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Canvas vs img
(version: 0)
Comparing performance of:
canvas vs img
Created:
3 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<canvas id="mycanvas" width="300" height="265" style='background: green'></canvas> <img id="myimage" width="256" height="256" alt='' src='#' style='background: gray'></img>
Script Preparation code:
var i1 = "https://web-dev.imgix.net/image/T4FyVKpzu4WKF1kBNvXepbi08t52/uBEYI93uReLt091i15rF.png?auto=format&w=256" var i2 = "https://bulma.io/images/placeholders/256x256.png" var img1 = new Image() img1.src = i1; var img2 = new Image() img2.src = i2; var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext('2d'); var img = document.getElementById("myimage");
Tests:
canvas
ctx.drawImage(img1, 0, 0, 256, 256); ctx.drawImage(img2, 0, 0, 256, 256);
img
img.src = i1; img.src = i2
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
canvas
img
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
3 months ago
)
User agent:
Mozilla/5.0 (Android 16; Mobile; rv:149.0) Gecko/149.0 Firefox/149.0
Browser/OS:
Firefox Mobile 149 on Android
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Test name
Executions per second
canvas
0.0 Ops/sec
img
3839.4 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Measuring the performance of JavaScript microbenchmarks is an interesting topic. **What is being tested?** The provided JSON represents two benchmark test cases: 1. **Canvas vs img**: This test case compares the rendering performance of images using both the `Canvas` element and the native `img` tag. 2. **img**: This test case measures the performance of simply setting the `src` attribute of an image. **Options compared** In the Canvas vs img test case: * The two options being compared are: + Using a `Canvas` element to render the image (`ctx.drawImage()` method). + Using the native `img` tag to display the image. * The pros and cons of these approaches are as follows: + **Canvas**: - Pros: Can provide more control over rendering, better support for graphics operations, and can be faster for complex images. - Cons: Requires an additional HTML element, which may increase page load time or have layout implications. + **img**: - Pros: Simple, widely supported, and does not require additional HTML elements. - Cons: May be slower due to the overhead of the browser's image loading mechanism. In the img test case: * The two options being compared are: + Setting the `src` attribute of an image element (`img.src = i1; img.src = i2;`). + Not setting the `src` attribute (which means the image will not be displayed). The pros and cons of these approaches are as follows: * **Setting src**: + Pros: Simple, fast. + Cons: Does nothing (i.e., the image is not rendered). * **Not setting src**: + Pros: Can help avoid unnecessary computation or rendering. + Cons: Does not provide any useful information about performance. **Other considerations** When measuring the performance of these two test cases, it's essential to consider the following factors: * Image size and complexity: Larger or more complex images may take longer to render or load. * Browser and device variations: Different browsers and devices may have varying levels of performance optimization or hardware capabilities that affect rendering speed. **Library usage** The Canvas vs img test case uses the `Canvas` element, which is a standard HTML5 API. The img test case does not use any specific library beyond what's built into the browser. **Special JS features or syntax** There are no special JavaScript features or syntax used in these benchmark tests. **Alternatives** If you wanted to compare other rendering methods for images, some alternatives could include: * Using a library like Pixi.js or React-Canvas. * Employing WebGL or WebGPU for more advanced graphics operations. * Comparing the performance of different image compression algorithms (e.g., JPEG vs. WebP). However, these alternatives would likely introduce additional complexity and may not be relevant to the specific use case of measuring image rendering performance using JavaScript.
Related benchmarks:
Image vs canvas with 2d
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