- 1.1. The canvas Element
- 1.2. Canvas Contexts
- 1.3. Canonical Examples in This Book
- 1.4. Getting Started
- 1.5. Fundamental Drawing Operations
- 1.6. Event Handling
- 1.7. Saving and Restoring the Drawing Surface
- 1.8. Using HTML Elements in a Canvas
- 1.9. Printing a Canvas
- 1.10. Offscreen Canvases
- 1.11. A Brief Math Primer
- 1.12. Conclusion
1.12. Conclusion
This chapter introduced you to the canvas element and its associated 2d context, and illustrated some essential features of that context, such as the difference between canvas element size and the size of the canvas’s drawing surface.
From there we had a quick overview of your development environment, including browsers, consoles and debuggers, and performance tools.
Then we looked at the essentials of using a canvas, including fundamental drawing operations, event handling, saving and restoring the drawing surface, using HTML elements with a canvas, printing canvases, and using offscreen canvases. You will see the use of those essential features many times throughout this book, and you will use them yourself as you write Canvas-based applications.
Finally, we ended this chapter with a brief math primer, which you can consult as needed as you read the rest of the book.
In the next chapter we take a deep-dive into drawing in a canvas. In that chapter you will learn about the Canvas drawing API, and you’ll see how to put that API to good use by implementing most of the features of a capable paint application.