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Setting Canvas Pixel 3
(version: 0)
Comparing performance of:
fillRect/concat vs fillRect/join vs 1×1 Image Data vs fillRect/template
Created:
5 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; d[0] = px.r; d[1] = px.g; d[2] = px.b; d[3] = px.a; $ctx.putImageData($px, px.x, px.y); }
fillRect/template
for (var i=500;i--;){ var px = $pxls[$i++ % 10000]; $ctx.fillStyle = `rgba(${px.r},${px.g},${px.b},${px.a / 255})`; $ctx.fillRect(px.x, px.y, 1, 1); }
Rendered benchmark preparation results:
Suite status:
<idle, ready to run>
Run tests (4)
Previous results
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Test case name
Result
fillRect/concat
fillRect/join
1×1 Image Data
fillRect/template
Fastest:
N/A
Slowest:
N/A
Latest run results:
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Autogenerated LLM Summary
(model
llama3.2:3b
, generated one year ago):
Let's break down the benchmark and explain what's being tested, compared, and other considerations. **Benchmark Overview** The benchmark measures the performance of different approaches for drawing a single pixel on a 2D canvas element in JavaScript. The test case uses a predefined array of pixels (`$pxls`) with random RGB and alpha values. **Benchmark Definition JSON** The `Script Preparation Code` section sets up the necessary variables: 1. `$c`: gets a reference to a `<canvas>` element. 2. `$ctx`: gets a 2D drawing context for the canvas element. 3. Clears the canvas by resetting its content to a solid black color (0, 0, 0, 255). 4. Creates an image data object (`$px`) with a single pixel (1x1) and an array of pixels (`$pxls`). The `Html Preparation Code` section defines the HTML structure for the canvas element. **Individual Test Cases** Each test case has a different approach to drawing a single pixel on the canvas: 1. **fillRect/concat**: Uses string concatenation to build the `rgba()` function call. 2. **fillRect/join**: Uses an array join to build the `rgba()` function call. 3. **1×1 Image Data**: Uses the `putImageData()` method to draw the pixel on the canvas. 4. **fillRect/template**: Uses a template string (introduced in ECMAScript 2015) to build the `rgba()` function call. **Comparison of Approaches** The benchmark compares the performance of these four approaches: * **String concatenation** (`fillRect/concat`): The slowest approach, as it involves creating a new string object and performing multiple concatenations. * **Array join** (`fillRect/join`): Faster than string concatenation, but still slower than other methods. * **putImageData()** (`1×1 Image Data`): Much faster than the previous two approaches, as it leverages optimized WebGL performance for drawing small images. * **Template strings** (`fillRect/template`): The fastest approach, as it allows for more efficient string creation and manipulation. **Pros and Cons** Here are some pros and cons of each approach: * **String concatenation**: Pros: simple to implement. Cons: slow due to multiple concatenations. * **Array join**: Pros: slightly faster than string concatenation. Cons: still slower than optimized methods. * **putImageData()**: Pros: leverages optimized WebGL performance. Cons: requires more complex setup and understanding of image data. * **Template strings**: Pros: efficient string creation and manipulation. Cons: requires support for ECMAScript 2015. **Library and Syntax Considerations** The benchmark uses the `Canvas` API, which is a standard feature in modern web browsers. The template string syntax (`fillRect/template`) is also supported by most modern JavaScript engines. If the test case used a special JavaScript feature or syntax, it might have affected the results. However, in this case, the focus is on comparing different drawing approaches, not exploring new features. **Alternatives** Other alternatives for drawing small images or pixels on a canvas include: * Using a library like Pixi.js or Fabric.js, which provide optimized rendering and image manipulation capabilities. * Utilizing WebGL or WebGPU, which offer even more efficient performance for complex graphics workloads. * Employing custom low-level optimization techniques, such as using inline assembly or native code. However, these alternatives might not be necessary for simple use cases like this benchmark.
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