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Get vs. set
(version: 0)
Comparing performance of:
get vs set
Created:
6 years ago
by:
Guest
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HTML Preparation code:
<canvas id='drawcan' width='512' height='512'></canvas>
Script Preparation code:
var drawCon = document.getElementById('drawcan').getContext('2d'); var imageData = drawCon.getImageData(0,0,512,512);
Tests:
get
drawCon.getImageData(0,0,512,512);
set
drawCon.putImageData(imageData,0,0);
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
get
set
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 dive into the benchmark and explain what's being tested. **What is being tested?** The provided benchmark measures the performance difference between getting (i.e., retrieving) image data from a canvas element versus setting (i.e., writing to) image data to a canvas element. Specifically, it tests the `getImageData` and `putImageData` methods of the 2D drawing context. **Options being compared** Two options are being compared: 1. **Getting image data**: The benchmark measures the execution time of calling `drawCon.getImageData(0,0,512,512);`. 2. **Setting image data**: The benchmark measures the execution time of calling `drawCon.putImageData(imageData,0,0);`. **Pros and cons of each approach** 1. **Getting image data**: * Pros: Can be useful for reading or processing pre-existing image data. * Cons: May involve additional overhead due to memory allocation and copying. 2. **Setting image data**: * Pros: Allows for creating new image data or updating existing data in place. * Cons: May incur more overhead due to memory allocation, copying, and potentially more complex operations. **Library and purpose** The `putImageData` method is a part of the HTML5 Canvas API, which allows you to manipulate and render 2D graphics on the client-side. The `getImageData` method also belongs to the same API. In this benchmark, both methods are being tested for performance differences. **Special JS feature or syntax** There doesn't appear to be any special JavaScript features or syntax used in this benchmark that would require explanation beyond the Canvas API itself. **Other alternatives** If you needed to measure the performance of other operations involving canvas elements or 2D drawing contexts, you might consider testing: * Other `putImageData` methods (e.g., with different dimensions, color spaces, etc.) * Different rendering techniques (e.g., `drawImage`, `createCanvas`, etc.) * Operations on more complex graphics, such as transformations, compositing, or animation Keep in mind that the specific options and alternatives will depend on the goals of your benchmark and the requirements of your use case.
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