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fillRect vs rect
(version: 0)
Comparing performance of:
fillRect vs rect
Created:
3 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<canvas width="500" height="500"></canvas>
Script Preparation code:
var ctx = document.querySelector('canvas').getContext('2d');
Tests:
fillRect
ctx.fillStyle = '#'+(Math.random() * 0xFFFFFF << 0).toString(16).padStart(6, '0'); ctx.fillRect(Math.random() * 500, Math.random() * 500, Math.random() * 50, Math.random() * 50);
rect
ctx.beginPath(); ctx.rect(Math.random() * 500, Math.random() * 500, Math.random() * 50, Math.random() * 50); ctx.fillStyle = '#'+(Math.random() * 0xFFFFFF << 0).toString(16).padStart(6, '0'); ctx.fill();
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
fillRect
rect
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
11 months ago
)
User agent:
Mozilla/5.0 (Windows NT 10.0; Win64; x64; rv:115.0) Gecko/20100101 Goanna/6.7 Firefox/115.0 PaleMoon/33.7.2
Browser/OS:
Pale Moon (Firefox Variant) 33 on Windows
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Test name
Executions per second
fillRect
532649.7 Ops/sec
rect
187273.9 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the provided benchmark definition and test cases to understand what is being tested. **Benchmark Definition** The benchmark is comparing two approaches: `fillRect` and `rect`. The goal of this benchmark is likely to determine which method is faster, more efficient, or more suitable for a specific use case. **Options Compared** Two options are compared: 1. **fillRect**: This approach uses the `fillStyle` property to set the fill color, followed by a call to `fillRect()` to draw the rectangle. 2. **rect**: This approach uses the `beginPath()` and `rect()` methods to define the rectangle's outline, followed by a call to `fill()` to fill the rectangle. **Pros and Cons of Each Approach** 1. **fillRect**: * Pros: Can be more intuitive for developers who are familiar with canvas drawing. * Cons: May require additional setup (e.g., setting fill color) before calling `fillRect()`. 2. **rect**: * Pros: Can provide better control over the rectangle's outline and can be more efficient in terms of draw calls. * Cons: Requires an extra step to define the rectangle's outline using `beginPath()` and `rect()`. **Library Used** In this benchmark, the canvas 2D context library is used. The `getContext('2d')` method returns a reference to the 2D drawing context of an HTML canvas element. **Special JS Feature or Syntax** There are no special JavaScript features or syntaxes being tested in this benchmark. **Other Considerations** When writing benchmarks, it's essential to consider factors such as: * **Repeatability**: Can the results be reproduced consistently? * **Warm-up**: Are there any initialization steps that need to be taken before running the benchmark? * **Interpretation**: What does a high or low execution rate mean for this specific use case? **Alternatives** Other alternatives for similar benchmarks could include: * Comparing different drawing APIs, such as SVG or WebGL. * Testing the performance of various rendering engines, like Chromium or Blink. * Evaluating the impact of different optimization techniques on canvas-based rendering. In terms of alternative benchmark scripts, the provided `Script Preparation Code` and `Html Preparation Code` can be modified to test different scenarios, such as: * Drawing multiple shapes simultaneously * Using different fill styles or colors * Simulating user interactions (e.g., mouse movements or clicks) The choice of benchmark script and HTML preparation code will depend on the specific requirements and goals of the comparison.
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