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path2d-vs-math-no-function-overhead
(version: 0)
Comparing performance of:
path2d vs math
Created:
2 years ago
by:
Guest
Jump to the latest result
Script Preparation code:
var boundingRect = { x: 10, y: 10, width: 100, height: 50 }; var x = 20; var y = 20; const canvas = document.createElement('canvas'); var ctx = canvas.getContext('2d'); var rectanglePath2D = new Path2D(); rectanglePath2D.rect(boundingRect.x, boundingRect.y, boundingRect.width, boundingRect.height); const maxX = boundingRect.x + boundingRect.width; const maxY = boundingRect.y + boundingRect.height; function calculateViaMath() { return (boundingRect.x <= x) && (x <= maxX) && (boundingRect.y <= y) && (x <= maxY) }
Tests:
path2d
ctx.isPointInPath(rectanglePath2D, x, y);
math
calculateViaMath()
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
path2d
math
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
one year ago
)
User agent:
Mozilla/5.0 (Macintosh; Intel Mac OS X 10.15; rv:136.0) Gecko/20100101 Firefox/136.0
Browser/OS:
Firefox 136 on Mac OS X 10.15
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Test name
Executions per second
path2d
20260446.0 Ops/sec
math
260959120.0 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
I'll break down the benchmark and its options for you. **Benchmark Definition** The provided JSON represents a JavaScript microbenchmark that tests two different approaches to determine if a point (x, y) lies within a rectangle defined by another point (x1, y1), width (w), and height (h). The script preparation code creates a canvas element, gets its 2D drawing context, and defines a `rectanglePath2D` object with the given bounding rectangle coordinates. The benchmark then uses two different methods: 1. **`ctx.isPointInPath(rectanglePath2D, x, y)`**: This method is part of the HTML5 Canvas API's 2D graphics context. It checks if the point (x, y) lies within the path defined by `rectanglePath2D`. 2. **`calculateViaMath()`**: This function calculates the result manually using basic geometric calculations: * Returns true if x lies between boundingRect.x and maxX, and y lies between boundingRect.y and maxY. **Comparison** The two approaches are compared to determine which one is faster: 1. **`ctx.isPointInPath(rectanglePath2D, x, y)`**: This method uses the 2D graphics context's built-in point-in-path test. 2. **`calculateViaMath()`**: This function performs manual calculations using basic geometry. **Pros and Cons** Here are some pros and cons of each approach: 1. **`ctx.isPointInPath(rectanglePath2D, x, y)`** * Pros: + Built-in implementation in the HTML5 Canvas API. + Typically faster due to optimized implementations. * Cons: + May not be suitable for all use cases (e.g., complex shapes or non-rectangular paths). + Requires a graphics context, which might add overhead. 2. **`calculateViaMath()`** * Pros: + Can be more flexible and adaptable to different shape types. + Might be easier to understand for developers familiar with geometric calculations. * Cons: + Typically slower due to manual calculations. + Requires additional logic to handle different cases (e.g., NaN or out-of-bounds values). **Library and Special JavaScript Feature** In this benchmark, there is no explicit library being used. However, the `Path2D` class is part of the HTML5 Canvas API's 2D graphics context. It provides a way to define complex paths using geometric shapes. No special JavaScript features or syntax are explicitly mentioned in the provided code snippets. **Alternatives** If you're interested in exploring alternative approaches or comparing other methods, here are some options: * Use `getBBox()` and `contains()` methods for more general-purpose point-in-rectangle testing. * Implement a custom point-in-rectangle algorithm using bitwise operations (e.g., [bitwise and](https://en.wikipedia.org/wiki/Bitwise_and)). * Compare the performance of other point-in-path algorithms, such as those used in SVG or V8 engines.
Related benchmarks:
Canvas paths performance
Canvas paths performance without alpha
path2d-vs-math
Canvas paths performance -fixed
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