START | < PIXEL SIZE(4) > | < < HEIGHT(256) > > | < < WIDTH(512) > > | TURN BUFFERING OFF | TURN DRAWING OFF

This browser does not support HTML5 CANVAS elements

fps:0
frame:0
.....
.....
< TEMPERATURE(40) > | < STEP SIZE(5) >

ping-pong buffering and general graphics performance

Being a tenderfoot JavaScript/CANVAS/HTML5 user I was looking for a performance tool to get a sense of this combination's limitations, and turned to familiar ground. I decided to create a bench-marking application that would let me get a sense of the speeds I could attain with an old-time screen-saver-type algorithm like the Unix xlock(1) command's many modes.

A survey found that there were some good starting points available. This derivative of David Webster's <CANVAS> demo and Lode's Computer Graphics Tutorial is the resulting application (A work-in-progress). Using the controls you can explore some of the limits of your browser and it's JavaScript/ECMAScript interpreter and HTML5 <CANVAS> element combination.

Sharing ..

Here are some things I learned and questions I did not find an answer to while making this example (As of the time of this writing! Things currently are changing in this realm):

Next time in:

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