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Setting Canvas Pixel
(version: 0)
Comparing performance of:
fillRect/concat vs fillRect/join vs 1×1 Image Data
Created:
8 years ago
by:
Guest
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HTML Preparation code:
<canvas id="c" width="800" height="300"></canvas>
Script Preparation code:
$c = document.getElementById('c'); $ctx = $c.getContext('2d'); $ctx.clearRect(0, 0, 800, 300); $px = $ctx.getImageData(0, 0, 800, 300); $pxls = []; for (var i=0; i<10000; ++i) $pxls.push({ x: Math.random() * 800 << 0, y: Math.random() * 300 << 0, r: Math.random() * 255 << 0, g: Math.random() * 255 << 0, b: Math.random() * 255 << 0, a: Math.random() * 128 << 0 + 128 }); $i = 0;
Tests:
fillRect/concat
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
fillRect/join
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + [px.r,px.g,px.b,px.a/255].join() + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
1×1 Image Data
for (var i=500;i--;){ var px=$pxls[$i++ % 10000], d=$px.data; d[0] = px.r; d[1] = px.g; d[2] = px.b; d[3] = px.a; $ctx.putImageData($px, px.x, px.y); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (3)
Previous results
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Test case name
Result
fillRect/concat
fillRect/join
1×1 Image Data
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
**Benchmark Explanation** The provided benchmark measures the performance of three different approaches for drawing individual pixels on a canvas element using JavaScript. **Approach 1: Concatenating RGB Values** This approach concatenates the RGB values as strings to form the color string, which is then passed to the `fillStyle` property. The pixel data is accessed directly using the `[px.r, px.g, px.b]` syntax. **Pros and Cons:** * Pros: + Simple and easy to implement + Does not require accessing the pixel data array explicitly * Cons: + Concatenating strings can be slower than accessing elements of an array **Approach 2: Joining RGB Values as an Array** This approach uses the `join()` method to concatenate the RGB values into a string, which is then passed to the `fillStyle` property. Pros and Cons: * Pros: + Faster than concatenating strings + Does not require accessing the pixel data array explicitly * Cons: + Requires using an array and its methods (e.g., `join()`) + May have a slightly larger memory footprint **Approach 3: Accessing Pixel Data Array** This approach accesses the pixel data array directly (`d`) and updates its elements with the RGB values. The updated pixel data is then passed to the `putImageData()` method. Pros and Cons: * Pros: + Fast access to pixel data array + Does not require concatenating strings or accessing the array elements explicitly * Cons: + Requires modifying the original pixel data array, which can be a performance bottleneck **Library: Canvas API** The benchmark uses the HTML5 Canvas API, which provides an interface for drawing and manipulating 2D graphics on the client-side. The `getContext()` method returns a 2D drawing context object (`$ctx`), which is used to perform various canvas operations. In this benchmark, the `clearRect()`, `getImageData()`, `fillStyle`, `fillRect()`, and `putImageData()` methods are used to draw individual pixels on the canvas. **Special JavaScript Feature or Syntax: None** There are no special JavaScript features or syntaxes used in this benchmark. It only utilizes standard JavaScript features, such as arrays, loops, and method calls. **Alternatives** Other approaches for drawing individual pixels on a canvas element could include: 1. Using WebGL: If performance is critical, using WebGL (Web Graphics Library) might be a better option. However, it requires more complex setup and knowledge of the underlying API. 2. Using a library or framework: Some libraries or frameworks, such as Three.js or Pixi.js, provide optimized canvas rendering capabilities that can be used to improve performance. 3. Using a different drawing approach: Alternative drawing approaches, such as using a sprite sheet or vector graphics, might offer better performance for certain use cases. However, the Canvas API remains a popular and widely supported choice for 2D graphics rendering in web applications.
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