Image noise: Difference between revisions

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With this revision, on my laptop, I typically get in the range of 58..59 FPS, with a cpu load from J of about 3% (sometimes as much as 5%, sometimes as low as 0.1%). I am probably limited by v-sync, and (hypothetically speaking) if I tuned my opengl drivers I perhaps could get significantly faster fps. However, since my screen only refreshes approximately 60 times per second, anything over that would be meaningless.
With this revision, on my laptop, I typically get in the range of 58..59 FPS, with a cpu load from J of about 3% (sometimes as much as 5%, sometimes as low as 0.1%). I am probably limited by v-sync, and (hypothetically speaking) if I tuned my opengl drivers I perhaps could get significantly faster fps. However, since my screen only refreshes approximately 60 times per second, anything over that would be meaningless.

=={{header|Javascript}}==
Uses the html5 canvas element. Note: this script requires a html page with a canvas element present, having id=c.
<lang javascript>
<body>
<canvas id='c'></canvas>
<script>
var canvas = document.getElementById('c');
var ctx = canvas.getContext('2d');

var w = canvas.width = 320;
var h = canvas.height = 240;
var t1 = new Date().getTime();
var frame_count = 0;
ctx.font = 'normal 400 24px/2 Unknown Font, sans-serif';

function animate() {
ctx.clearRect(0, 0, w, h);

ctx.fillStyle = "black";
for (var x = 0; x < w; x++)
for (var y = 0; y < h; y++)
if (Math.random() > 0.5)
ctx.fillRect(x, y, 1, 1);

frame_count++;
var fps = frame_count / (new Date().getTime() - t1) * 1000;
ctx.fillStyle = "red";
ctx.fillText(fps.toFixed(2) + " fps", 20, 40);

setTimeout(animate, 0);
}

animate();

</script>
</body>
</lang>


=={{header|OCaml}}==
=={{header|OCaml}}==