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Canvas vs img_fixed
(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="256" height="256" 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:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's dive into the benchmarking analysis. **Benchmark Definition and Test Cases** The provided JSON represents a JavaScript microbenchmark that compares the performance of two approaches: using an HTML `img` element (with fixed size) and drawing directly onto a Canvas element. The test cases are: 1. "canvas": This test case measures the time it takes to draw both images (`i1` and `i2`) onto the canvas using the `drawImage()` method. 2. "img": This test case measures the time it takes to set the source URL of both images (`i1` and `i2`) twice, effectively fetching and displaying them. **Options Compared** The two options being compared are: * Using an HTML `img` element (with fixed size) to display the images * Drawing directly onto a Canvas element using the `drawImage()` method **Pros and Cons of Each Approach** **Canvas Approach:** Pros: * Generally faster, as it avoids the overhead of loading multiple images and handling their dimensions. * Allows for more control over the rendering process. Cons: * Requires setting up a canvas element, which can add extra markup and complexity to the HTML. * May require additional processing if the image needs to be resized or transformed before drawing. **img Approach:** Pros: * Easier to implement, as it only requires setting the `src` attribute of an existing `img` element. * Already includes the necessary functionality for handling images, such as loading and resizing. Cons: * Generally slower, due to the overhead of loading multiple images and processing their dimensions. * Less control over the rendering process. **Library and Purpose** In this benchmark, two libraries are used: 1. `Web Dev Imgix` (not a standard JavaScript library): This is an image hosting service that provides pre-generated, optimized versions of images for web use. In this case, it's used to load the test images (`i1` and `i2`) from a CDN. 2. `Bulma` (not a standard JavaScript library): This is a CSS framework that includes placeholder images for its UI components. In this case, it's used as a reference image (`i2`) with a similar size to the original image. **Special JS Feature or Syntax** This benchmark doesn't use any special JavaScript features or syntax beyond the standard `Image` object and the `drawImage()` method. **Other Alternatives** If you were to reimplement this benchmark using alternative approaches, some options could be: * Using SVG elements instead of Canvas or img * Employing WebAssembly or other low-level optimizations for image processing * Comparing performance with different image compression algorithms or codecs Keep in mind that these alternatives would require significant changes to the benchmark and might not provide comparable results.
Related benchmarks:
Image vs canvas with 2d
Image vs canvas with webgl2d
Canvas vs img
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