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GetRotation v2
(version: 1)
Comparing performance of:
GetRotation A vs GetRotation B
Created:
2 years ago
by:
Registered User
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HTML Preparation code:
<script> const SPEED_TO_DEGREE = [ [-6000, 60], [-5000, 70], [-4000, 80], [-3000, 90], [-2000, 110], [-1000, 120], [-500, 150], [0, 180], [500, 210], [1000, 240], [2000, 260], [3000, 270], [4000, 280], [5000, 290], [6000, 300], ]; const MIN_SPEED = SPEED_TO_DEGREE[0][0]; const MAX_SPEED = SPEED_TO_DEGREE[SPEED_TO_DEGREE.length - 1][0]; </script>
Tests:
GetRotation A
const getRotationA = (absSpeed, sign) => { // prevent needle from going past 6 or -6 const thousandsPlace = Math.max(Math.min(absSpeed / 1000, 6), -6); let result; if (thousandsPlace <= 1) { result = thousandsPlace * 60; } else if (thousandsPlace <= 2) { result = (thousandsPlace - 1) * 19 + 60; } else { result = ((thousandsPlace - 2) / 4) * 42 + 79; } return sign * result; }; return getRotationA(85, 1);
GetRotation B
const getRotationB = (speed) => { if (speed < MIN_SPEED) return MIN_SPEED; if (speed > MAX_SPEED) return MAX_SPEED; for (let i = 1; i < SPEED_TO_DEGREE.length; i++) { if (speed <= SPEED_TO_DEGREE[i][0]) { const fraction = (speed - SPEED_TO_DEGREE[i - 1][0]) / (SPEED_TO_DEGREE[i][0] - SPEED_TO_DEGREE[i - 1][0]); return ( SPEED_TO_DEGREE[i - 1][1] + fraction * (SPEED_TO_DEGREE[i][1] - SPEED_TO_DEGREE[i - 1][1]) ); } } }; return getRotationB(85);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
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Test case name
Result
GetRotation A
GetRotation B
Fastest:
N/A
Slowest:
N/A
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
I'll explain the JavaScript microbenchmark on MeasureThat.net. **Benchmark Definition** The benchmark measures the execution time of two different functions, `getRotationA` and `getRotationB`, which calculate the rotation in degrees based on the speed of an object. The functions take into account different speed ranges to provide accurate results. **Script Preparation Code** The script preparation code includes a constant `SPEED_TO_DEGREE` that defines various speed thresholds (in units of thousands) with corresponding rotation values in degrees. This array is used to determine which speed range the input speed falls into. **Options Compared** There are two options compared: 1. **getRotationA**: This function uses a simple, rule-based approach to calculate the rotation. It first determines the "thousands place" of the input speed and then applies different calculations based on that value. 2. **getRotationB**: This function uses a more complex approach, iterating through the `SPEED_TO_DEGREE` array to find the closest match for the input speed. **Pros and Cons** Here's a brief summary of each option: * **getRotationA**: + Pros: Simple, easy to understand, and potentially faster since it doesn't require multiple iterations. + Cons: May not provide accurate results for very high or low speeds due to the simple rule-based approach. * **getRotationB**: + Pros: More accurate for a wider range of speeds since it iterates through the `SPEED_TO_DEGREE` array. + Cons: Potentially slower due to the multiple iterations and more complex logic. **Library** None, as both functions only rely on basic arithmetic operations. **Special JS Features or Syntax** There are no notable special features or syntax used in these functions. They appear to be straightforward JavaScript code using standard arithmetic operators. **Other Considerations** * The `getRotationA` function uses a technique called "integer division" (truncating the result of dividing by 1000) to determine the "thousands place." This can affect the accuracy of the results. * Both functions use a similar approach to handle edge cases, such as speeds less than or greater than certain thresholds. **Alternative Approaches** Other possible approaches could include: 1. Using a lookup table with pre-computed rotation values for each speed range. 2. Implementing a more advanced interpolation formula to estimate the rotation value based on the input speed. 3. Utilizing parallel processing or multi-threading to improve performance by executing multiple iterations concurrently. However, these alternatives may add complexity and potential overhead that outweighs the benefits of improved accuracy in this specific benchmark.
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