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tailnh-test2
(version: 0)
Comparing performance of:
canvas vs img
Created:
2 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<canvas id="mycanvas" width="1000px" height="1000px" style='background: green'></canvas> <img id="myimage" width="1000px" height="1000px" alt='' src='#' style='background: gray'></img>
Script Preparation code:
var i1 = "https://wallpapers.com/images/hd/abstract-background-6m6cjbifu3zpfv84.jpg" var img1 = new Image() img1.src = i1; var canvas = document.getElementById("mycanvas"); var ctx = canvas.getContext('2d'); var img = document.getElementById("myimage");
Tests:
canvas
ctx.drawImage(img1, 0, 0);
img
img.src = i1;
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 break down the provided benchmark and explain what's being tested. **Overview** The benchmark is designed to compare the performance of two individual test cases: `img` and `canvas`. The tests are part of a larger benchmark suite, but this specific set of tests focuses on the execution speed of these two tests. **Test Cases** 1. **`ctx.drawImage(img1, 0, 0)`**: This test case measures the performance of drawing an image onto a canvas using the `drawImage` method. 2. **`img.src = i1;`**: This test case measures the performance of setting the source URL of an `<img>` element. **Options Compared** In this benchmark, two options are compared: * **`ctx.drawImage(img1, 0, 0)`**: This option uses the canvas context to draw the image. * **`img.src = i1;`**: This option sets the source URL of the `<img>` element. **Pros and Cons of Each Approach** 1. **`ctx.drawImage(img1, 0, 0)`**: * Pros: More control over the drawing process, allows for more complex transformations. * Cons: Requires a separate canvas context, which can introduce additional overhead. 2. **`img.src = i1;`**: * Pros: Simpler and faster, as it only involves setting the source URL of an `<img>` element. * Cons: Less control over the rendering process, may not handle complex transformations as well. **Library Used** The `Image` object is used in both test cases. The `Image` object is a built-in JavaScript API that allows you to load and display images on the page. In this benchmark, it's used to load an image URL (`i1`) and set its source URL on two different objects: `img` and `ctx.drawImage()`. **Special JS Features** None of the test cases use any special JavaScript features or syntax that are not standard features. However, keep in mind that some browsers may optimize certain operations differently, which could affect benchmark results. **Other Alternatives** If you wanted to compare these tests with other approaches, here are a few alternatives: * Instead of using an `<img>` element, you could use a `Blob` or `URL.createObjectURL()` to load the image data. * You could use different caching strategies, such as `image.src = i1; img.onerror = () => { ... }`, to see how it affects performance. However, for this specific benchmark, the original approach using an `<img>` element is a good choice, as it provides a straightforward and well-supported way to load images in web browsers.
Related benchmarks:
Canvas vs img
Canvas vs img_fixed
Canvas Image vs Image Bitmap
tailnh-test
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