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Using a global context variable versus getting the context on each draw call
(version: 0)
Comparing performance of:
Using a global context variable vs Invoking getContext() before every fillRect()
Created:
5 years ago
by:
Registered User
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HTML Preparation code:
<canvas id="canvas" width="800" height="300"></canvas>
Script Preparation code:
$canvas = document.getElementById('canvas'); $context = $canvas.getContext('2d'); $context.clearRect(0, 0, 800, 300); $iterations = 500;
Tests:
Using a global context variable
for (let i=0; i<$iterations; ++i) { $context.fillStyle = 'rgba(100,150,200,0.9)'; $context.fillRect(0, 0, 1, 1); }
Invoking getContext() before every fillRect()
for (let i=0; i<$iterations; ++i) { const context = $canvas.getContext('2d'); context.fillStyle = 'rgba(100,150,200,0.9)'; context.fillRect(0, 0, 1, 1); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (2)
Previous results
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Test case name
Result
Using a global context variable
Invoking getContext() before every fillRect()
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 explanation of the provided benchmark. **Benchmark Purpose** The benchmark tests two different approaches to rendering a small rectangle on a canvas element: 1. Using a global context variable 2. Invoking `getContext()` before every fillRect() call The goal is to compare the performance of these two approaches and determine which one is faster. **Options Compared** The two options being compared are: * Option 1: Using a global context variable, which sets up the context once at the beginning of the benchmark and uses it for all subsequent draw calls. * Option 2: Invoking `getContext()` before every fillRect() call, which creates a new context instance on each iteration of the loop. **Pros and Cons** * **Option 1 (Global Context Variable)** + Pros: - Reduces overhead by creating the context only once - Can be faster since the context is reused multiple times + Cons: - May lead to memory leaks if not properly cleaned up - Can cause issues if the canvas element is dynamically added or removed from the DOM * **Option 2 (Invoking getContext() before every fillRect())** + Pros: - Ensures a new context instance is created for each draw call, which can prevent memory leaks - Can be beneficial in cases where multiple canvases need to be rendered with different contexts + Cons: - Increases overhead due to the repeated creation of context instances - Can result in slower performance since each context iteration incurs a new allocation **Library and Special JS Feature** The benchmark uses the `canvas` HTML element, which is a standard part of the web platform. There are no external libraries required. There are no special JavaScript features or syntax used in this benchmark. **Other Considerations** * The benchmark assumes that the canvas element will be rendered on a device that supports multiple execution threads (e.g., modern desktop and mobile devices). * The benchmark does not account for any potential issues related to the canvas element's size, resolution, or aspect ratio. * The benchmark uses a small rectangle with dimensions 1x1 pixels, which may not accurately represent more complex rendering scenarios. **Alternatives** Other approaches could be used to render a rectangle on a canvas element, such as: * Using Web Workers for parallel processing * Employing GPU-accelerated graphics APIs like WebGL or WebGPU * Utilizing hardware acceleration through the `requestAnimationFrame` function However, these alternatives would likely introduce additional complexity and may not provide significant performance benefits over the two options being compared in this benchmark.
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