canvas drawing
JavaScript performance comparison
Preparation code
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1/jquery.min.js"></script>
<script src="https://raw.github.com/desandro/imagesloaded/master/jquery.imagesloaded.js"></script>
<script>
Benchmark.prototype.setup = function() {
var canvas = document.createElement('canvas');
var ctx = canvas.getContext("2d");
canvas.width = 640;
canvas.height = 480;
$("body").append(canvas);
var fullImageCanvas = document.createElement('canvas');
var fullImage = new Image();
fullImage.src = "";
fullImageCanvas.width = 640;
fullImageCanvas.height = 480;
var overImageCanvas = document.createElement('canvas');
var overImage = new Image();
overImage.src = "";
overImageCanvas.width = 6400;
overImageCanvas.height = 480;
var quarterImageCanvas = document.createElement('canvas');
var quarterImage = new Image();
quarterImage.src="";
quarterImageCanvas.width = 320;
quarterImageCanvas.height = 240;
$([fullImage, overImage, quarterImage]).imagesLoaded(function(){
fullImageCanvas.getContext("2d").drawImage(fullImage,0,0,640,480);
overImageCanvas.getContext("2d").drawImage(overImage,0,0,6400,480);
quarterImageCanvas.getContext("2d").drawImage(quarterImage,0,0,320,240);
});
};
</script>
Preparation code output
Test runner
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| Test | Ops/sec | |
|---|---|---|
overImage |
|
pending… |
fullImage |
|
pending… |
tiled |
|
pending… |
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Revisions
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- Revision 1: published
- Revision 2: published
- Revision 3: published and last updated
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