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100x100 canvas get and put
(version: 0)
Comparing performance of:
get and set vs get, paint, and set
Created:
3 years ago
by:
Guest
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HTML Preparation code:
<canvas id='drawcan' width='100' height='100'></canvas>
Script Preparation code:
var drawCon = document.getElementById('drawcan').getContext('2d');
Tests:
get and set
var imageData = drawCon.getImageData(0,0,100,100); drawCon.putImageData(imageData,0,0);
get, paint, and set
var imageData = drawCon.getImageData(0,0,100,100); for (var i = 0; i < 100; i++) { for (var j = 0; j < 100; j++) { imageData[i*100+j] = 0xff00ff; } } drawCon.putImageData(imageData,0,0);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
get and set
get, paint, and set
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the provided benchmark data to understand what's being tested. **Benchmark Overview** The benchmark measures the performance of two different approaches when drawing on a 100x100 canvas using JavaScript. The tests involve getting and putting image data into the canvas, with varying degrees of complexity. **Options Compared** Two options are compared: 1. **Get-Only**: This approach involves retrieving the image data from the canvas without modifying it. 2. **Get-Paint-Set**: This approach involves not only getting the image data but also painting (modifying) the pixels and then putting the modified data back into the canvas. **Pros and Cons** * **Get-Only**: + Pros: Simplifies the test case, reduces complexity, and focuses on retrieving image data. + Cons: May not accurately represent real-world scenarios where modifying pixels is necessary. * **Get-Paint-Set**: + Pros: More representative of real-world use cases, but introduces additional complexity and overhead. + Cons: Can be slower due to the extra computation and memory usage. **Library Used** In both test cases, no specific library is used beyond JavaScript's built-in canvas API. However, it's likely that a graphics library or framework might be used in a real-world application for more complex graphics rendering tasks. **Special JS Feature or Syntax (Not applicable)** There are no special JavaScript features or syntax mentioned in the benchmark data. **Other Alternatives** Some alternative approaches to testing this benchmark could include: * Using different browsers, devices, or operating systems to compare performance. * Adding more complex scenarios, such as varying canvas sizes or pixel densities. * Incorporating other graphics libraries or frameworks for comparison. * Testing different optimization techniques, such as caching or memoization. **Benchmark Preparation Code** The provided script preparation code sets up a 100x100 canvas element and retrieves its 2D drawing context using `document.getElementById('drawcan').getContext('2d');`. The HTML preparation code creates the actual `<canvas>` element with the specified width and height.
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