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Native vs snap getPointAtLength for path
(version: 0)
Comparing performance of:
Native vs Snap
Created:
6 years ago
by:
Guest
Jump to the latest result
HTML Preparation code:
<script src="https://rawgithub.com/adobe-webplatform/Snap.svg/master/dist/snap.svg.js"></script> <svg id="snap"></svg> <svg height="100" width="100"> <path id="path" d="M 10 10 C 20 20, 40 20, 50 10" stroke="black" fill="transparent"/> </svg>
Tests:
Native
document.getElementById("path").getPointAtLength( 10 + Math.random() * 40);
Snap
Snap.path.getPointAtLength('<path d="M 10 10 C 20 20, 40 20, 50 10" stroke="black" fill="transparent"/>', 10 + Math.random() * 40);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
Native
Snap
Fastest:
N/A
Slowest:
N/A
Latest run results:
Run details:
(Test run date:
one year ago
)
User agent:
Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/131.0.0.0 Safari/537.36
Browser/OS:
Chrome 131 on Windows
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Test name
Executions per second
Native
29884.5 Ops/sec
Snap
220829.7 Ops/sec
Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the benchmark and explain what's being tested. **Benchmark Overview** The benchmark is comparing the performance of two approaches: native JavaScript (using the `getPointAtLength` method) versus using the Snap.svg library (a vector graphics library). The goal is to measure which approach is faster when retrieving a point along a path. **Options Compared** There are two options being compared: 1. **Native**: This option uses the native JavaScript `getPointAtLength` method, which is part of the HTML5 specification. 2. **Snap**: This option uses the Snap.svg library to retrieve the point. Specifically, it passes the SVG path string and a length value to the `path.getPointAtLength` method. **Pros and Cons** * **Native (getPointAtLength)**: + Pros: Uses standard JavaScript API, no external dependencies. + Cons: May be slower due to DOM access and manipulation overhead. * **Snap (using path.getPointAtLength)**: + Pros: Optimized for vector graphics operations, can potentially be faster. + Cons: Requires an additional library dependency, may have a learning curve. **Library: Snap.svg** The Snap.svg library is a popular choice for vector graphics in the browser. It provides a simple and efficient API for manipulating SVG paths, including retrieving points along a path using `path.getPointAtLength`. The library is designed to be fast and scalable, making it suitable for demanding applications like graphics rendering. **Special JS Feature/Syntax** There doesn't seem to be any special JavaScript features or syntax used in this benchmark. Both options use standard JavaScript methods and libraries (Snap.svg). **Other Alternatives** If you're interested in exploring alternative approaches, here are a few options: * **Canvas API**: Instead of using Snap.svg, you could use the Canvas API to render the SVG path and retrieve points manually. * **SVG.js**: Another popular library for working with SVG elements in JavaScript. It provides a similar API to Snap.svg but might have different performance characteristics. * **Pure native implementation**: Depending on your needs, you might be able to implement a pure native solution using only standard JavaScript methods, without relying on any libraries. Keep in mind that the choice of approach will depend on your specific use case, performance requirements, and personal preferences.
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