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alpha false
(version: 0)
Comparing performance of:
false vs true
Created:
8 years ago
by:
Guest
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HTML Preparation code:
<div style="width: 830; height: 200; background-color: red;"> <canvas id="canvas1" width="400" height="400"></canvas> <canvas id="canvas2" width="400" height="400"></canvas> </div> <style> canvas { border: 1px solid black; } </style>
Script Preparation code:
var can = document.getElementById('canvas1'); var ctx = can.getContext('2d'); ctx.fillRect(50,50,50,50); ctx.clearRect(0,0,400,400); var can2 = document.getElementById('canvas2'); var ctx2 = can2.getContext('2d', {alpha: false} ); ctx2.fillRect(50,50,50,50); ctx2.clearRect(0,0,400,400);
Tests:
false
ctx2.fillStyle = 'rgba(255, 255, 255, 0.3)'; ctx2.fillRect(0,0,400,400);
true
ctx.fillStyle = 'rgba(255, 255, 255, 0.3)'; ctx.fillRect(0,0,400,400);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
false
true
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
one year ago
)
User agent:
Mozilla/5.0 (iPhone; CPU iPhone OS 18_3_2 like Mac OS X) AppleWebKit/605.1.15 (KHTML, like Gecko) Version/18.3.1 Mobile/15E148 Safari/604.1
Browser/OS:
Mobile Safari 18 on iOS 18.3.2
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Test name
Executions per second
false
1501215.0 Ops/sec
true
1553935.4 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the provided benchmark and explain what's being tested. **Benchmark Overview** The MeasureThat.net benchmark tests two different approaches to rendering semi-transparent rectangles using the `Canvas` API in JavaScript. **Script Preparation Code** The script preparation code sets up two canvases, `can1` and `can2`, using the HTML preparation code. It then clears the contents of both canvases and draws a black rectangle on each one. For `can2`, it also passes an options object to the `getContext()` method with the `alpha` property set to `false`. **Html Preparation Code** The HTML preparation code defines two canvases, `canvas1` and `canvas2`, within a container div. **Individual Test Cases** There are two test cases: 1. "false": This test case sets the `alpha` value of the canvas context to `true` when drawing the semi-transparent rectangle using `fillStyle = 'rgba(255, 255, 255, 0.3)'`. It then draws a semi-transparent white rectangle on both canvases. 2. "true": This test case sets the `alpha` value of the canvas context to `false` when drawing the semi-transparent rectangle using `fillStyle = 'rgba(255, 255, 255, 0.3)'`. It then draws a semi-transparent white rectangle on both canvases. **Comparison** The benchmark is comparing two approaches: 1. **`alpha: true`**: This approach uses the `alpha` property of the canvas context to control transparency. When `alpha` is set to `true`, the canvas will render semi-transparent rectangles using the specified alpha value. 2. **`alpha: false`**: This approach does not use the `alpha` property and instead relies on the browser's default behavior for rendering semi-transparent rectangles. When `alpha` is set to `false`, the canvas will render solid white rectangles. **Pros and Cons** 1. **`alpha: true`**: * Pros: + More control over transparency + Can be used in more complex graphics scenarios * Cons: + May require additional JavaScript code to handle alpha channel calculations 2. **`alpha: false`**: * Pros: + Simpler and faster execution + Less overhead due to no need for explicit alpha channel calculations * Cons: + Less control over transparency + May not perform as well in complex graphics scenarios **Library Usage** The benchmark uses the `Canvas` API, which is a built-in JavaScript API. The `getContext()` method with an options object is used to specify the alpha value. **Special JS Features or Syntax** None mentioned. **Other Alternatives** There are other approaches for rendering semi-transparent rectangles in JavaScript, such as: 1. Using WebGL (Web Graphics Library) instead of Canvas 2. Employing a library like Pixi.js or React Canvas for more complex graphics scenarios 3. Utilizing a framework like Three.js for 3D graphics and alpha channel management These alternatives may offer different trade-offs between performance, complexity, and control over transparency.
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