| 65 | * Deterministic output ensures reproducible benchmark results across runs. |
| 66 | */ |
| 67 | const createMillionPointsData = (): Readonly<{ |
| 68 | data: ReadonlyArray<DataPoint>; |
| 69 | yMin: number; |
| 70 | yMax: number; |
| 71 | }> => { |
| 72 | const out: DataPoint[] = new Array(TOTAL_POINTS); |
| 73 | |
| 74 | // Synthetic: sine wave + low-frequency component + uniform noise. |
| 75 | const freq = 0.012; |
| 76 | const lowFreq = 0.0017; |
| 77 | const noiseAmp = 0.35; |
| 78 | |
| 79 | // xorshift32 PRNG (deterministic, no allocations). |
| 80 | let state = 0x12345678 | 0; |
| 81 | const rand01 = (): number => { |
| 82 | state ^= state << 13; |
| 83 | state ^= state >>> 17; |
| 84 | state ^= state << 5; |
| 85 | // Convert to [0, 1). |
| 86 | return (state >>> 0) / 4294967296; |
| 87 | }; |
| 88 | |
| 89 | let yMin = Number.POSITIVE_INFINITY; |
| 90 | let yMax = Number.NEGATIVE_INFINITY; |
| 91 | |
| 92 | for (let i = 0; i < TOTAL_POINTS; i++) { |
| 93 | const x = i; |
| 94 | const y = |
| 95 | Math.sin(i * freq) * 0.95 + |
| 96 | Math.sin(i * lowFreq + 1.1) * 0.6 + |
| 97 | (rand01() - 0.5) * noiseAmp; |
| 98 | |
| 99 | if (y < yMin) yMin = y; |
| 100 | if (y > yMax) yMax = y; |
| 101 | |
| 102 | out[i] = [x, y] as const; |
| 103 | } |
| 104 | |
| 105 | if (!Number.isFinite(yMin) || !Number.isFinite(yMax)) { |
| 106 | yMin = -2; |
| 107 | yMax = 2; |
| 108 | } |
| 109 | |
| 110 | // Add a small pad to avoid touching edges. |
| 111 | const pad = 0.05 * (yMax - yMin || 1); |
| 112 | return { data: out, yMin: yMin - pad, yMax: yMax + pad }; |
| 113 | }; |
| 114 | |
| 115 | /** |
| 116 | * Zoom-aware sampling target: zooming in increases target points for detail preservation. |