<canvas id="c" width="800" height="1"></canvas>
$N = 800;
$c = document.getElementById('c');
$ctx = c.getContext('2d');
$ctx.clearRect(0, 0, $N, 1);
$pxls = [];
for (let i = 0; i < $N; ++i) {
$pxls.push({
r: Math.random() * 255 << 0,
g: Math.random() * 255 << 0,
b: Math.random() * 255 << 0
});
}
for (let i = 0; i < $N; i++) {
let px = $pxls[i];
$ctx.fillStyle = 'rgb(' + px.r + ',' + px.g + ',' + px.b + ')';
$ctx.fillRect(i, 0, 1, 1);
}
const imageData = $ctx.createImageData($N, 1);
const data = imageData.data;
for (let i = 0; i < $N; i++) {
let px = $pxls[i];
data[i * 4 + 0] = px.r;
data[i * 4 + 1] = px.g;
data[i * 4 + 2] = px.b;
data[i * 4 + 3] = 255;
}
$ctx.putImageData(imageData, 0, 0);
--enable-precise-memory-info
flag.
Test case name | Result |
---|---|
FillRect | |
PutImageData |
Test name | Executions per second |
---|---|
FillRect | 760.4 Ops/sec |
PutImageData | 4214.9 Ops/sec |
Let's break down the provided benchmark and its options.
Benchmark Overview
The benchmark, titled "Setting multiple canvas pixels," tests how efficiently different browsers can set multiple pixels on a canvas element. The test creates an array of random RGB values, representing individual pixels, and then uses these values to fill or update pixels on the canvas.
Options Compared
There are two main options being compared:
fillStyle
property to set the color of the pixel and then calling fillRect()
to draw a rectangle at that position.createImageData()
method to create an image data object, updates its data array with the RGB values, and finally calls putImageData()
to update the canvas with the new data.Pros and Cons of Each Approach
PutImageData
.Library Used
The benchmark uses the Canvas
API, which is a HTML5 standard for creating interactive graphics and animations. The Canvas API provides an efficient way to render 2D graphics and is widely supported by modern browsers.
Special JavaScript Features/Syntax
None are explicitly mentioned in this benchmark, but some related features like let
, const
, and template literals (${}
) may be used implicitly due to the use of $
variables.
Other Considerations
When dealing with large datasets or performance-critical code, consider the following:
Alternative Approaches
If you need to benchmark similar scenarios, consider these alternatives:
fillRect()
or putImageData()
, try accessing the canvas's underlying pixel array directly (using getContext('2d').getImageData()
and fillRect()
). This can be a more direct way to set pixels.Remember that the choice of approach depends on your specific use case, performance requirements, and target audience. Always profile and test your code before making decisions about optimization techniques.