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drawing cached vs live
(version: 0)
Comparing performance of:
cache vs live
Created:
8 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<canvas id="canvas" width="960" height="540"></canvas>
Script Preparation code:
var canvas = document.getElementById('canvas'); var ctx = canvas.getContext("2d"); var cacheG = document.createElement('canvas'); var cacheD = cacheG.getContext('2d'); cacheG.width = 20; cacheG.height = 20; cacheD.beginPath(); cacheD.fillStyle = '#000'; cacheD.arc(10, 10, 10, 0, Math.PI * 2, true); cacheD.fill(); cacheD.beginPath(); cacheD.lineWidth = 2; cacheD.strokeStyle = '#fff'; cacheD.moveTo(6, 10); cacheD.lineTo(14, 10); cacheD.moveTo(10, 5); cacheD.lineTo(7, 10); cacheD.moveTo(13, 10); cacheD.lineTo(9, 15); cacheD.stroke(); cacheD.closePath();
Tests:
cache
ctx.drawImage(cacheG, 20, 20);
live
ctx.beginPath(); ctx.fillStyle = '#000'; ctx.arc(10, 10, 10, 0, Math.PI * 2, true); ctx.fill(); ctx.beginPath(); ctx.lineWidth = 2; ctx.strokeStyle = '#fff'; ctx.moveTo(6, 10); ctx.lineTo(14, 10); ctx.moveTo(10, 5); ctx.lineTo(7, 10); ctx.moveTo(13, 10); ctx.lineTo(9, 15); ctx.stroke(); ctx.closePath();
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
cache
live
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 JSON and explain what is tested, the options compared, pros and cons of each approach, library usage, special JS features or syntax, and other considerations. **Benchmark Definition** The benchmark definition consists of two parts: 1. **Script Preparation Code**: This code creates a `canvas` element and gets its 2D drawing context (`ctx`). It also creates a new canvas element (`cacheG`) and gets its 2D drawing context (`cacheD`). The script then draws a shape on both canvases: a filled circle and a stroke path. 2. **Html Preparation Code**: This code creates an HTML `canvas` element with the id "canvas" and sets its width and height. **Individual Test Cases** There are two test cases: 1. **cache**: This test case uses the prepared canvas (`cacheG`) to draw the shape on the main canvas, without starting from scratch (i.e., using a new 2D context). 2. **live**: This test case uses the main canvas's 2D drawing context to draw the shape, starting from scratch (i.e., using a new 2D context). **Options Compared** The two options compared are: * Using a cached canvas (`cacheG`) versus starting from scratch using the main canvas's 2D drawing context. * The pros and cons of each approach: + **Cached Canvas** (cache): - Pros: + Faster execution, as the graphics context is already set up. + Reduced overhead in creating a new 2D context. - Cons: + Requires extra memory to store the cached canvas. + May not be suitable for all use cases where the graphics context needs to be reset. + **Starting from Scratch** (live): - Pros: + Easier to understand and maintain, as no caching is required. + Suitable for most use cases where the graphics context needs to be reset. - Cons: + Slower execution, as creating a new 2D context incurs overhead. + More memory usage, as a new 2D context needs to be created. **Library Usage** There is no explicit library mentioned in the benchmark definition. However, it's worth noting that `canvas` and its related APIs (e.g., `createCanvas()`, `getContext()`) are part of the HTML5 API. **Special JS Features or Syntax** None are explicitly mentioned in this benchmark. **Other Considerations** * **Cache vs. No Cache**: The choice between using a cached canvas (`cacheG`) versus starting from scratch (`live`) depends on the specific use case and performance requirements. * **Memory Usage**: Caching the graphics context can lead to increased memory usage, which may be a concern for applications with limited resources. * **Code Readability**: Using a cached canvas can make code more complex, as it requires maintaining the state of the cached canvas. **Other Alternatives** Some alternative approaches to testing this benchmark include: 1. **Use a GPU-accelerated rendering engine**: If available, using a GPU-accelerated rendering engine (e.g., WebGL) could provide faster execution and improved performance. 2. **Test with different canvas sizes**: Testing the benchmark with varying canvas sizes can help identify performance improvements or degradations in specific scenarios. 3. **Compare to other graphics APIs**: Comparing the benchmark results to other graphics APIs (e.g., SVG, raster graphics engines) could provide a more comprehensive understanding of performance characteristics. Keep in mind that these alternatives may require modifications to the benchmark definition and test cases to accommodate the changes.
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