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512x512 canvas get and put only 100x100 pixels
(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='512' height='512'></canvas>
Script Preparation code:
var drawCon = document.getElementById('drawcan').getContext('2d');
Tests:
get and set
var imageData = drawCon.getImageData(0,0,512,512); drawCon.putImageData(imageData,0,0);
get, paint, and set
var imageData = drawCon.getImageData(0,0,512,512); for (var i = 0; i < 100; i++) { for (var j = 0; j < 100; j++) { imageData[i*512+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
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down what's being tested in this benchmark. **Overview** The benchmark measures the performance of getting and setting data on a 512x512 canvas, specifically focusing on only 100x100 pixels. The test cases involve drawing a solid red square (FF00FF) onto the canvas and then reading back the modified pixel values. **Options Compared** There are two main options being compared: 1. **Getting data (imageData)**: This involves calling `drawCon.getImageData(0, 0, 512, 512)` to retrieve the image data for the entire canvas. 2. **Painting and setting data (putImageData)**: In this approach, a loop is used to set individual pixels of the 100x100 region by modifying the `imageData` object before calling `drawCon.putImageData(imageData, 0, 0)`. **Pros and Cons** 1. **Getting Data**: This approach is simpler and more straightforward. However, it can lead to slower performance due to: * Retrieving the entire image data, which requires copying a large amount of data. * The browser's JavaScript engine might cache this data, leading to repeated lookups, which can be slow. 2. **Painting and Setting Data**: This approach is more efficient because it: * Only modifies a small region (100x100 pixels) instead of the entire canvas. * Allows for better caching and optimization by the browser's JavaScript engine. However, this approach also has some drawbacks: * It requires modifying the `imageData` object directly, which can be error-prone if not done correctly. * The loop structure might lead to slower performance due to repeated iteration over the pixel values. **Library:** There is no explicit library mentioned in the benchmark definition. However, it's likely that the `<canvas>` element and its associated APIs (such as `getImageData` and `putImageData`) are part of the browser's native API. **Special JS Feature/ Syntax:** There doesn't seem to be any specific JavaScript feature or syntax being used beyond standard ES5/ES6 features. The use of `var`, `for` loops, and the canvas element's APIs is fairly standard JavaScript. **Other Alternatives:** If you want to explore alternative approaches for benchmarking similar performance-critical code, consider: 1. **WebAssembly (WASM)**: You can write performance-critical code in a language like C or Rust and compile it to WASM, which can then be executed by web browsers. 2. **Native Web Assembly**: Some browsers support native compilation of languages like C++ to WASM, providing even better performance. 3. **Other rendering libraries**: Libraries like Three.js, Pixi.js, or Babylon.js might offer alternative APIs and optimizations for rendering performance-critical code. Keep in mind that these alternatives might require more significant changes to your benchmarking approach and may not be as straightforward to implement.
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