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save/restore vs manual - shadow
(version: 0)
Comparing performance of:
manual vs save/restore
Created:
8 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<canvas id="canvasOne" width="400" height="400"></canvas> <canvas id="canvasTwo" width="400" height="400"></canvas>
Script Preparation code:
var canvasOne = document.getElementById('canvasOne'); var ctxOne = canvasOne.getContext("2d"); var canvasTwo = document.getElementById('canvasTwo'); var ctxTwo = canvasTwo.getContext("2d");
Tests:
manual
ctxOne.beginPath(); ctxOne.moveTo(20, 20); ctxOne.lineTo(40, 40); ctxOne.shadowBlur = 20; ctxOne.shadowOffsetX = 10; ctxOne.shadowOffsetY = 10; ctxOne.shadowColor = '#f62459'; ctxOne.strokeStyle = '#f62459'; ctxOne.stroke(); ctxOne.shadowBlur = 0; ctxOne.shadowOffsetX = 0; ctxOne.shadowOffsetY = 0; ctxOne.shadowColor = 'rgba(0, 0, 0, 0)';
save/restore
ctxTwo.save(); ctxTwo.beginPath(); ctxTwo.moveTo(20, 20); ctxTwo.lineTo(40, 40); ctxTwo.shadowBlur = 20; ctxTwo.shadowOffsetX = 10; ctxTwo.shadowOffsetY = 10; ctxTwo.shadowColor = '#f62459'; ctxTwo.strokeStyle = '#f62459'; ctxTwo.stroke(); ctxTwo.restore();
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
manual
save/restore
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 definition and test cases. **Benchmark Definition** The website uses JSON to define a benchmark. In this case, it's testing two approaches for applying shadows to a 2D context in JavaScript: manual vs save/restore. **Script Preparation Code** Before running each test, the script preparation code sets up two canvas elements (`canvasOne` and `canvasTwo`) and gets their respective 2D drawing contexts (`ctxOne` and `ctxTwo`). This ensures that both canvases have the same initial state. **Html Preparation Code** The HTML preparation code generates a simple HTML page with two canvas elements, each with an ID of either "canvasOne" or "canvasTwo". **Test Cases** There are two individual test cases: 1. **Manual**: The benchmark definition contains a script that manually applies shadows to the 2D context (`ctxOne`). Specifically, it: * Sets the shadow blur radius (20) and offset coordinates (10, 10). * Sets the stroke color and style. * Draws a line from (20, 20) to (40, 40). * Restores the original state of `ctxOne` by setting the shadow blur radius, offset coordinates, and stroke color to their default values. 2. **Save/Restore**: The benchmark definition contains another script that uses the save/restore feature of the 2D context (`ctxTwo`). Specifically, it: * Saves the current state of `ctxTwo`. * Applies shadows (similar to manual) on a new path. * Restores the original state of `ctxTwo`. **Pros and Cons** Here are some general pros and cons of each approach: Manual: Pros: Easy to understand and implement. No dependency on external libraries or features. Cons: Requires explicit restoration of the original state, which can be error-prone. Save/Restore: Pros: Convenient and efficient way to apply shadows without manual restoration. Can be less error-prone than manual. Cons: Requires an additional function call (`save()` and `restore()`) to manage the context's state. **Library** In this benchmark, there is no explicit library used. The save/restore feature is a built-in part of the 2D drawing context in most JavaScript engines (e.g., Gecko, Blink). **Special JS Features or Syntax** This benchmark uses special features of the 2D drawing context, specifically: * Shadow blur radius and offset coordinates. * Stroke color and style. No other special features or syntax are used. **Other Alternatives** If you wanted to implement a similar benchmark without using save/restore, you could consider alternative approaches, such as: * Using a library like Canvas.js or Pixi.js, which provide more advanced 2D drawing capabilities. * Implementing custom rendering algorithms or techniques (e.g., pixel-perfect rendering). * Using Web Workers or other parallel computing techniques to accelerate rendering. Keep in mind that these alternatives may require additional setup and expertise.
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