm.js). * Try using a benchmarking library like Benchmark.js or jsperf. Keep in mind that the choice of approach depends on your specific testing goals and requirements.
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