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proto vs pattern
(version: 0)
Comparing performance of:
proto vs module
Created:
8 years ago
by:
Guest
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Tests:
proto
function Paddle(x, y, width, height) { this.x = x; this.y = y; this.width = width; this.height = height; this.x_speed = 0; this.y_speed = 0; } var x = new Paddle(30, 30, 30, 30) var y = new Paddle(30, 30, 30, 30)
module
function paddle(x, y, width, height) { var self = {}; self.x = x; self.y = y; self.width = width; self.height = height; self.x_speed = 0; self.y_speed = 0; return self; } var x = paddle(30, 30, 30, 30) var y = paddle(30, 30, 30, 30)
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Suite status:
<idle, ready to run>
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Test case name
Result
proto
module
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
I'd be happy to explain what's being tested in the provided benchmark. **Overview** The benchmark is comparing two approaches to creating objects in JavaScript: using prototypes (also known as classes or constructors) and using modules (a feature introduced in ECMAScript 2015). **Options being compared** There are two test cases: 1. **Prototype** (`"proto"`): This approach uses the `new` keyword to create a new object instance from a function, which is stored in the prototype chain. 2. **Module** (`"module"`): This approach creates an object using a module function, which returns a new object with properties and methods. **Pros and Cons** **Prototype (Classes/Constructors)** Pros: * More concise syntax for creating objects * Easier to manage inheritance relationships between classes * Can be used in older JavaScript versions that don't support modules Cons: * Less encapsulation, as properties are shared among all instances of the class * Can lead to tight coupling between classes * Not suitable for object-oriented programming without a prototype chain **Module (ES6 Classes)** Pros: * More modular and self-contained code organization * Encapsulation is built-in, with private fields and methods * Suitable for object-oriented programming with inheritance and composition Cons: * Requires support for ES6 classes in the JavaScript engine or runtime environment * Can be less concise than prototype-based approaches **Library usage** The test cases use the `Paddle` function as a class, which is not explicitly stated to be a library. However, it's likely that this is an example implementation of a Paddle object, and not a real library. **Special JS feature or syntax** There are no special features or syntaxes being tested in this benchmark. The code uses standard JavaScript syntax for defining classes and functions. **Other alternatives** If you're interested in exploring alternative approaches to creating objects in JavaScript, here are a few options: * **Mixin**: A technique where you combine multiple objects into one using the `Object.assign()` method. * **Object.create()**: A method that creates a new object from an existing prototype, allowing for more fine-grained control over inheritance. * **Closure-based objects**: Objects created using closure techniques, which can provide more encapsulation and security than traditional classes or modules. Keep in mind that these alternatives might not be as widely supported or well-documented as the standard class-based approach.
Related benchmarks:
member lookup via prototype
member lookup via prototype 2
object creation: new, object.create, literal+proto
object creation+method lookup: new, object.create, literal+proto
Comparison of classes vs prototypes vs object literals also including the inheritance
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