On Feb 25, 2012, at 18:35, Tauren Mills wrote:

> I don't have an out-of-the-box solution for you, but if I was in your shoes 
> I'd be looking into Buster.JS and Phantom.JS to see if they could help:

Thank you for your response. I had not heard of these projects before.


> http://busterjs.org/

This seems to be a normal testing framework, much like any of the dozens of 
other testing frameworks I've heard mentioned on this list before. If you 
believe it has specific graphics-related capabilities, please point me to them, 
otherwise I'm not sure how this helps me any better than any of the other 
existing testing frameworks do.


> http://www.phantomjs.org/

This seems to be a headless scriptable WebKit browser. So I could use this to 
test my library in the specific version of WebKit this comes with. But it 
doesn't sound like it would help me test my library with the various rendering 
libraries available in other browsers. I care not only about WebKit in general, 
but about the specific versions of WebKit in various actual versions of Safari 
and Chrome, the specific versions of Gecko in various actual versions of 
Firefox and Camino, and the specific versions of Presto in various actual 
versions of Opera. A command-line solution would be nice too; I know there's a 
canvas implementation for node (node-canvas) that I might use for that. But my 
library will primarily run in the browser, so I imagine that I'll want to be 
able to run my test page directly in various browsers.


> The rendering script found in the wiki is pretty cool, but I don't know if it 
> works with canvas or not:
> http://code.google.com/p/phantomjs/wiki/QuickStart

It says it does work with canvas:

http://code.google.com/p/phantomjs/wiki/QuickStart#Canvas

But that feature seems designed to let you render an entire web page into an 
image file. I don't care about that; if anything, I would only want to render a 
canvas into an image file, and that's a capability that browsers already 
contain (via the toDataURL() method). Ideally I don't want to have to create an 
image file from the browser output at all; instead, I would load the reference 
image into a browser canvas, use my library to draw to a second canvas, then 
compare both canvases.


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