Why is accessing dimensions of the image so expensive in JavaScript on IE8?
I have to process loads of images. First, I need to check if the size of the image is greater than 50x60 and appropriately increasing the counter of bad images.
The problem I have is that the speed of n.width
/ n.height
on Internet Explorer 8 is extremely low. I checked n.offsetWidth
, n.clientWidth
but they are all the same speed-wise. I cannot use n.style.width
though, because this value is not always set on the <img />
tags that I'm interested in.
Consider following code:
Javascript
var Test = {
processImages: function () {
var fS = new Date().getTime();
var minimagew = 50,
minimageh = 60;
var imgs = document.getElementsByTagName('img');
var len = imgs.length,
isBad = 0,
i = len开发者_开发百科;
while (i--) {
var n = imgs[i];
var imgW = n.width;
var imgH = n.height;
if (imgW < minimagew || imgH < minimageh) {
isBad++;
}
}
var fE = new Date().getTime();
var fD = (fE - fS);
console.info('Processed ' + imgs.length + ' images in '
+ fD + 'ms. ' + isBad + ' were marked as bad.');
}
};
HTML
<img src="http://nsidc.org/images/logo_nasa_42x35.gif" />
[snip 9998 images]
<img src="http://nsidc.org/images/logo_nasa_42x35.gif" />
Code produces following output parsing 10k images (3 different Ctrl+F5s)
- FF: Processed 10000 images in 115ms. 10000 were marked as bad.
- FF: Processed 10000 images in 99ms. 10000 were marked as bad.
- FF: Processed 10000 images in 87ms. 10000 were marked as bad.
- IE8: Processed 10000 images in 206ms. 10000 were marked as bad.
- IE8: Processed 10000 images in 204ms. 10000 were marked as bad.
- IE8: Processed 10000 images in 208ms. 10000 were marked as bad.
As you can see the code in FF 3.6 is twice faster than the code executed in IE8.
To prove that the issue is really related to the speed of browser dimension property, if I change: n.width
and n.height
to constants, so we'll have:
var imgW = 43;
var imgH = 29;
I get following results:
- FF: Processed 10000 images in 38ms. 10000 were marked as bad.
- FF: Processed 10000 images in 34ms. 10000 were marked as bad.
- FF: Processed 10000 images in 33ms. 10000 were marked as bad.
- IE8: Processed 10000 images in 18ms. 10000 were marked as bad.
- IE8: Processed 10000 images in 22ms. 10000 were marked as bad.
- IE8: Processed 10000 images in 17ms. 10000 were marked as bad.
That's right! When we skip <img />
dimension check (call to node.width
/ node.clientWidth
etc), IE8 actually performs better than Firefox.
Do you have any ideas why does it take so long for IE to check the size of the image and eventually how to improve the performance of this check?
Well your code is pretty basic. The only thing you can optimize is how you check dimensions:
if (n.width < minimagew || n.height < minimageh) {
isBad++;
}
In this way if the width
of an image is wrong, the height
won't be accessed. It will make your code 1.5-2x faster for images with bad width
.
But my guess is that you don't actually need 10 000 images as part of your website. In this case you can do your check on Image
objects instead of <img>
elements.
loop {
var img = new Image();
img.src = "http://nsidc.org/images/logo_nasa_42x35.gif";
}
This will make your code 2x faster in IE 8 and 10x faster in FF.
Making these changes gave the following improvements on my computer (demo):
FF: 200 ms -> 7 ms
IE: 80 ms -> 20 ms
In other words you ask why browser A takes longer time than browser B to do exactly the same ting.
Well, they DO NOT do the same thing. You write in your script what you want to happen, and the browser of your choice tries it's best to makes that happen, but you have little or no control over how it does it.
The browsers are written by different teams with different philosophies of how to do things. Your 20-something-line-script could require 10000 cpu-cycles in browser A and 50000 in browser B depending on how the code of the browser is written and the inner workings of the browser.
To give a detailed answer why IE8 is slower compared to FF in this case one has to look under the hood whats going on. Since the source code for IE8 isn't publicly available we can't look there and I'm not aware if there is any documentation that is detailed enough to tell what's going on.
Instead I give you an example of how two different philosophies of how to do things greatly effects the time to produce the same end result. Note: This is an example and any resemblance with the real world is purely coincidental.
What to do:
- get the dimensions of an image.
Team A:
- Load file from specified source
- decode image into memory
- return width and height of the image
Nothing wrong with that, is it? It does return the width and height of the image. Can team be do it better?
Team B:
- Load the first 1024 bytes of file into memory
- Detect image format
- is it jpeg? get header FFC0, save width and height
- is it png? locate header, save width and height
- is it gif? locate header, save width and height
- return width and height of the image
Their code also returns the width and height of the image, but they do it in a different way that is several magnitudes times faster than the code that team A wrote: Only the beginning of the file is loaded into memory, and the dimensions is taken from the header without decoding the image. It saves bandwidth, memory and time.
So, which one is the best? The code from Team A or Team B? Think of that for a moment while both teams run their code against 100 000 images.... It might take a wh... oh, team B is already finished! They say that 10% of the images was smaller than 50x60 pixels, and that they couldn't open 3 of them. How about team A then? Looks like we have to wait a while... a cup of coffee maybe?
[10 minutes later]
I guess that you think team B wrote the best code, am I right or am I right?
Team A says 8% of the images was smaller than 50x60 pixels. Strange, that wasn't what team B said. Team A also says that they couldn't get the dimension of 20% of the images because those files where corrupted. That's something that team B didn't say anything about...
So which code did you think was the best?
I apologize for linguistic errors, English isn't my native language.
Well this is most likely not what you're looking for, but I though I'd post it in case it helps someone else. Since there's no way to improve the speed of the browser's basic functionality, you can prevent the loop from freezing the browser while it is executing. You can do this by performing your loop in chunks and initiate the next chunk using setTimeout with a time of 0. This basically allows the browser to repaint, and perform other actions before it calls the next chunk. Here's a modified version of your script:
var Test = {
processImages: function() {
var fS = new Date().getTime();
var minimagew = 50,
minimageh = 60,
stepSize = 1000;
var imgs = document.getElementsByTagName('img');
var len = imgs.length,
isBad = 0,
i = len,
stopAt = len;
var doStep = function() {
stopAt -= stepSize;
while (i >= stopAt && i--) {
var n = imgs[i];
var imgW = n.width;
var imgH = n.height;
if (imgW < minimagew || imgH < minimageh) {
isBad++;
}
}
if (i > 0)
setTimeout(doStep, 0);
else {
var fE = new Date().getTime();
var fD = (fE - fS);
console.info('Processed ' + imgs.length + ' images in '
+ fD + 'ms. ' + isBad + ' were marked as bad.');
}
}
doStep();
}
};
Of course this makes the total execution time longer, but maybe you can use it so that your page is usable while it is working.
I was very interested in your question but unfortunately I didn't really get anywhere in optimizing your code. I was able to trim off about 30 to 40 ms on the IE execution (this is obviously dependent on the power of your physical machine). But I tried just about everything
Things I tried instead of [element].width.
[element].getBoundingClientRect()
- basically this returns height and width in onedocument.elementFromPoint(x, y)
- I though by usingoffsetLeft + 50
andoffsetTop + 60
I could determine if the element at that point was different than the current element, meaning that it was a "bad" image.
In the end this is what I came up with to trim just a bit off the time (30 to 40 ms).
Note: the best time I got in IE 8 was 171ms
Edited - I modified the code below to include your way, my way and using Jquery. Test it out.
<html>
<script src="http://code.jquery.com/jquery-1.4.2.js" type="text/javascript"></script>
<script type="text/javascript">
var TestYourWay = {
processImages: function () {
var fS = new Date().getTime();
var minimagew = 50,
minimageh = 60;
var imgs = document.getElementsByTagName('img');
var len = imgs.length,
isBad = 0,
i = len;
while (i--) {
var n = imgs[i];
var imgW = n.width;
var imgH = n.height;
if (imgW < minimagew || imgH < minimageh) {
isBad++;
}
}
var fE = new Date().getTime();
var fD = (fE - fS);
alert('Processed ' + imgs.length + ' images in '
+ fD + 'ms. ' + isBad + ' were marked as bad.');
}
};
var TestMyWay = {
processImages: function () {
var fS = new Date(),
imgs = document.getElementsByTagName('img'),
isBad = 0;
for (var i = 0, img; img = imgs[i]; i++) {
if (img.width < 50 || img.height < 60) {
isBad++;
}
}
var fD = new Date() - fS;
alert('Processed ' + i + ' images in ' + fD + 'ms. ' + isBad + ' were marked as bad.');
}
};
var TestJquery = {
processImages: function () {
var fS = new Date(),
imgs = $('img'),
isBad = 0;
imgs.each(function () {
if (this.width < 50 || this.height < 60) {
isBad++;
}
});
var fD = new Date() - fS;
alert('Processed ' + imgs.length + ' images in ' + fD + 'ms. ' + isBad + ' were marked as bad.');
}
};
</script>
<body>
<button onclick="javascript:TestYourWay.processImages();" id="yourWay">Your Way</button>
<button onclick="javascript:TestMyWay.processImages();" id="myWay">My Way</button>
<button onclick="javascript:TestJquery.processImages();" id="myWay">jQuery Way</button>
<img src="http://nsidc.org/images/logo_nasa_42x35.gif" />
<!--Copy This image tag 10000 times -->
</body>
</html>
Other things of Note:
The JavaScript engine in IE 8 is not as fast a FireFox 3.6+, Safari or Chrome. Opera has made improvements to their scripting engine but still not as fast as FF, Safari or Chrome. However Opera does out preform IE 8 in some things but is sluggish in others. Also of Note IE 9 is due out late this year or early next year and they have made improvements to the JavaScript Engine. You can see some Statistics on what I am saying here.
https://spreadsheets.google.com/pub?key=0AuWerG7Xqt-8dHBuU2pGMncwTENNNGlvNzFtaE5uX0E&hl=en&output=html
I haven't tested this on IE but, what you could do is remove the variable declarations from the loop, even though they're not that expensive (CPU-wise) they can spare a few CPU cycles when they're removed from a loop, also you can go ahead and skip the imgW
and imgH
assignments and access the objects properties directly, cause this can save one object de-referencing since the other part of the logic check in the if statement wouldn't have to be executed for the images with faulty widths;
var Test = {
processImages: function () {
var fS = new Date().getTime();
var minimagew = 50,
minimageh = 60;
var imgs = document.getElementsByTagName('img');
var len = imgs.length,
isBad = 0,
i = len;
/* this is the only part updated */
while (i--) {
if (imgs[i].width < minimagew || imgs[i].height < minimageh) {
isBad++;
}
}
/* ... 'till here */
var fE = new Date().getTime();
var fD = (fE - fS);
console.info('Updated: Processed ' + imgs.length + ' images in '
+ fD + 'ms. ' + isBad + ' were marked as bad.');
}
,processImagesOriginal: function () { // for comparisson
var fS = new Date().getTime();
var minimagew = 50,
minimageh = 60;
var imgs = document.getElementsByTagName('img');
var len = imgs.length,
isBad = 0,
i = len;
while (i--) {
var n = imgs[i];
var imgW = n.width;
var imgH = n.height;
if (imgW < minimagew || imgH < minimageh) {
isBad++;
}
}
var fE = new Date().getTime();
var fD = (fE - fS);
console.info('Original: Processed ' + imgs.length + ' images in '
+ fD + 'ms. ' + isBad + ' were marked as bad.');
}
};
//Original: Processed 10000 images in ~38ms. 10000 were marked as bad.
//Updated: Processed 10000 images in ~23ms. 10000 were marked as bad.
Access an layout attribute of an element on screen (or under document.body) may invoke layout overhead (lock, reflow, ...etc) even if you do read-only access in IE.
I didn't test but you can try something like this.
var done=i;
while (i--) {
var img=new Image();
img.onload=function(){
if (this.width < minimagew || this.height < minimageh) {
isBad++;
}
if(done--==0){ onComplete(); }
};
img.onerror=function(){ done--; }
img.src=imgs[i].src;
}
Don't use long loop! which make GUI slow
EDIT: document.getElementsByTagName is slower then you expected. It does not return a static array but a dynamic object which reflect changes(if any). You can try to copy elements in an array, which may reduce performance drop by interference when other DOM API.
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