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Setting Canvas Pixel with extra test case using backtick
(version: 0)
Comparing performance of:
fillRect/concat vs fillRect/join vs 1×1 Image Data vs fillRect/backtick
Created:
6 years ago
by:
Guest
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HTML Preparation code:
<canvas id="c" width="800" height="300"></canvas>
Script Preparation code:
$c = document.getElementById('c'); $ctx = $c.getContext('2d'); $ctx.clearRect(0, 0, 800, 300); $px = $ctx.createImageData(1, 1); $pxls = []; for (var i=0; i<10000; ++i) $pxls.push({ x: Math.random() * 800 << 0, y: Math.random() * 300 << 0, r: Math.random() * 255 << 0, g: Math.random() * 255 << 0, b: Math.random() * 255 << 0, a: Math.random() * 128 << 0 + 128 }); $i = 0;
Tests:
fillRect/concat
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + px.r + ',' + px.g + ',' + px.b + ',' + (px.a / 255) + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
fillRect/join
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = 'rgba(' + [px.r,px.g,px.b,px.a/255].join() + ')'; $ctx.fillRect(px.x, px.y, 1, 1); }
1×1 Image Data
for (var i=500;i--;){ var px=$pxls[$i++ % 10000], d=$px.data; $ctx.putImageData($px, px.x, px.y); }
fillRect/backtick
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = `rgba(${px.r},${px.g},${px.b},${(px.a / 255)})`; $ctx.fillRect(px.x, px.y, 1, 1); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (4)
Previous results
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Test case name
Result
fillRect/concat
fillRect/join
1×1 Image Data
fillRect/backtick
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the benchmark and its various components. **Benchmark Definition** The benchmark is designed to test the performance of different ways to set a pixel color on an HTML5 canvas element using JavaScript. The script preparation code creates a 2D context (`$ctx`) on a canvas element with specific dimensions (800x300 pixels) and clears the canvas. It then generates an array of pixel data (`$pxls`) containing random RGB values. **Individual Test Cases** There are four test cases, each comparing a different approach to set a single pixel color on the canvas: 1. `fillRect/concat`: Uses a simple string concatenation to build the RGBA color string. 2. `fillRect/join`: Utilizes the built-in `join()` method to concatenate the RGB values into a single string. 3. `1×1 Image Data`: Uses the `putImageData()` method to set the pixel data directly on the canvas context. 4. `fillRect/backtick`: Employs template literals (backticks) to format the RGBA color string. **Options Compared** The test cases compare the performance of different approaches to set a single pixel color: * Concatenation vs. `join()` for building the RGBA color string * Using `putImageData()` vs. simple string concatenation or backtick formatting **Pros and Cons of Each Approach** Here's a brief summary of the pros and cons of each approach: 1. **Concatenation (`fillRect/concat`)**: * Pros: Simple, widely supported, and efficient. * Cons: May be slower due to string concatenation overhead. 2. **Join (`fillRect/join`)**: * Pros: Faster than concatenation due to optimized `join()` method implementation. * Cons: Requires JavaScript 1.5+ for native `join()` support. 3. **Put Image Data (`1×1 Image Data`)**: * Pros: Can be faster and more efficient, especially when dealing with large pixel arrays. * Cons: May require additional memory allocations and copies due to the `putImageData()` method's behavior. **Other Considerations** * The use of template literals (backticks) in `fillRect/backtick` is a relatively new feature introduced in JavaScript 2015. While it provides a more concise way to format strings, its performance impact may vary depending on the specific browser and implementation. * The test cases do not account for potential differences in hardware acceleration or canvas rendering optimizations between browsers. **Alternatives** Other alternatives that could be explored include: * Using `canvas.toDataURL()` to generate an image URL from the pixel data, which might offer a different performance profile compared to setting individual pixels directly. * Implementing custom, platform-agnostic string formatting functions to optimize the RGBA color string construction. * Comparing performance with different canvas rendering modes or contexts (e.g., `requestAnimationFrame()`, Web Workers). Keep in mind that these alternatives would require additional benchmarking and testing to validate their performance impact.
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