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ruehijdkfvm
(version: 0)
Comparing performance of:
fillRect/concat vs fillRect/join vs 1×1 Image Data
Created:
4 years ago
by:
Registered User
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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<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, px.x, px.y); }
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):
I'll break down the provided benchmarking JSON and explain what's being tested, compared, and their pros and cons. **Benchmark Overview** MeasureThat.net tests the performance of JavaScript code in different scenarios related to drawing on a 2D canvas element using the `fillRect` method. The benchmark defines three test cases: 1. **fillRect/concat**: This test case uses string concatenation to build the color string for the `fillStyle`. 2. **fillRect/join**: This test case uses array.join() to build the color string for the `fillStyle`. 3. **1×1 Image Data**: This test case uses a 1x1 image data object to draw on the canvas. **Library and Purpose** The library used in this benchmark is not explicitly mentioned, but based on the context, it appears to be a standard JavaScript library for working with HTML5 canvases. The primary purpose of this library is to provide a way to dynamically render graphics on a 2D canvas element. **Special JS Features/Syntax** None are explicitly mentioned in the provided benchmarking JSON. **Benchmark Test Cases** Here's an explanation of each test case: ### **fillRect/concat** This test case uses string concatenation (`+`) to build the color string for the `fillStyle`. The syntax is: `fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')';` Pros: * Easy to understand and maintain * Widely supported by most JavaScript engines Cons: * Can lead to slower performance due to string creation and concatenation overhead ### **fillRect/join** This test case uses array.join() to build the color string for the `fillStyle`. The syntax is: `[px.r, px.g, px.b, px.a/255].join()` Pros: * More efficient than concatenation as it avoids creating intermediate strings * Can be faster on some JavaScript engines Cons: * May not work as expected in older or non-standard JavaScript engines that don't support array methods * Requires knowledge of the specific syntax used by the engine ### **1×1 Image Data** This test case uses a 1x1 image data object to draw on the canvas. The syntax is: `d[0] = px.r; d[1] = px.g; d[2] = px.b; d[3] = px.a; ctx.putImageData(px, px.x, px.y);` Pros: * Can be faster than using string concatenation or array methods * More efficient way to manipulate pixel data Cons: * Requires knowledge of the specific syntax used by the engine and the 1x1 image data object * May not work as expected in older or non-standard JavaScript engines that don't support this syntax **Other Alternatives** If you need alternative approaches, here are some options: * **Using a color library**: You can use libraries like Color.js or RGB.js to create and manipulate colors programmatically. This approach eliminates the need for string concatenation or array methods. * **Using a canvas context's built-in functions**: Many modern JavaScript engines provide built-in functions for working with pixel data, such as `ctx.putPixelAt()` or `ctx.putImageData()`. These functions can be more efficient than using string concatenation or array methods. Keep in mind that the choice of approach depends on your specific use case, performance requirements, and target audience.
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