Html 5 canvas
Author: u | 2025-04-23
Learn what and How’s of the canvas element in HTML find code examples, its benefits and use cases, and browser support. Let’s dive in! A. What is HTML 5 Canvas? HTML 5 Canvas is a powerful and flexible element that Learn what and How’s of the canvas element in HTML find code examples, its benefits and use cases, and browser support. Let’s dive in! A. What is HTML 5 Canvas? HTML 5 Canvas is a powerful and flexible element that
Canvas in HTML 5 - Scriptol.com
The Canvas element is a popular HTML 5 tag that can be embedded inside an HTML document for the purpose of drawing and displaying graphics. In this article, we will see how to use the HTML 5 canvas element in an ASP.NET Page to draw shapes and save them to an ASP.NET Image object.Let’s get started. Open Visual Studio 2010/2012 and create a blank ASP.NET Website. Now add a page ‘default.aspx’ to the site. Set it’s target schema for validation as HTML 5 by going to Tools > Options > Text Editor > HTML > Validation. If you do not see the HTML 5 option, make sure you have installed Visual Studio 2010 Service Pack 1and Web Standards Update for Microsoft Visual Studio 2010 SP1.Declare a HTML 5 canvas element of dimensions 400x400, add a Save button and an ASP.NET Image element to the form. We will draw some simple rectangles on this canvas using two functions – fillStyle and fillRectfillRect(float x, float y, float w, float h) – where x & y represent the upper-left corner of the rectangle and w & h represent the width and height of the rectangle you want.fillStyle = “rgba(R, G, B, V)” - we will fill color in this rectangle by using the fillStyle attribute. As you might have guessed, the RGB stand for red, green, and blue values (0–255) of the color you’re creating. ‘V’ represents the visibility factor 0 & 1, where 0 indicates invisibility, and 1 indicates visibility.To draw graphics on a Canvas, you require a JavaScript API that HTML 5 provides. We will be using jQuery to do our client script. Declare the following JavaScript code inside the element of your pagesrc=" $(function () { var canvas = document.getElementById('canasp'); var context = canvas.getContext('2d'); });Note: $(function(){} ensures that code is run only after the Canvas element is fully loaded by the browser. This is better than built-in Javascript event window.onload which has some quirks across browsers (FF/IE6/IE8/Opera) and waits for the entire page, including images to be loaded.We get a reference to the Canvas from the DOM by using getElementById (you can use jQuery code too, but I will stick to the old getElementById for now). We then ask the Canvas to give us a context to draw on. This is done by using the variable context that sets a reference to the 2D context of the canvas, which is used for all drawing purposes. We will now use the fillRect() and fillStyle() function to draw two rectangles. Add this code below the context codecontext.fillStyle = "rgba(156, 170, 193, 1)"; context.fillRect(30, 30, 70, 90); context.fillStyle = "rgba(0, 109, 141, 1)"; context.fillRect(10, 10, 70, 90);The code is pretty simple. We are Learn what and How’s of the canvas element in HTML find code examples, its benefits and use cases, and browser support. Let’s dive in! A. What is HTML 5 Canvas? HTML 5 Canvas is a powerful and flexible element that Learn what and How’s of the canvas element in HTML find code examples, its benefits and use cases, and browser support. Let’s dive in! A. What is HTML 5 Canvas? HTML 5 Canvas is a powerful and flexible element that Of the stage or canvas element $HT Background color of the stage or canvas element $BG Version of Animate used to generatecontent $VERSION Following tokens from the previous versions are deprecated in the current version: Placeholder to include scripts (CreateJS and generated Javascript) Placeholder for code to initialize CreateJS libraries, load media, create and update stage These tokens are modularized and replaced by other tokens. JSAPI support to import and export HTML templates for Canvas documents Following JSAPIs support import and export of HTML templates for canvas documents: Exports the HTML5 Canvas Publishing Template for given document,at the specified location: bool document::exportCanvasPublishTemplate(pathURI) Example: var pathURI ="file:///C|/Users/username/desktop/CanvasTemplate.html” var exportFlag =fl.getDocumentDOM().exportCanvasPublishTemplate(pathURI); if(!exportFlag) fl.trace(“Template could not be exported”); Imports and sets the HTML5 Canvas Publishing Template for given document, from the specified location pathURI: bool document::importCanvasPublishTemplate(pathURI) Example: var pathURI= “file:///C|/Users/username/desktop/CanvasTemplate.html”; var exportFlag =fl.getDocumentDOM().importCanvasPublishTemplate(pathURI); if(!exportFlag) fl.trace(“Template could not be imported”); Embed JavaScript into HTML Animate introduces the capability to include JS file within the HTML file during canvas publishing. In the Publish Settings menu, switch to Advanced tab and select Include JavaScript In HTML. Select OK in the Include JavaScript in HTML on Publish dialog box to republish the content overwriting HTML. This disables the Overwrite HTML file on Publish check box, and during any publishing event, HTML is generated, but overwritten. In the Select Stop including JavaScript in HTML, select OK to exclude the JavaScript and republish the HTML file. When the Overwrite HTML file on Publish is not selected, the Include JavaScript In HTML option is automatically disabled. If you do not want the HTML to be overwritten, the options Overwrite HTML file on Publish and Embed JS in HTML option cannot coexist. Adding Global and Third-party scripts Animators often utilize JavaScript code that is applicable to the entire animation. With this feature, you can add non-frame specific global and third-party scripts that can be applied to the whole animation from within Animate. To add and use global scripts: In the Actions panel, select Script within the Global hierarchy. The Global Script section allows you to write scripts applicable across documents eitherComments
The Canvas element is a popular HTML 5 tag that can be embedded inside an HTML document for the purpose of drawing and displaying graphics. In this article, we will see how to use the HTML 5 canvas element in an ASP.NET Page to draw shapes and save them to an ASP.NET Image object.Let’s get started. Open Visual Studio 2010/2012 and create a blank ASP.NET Website. Now add a page ‘default.aspx’ to the site. Set it’s target schema for validation as HTML 5 by going to Tools > Options > Text Editor > HTML > Validation. If you do not see the HTML 5 option, make sure you have installed Visual Studio 2010 Service Pack 1and Web Standards Update for Microsoft Visual Studio 2010 SP1.Declare a HTML 5 canvas element of dimensions 400x400, add a Save button and an ASP.NET Image element to the form. We will draw some simple rectangles on this canvas using two functions – fillStyle and fillRectfillRect(float x, float y, float w, float h) – where x & y represent the upper-left corner of the rectangle and w & h represent the width and height of the rectangle you want.fillStyle = “rgba(R, G, B, V)” - we will fill color in this rectangle by using the fillStyle attribute. As you might have guessed, the RGB stand for red, green, and blue values (0–255) of the color you’re creating. ‘V’ represents the visibility factor 0 & 1, where 0 indicates invisibility, and 1 indicates visibility.To draw graphics on a Canvas, you require a JavaScript API that HTML 5 provides. We will be using jQuery to do our client script. Declare the following JavaScript code inside the element of your pagesrc=" $(function () { var canvas = document.getElementById('canasp'); var context = canvas.getContext('2d'); });Note: $(function(){} ensures that code is run only after the Canvas element is fully loaded by the browser. This is better than built-in Javascript event window.onload which has some quirks across browsers (FF/IE6/IE8/Opera) and waits for the entire page, including images to be loaded.We get a reference to the Canvas from the DOM by using getElementById (you can use jQuery code too, but I will stick to the old getElementById for now). We then ask the Canvas to give us a context to draw on. This is done by using the variable context that sets a reference to the 2D context of the canvas, which is used for all drawing purposes. We will now use the fillRect() and fillStyle() function to draw two rectangles. Add this code below the context codecontext.fillStyle = "rgba(156, 170, 193, 1)"; context.fillRect(30, 30, 70, 90); context.fillStyle = "rgba(0, 109, 141, 1)"; context.fillRect(10, 10, 70, 90);The code is pretty simple. We are
2025-04-08Of the stage or canvas element $HT Background color of the stage or canvas element $BG Version of Animate used to generatecontent $VERSION Following tokens from the previous versions are deprecated in the current version: Placeholder to include scripts (CreateJS and generated Javascript) Placeholder for code to initialize CreateJS libraries, load media, create and update stage These tokens are modularized and replaced by other tokens. JSAPI support to import and export HTML templates for Canvas documents Following JSAPIs support import and export of HTML templates for canvas documents: Exports the HTML5 Canvas Publishing Template for given document,at the specified location: bool document::exportCanvasPublishTemplate(pathURI) Example: var pathURI ="file:///C|/Users/username/desktop/CanvasTemplate.html” var exportFlag =fl.getDocumentDOM().exportCanvasPublishTemplate(pathURI); if(!exportFlag) fl.trace(“Template could not be exported”); Imports and sets the HTML5 Canvas Publishing Template for given document, from the specified location pathURI: bool document::importCanvasPublishTemplate(pathURI) Example: var pathURI= “file:///C|/Users/username/desktop/CanvasTemplate.html”; var exportFlag =fl.getDocumentDOM().importCanvasPublishTemplate(pathURI); if(!exportFlag) fl.trace(“Template could not be imported”); Embed JavaScript into HTML Animate introduces the capability to include JS file within the HTML file during canvas publishing. In the Publish Settings menu, switch to Advanced tab and select Include JavaScript In HTML. Select OK in the Include JavaScript in HTML on Publish dialog box to republish the content overwriting HTML. This disables the Overwrite HTML file on Publish check box, and during any publishing event, HTML is generated, but overwritten. In the Select Stop including JavaScript in HTML, select OK to exclude the JavaScript and republish the HTML file. When the Overwrite HTML file on Publish is not selected, the Include JavaScript In HTML option is automatically disabled. If you do not want the HTML to be overwritten, the options Overwrite HTML file on Publish and Embed JS in HTML option cannot coexist. Adding Global and Third-party scripts Animators often utilize JavaScript code that is applicable to the entire animation. With this feature, you can add non-frame specific global and third-party scripts that can be applied to the whole animation from within Animate. To add and use global scripts: In the Actions panel, select Script within the Global hierarchy. The Global Script section allows you to write scripts applicable across documents either
2025-04-04I know you all have been talking SCORM... but for the tutorial I need to load, we haven't created a quiz feature. (just a few knowledge check slides so I disable reporting. And again, the same issue... Canvas won't load this HTML file. (index.html).... What's interesting though is... I published a "Ch 12" Captivate HTML 5 file... and a "Ch 13" (different project) HTML5 file... Canvas opens the Ch 12 index.html file and all plays well! ... but I published and uploaded the Ch 13 tutorial the same way... HTML5... uploaded to Canvas the same way as the Ch 12 one... It's almost the exact same file size... and Canvas won't open it. --grey wheel of death just keeps spinning... And I'm trying to figure out... why the one will play but not the other?!--I did try with several browsers too... Safari and Firefox will play Ch 12. Chrome didn't seem to like any of them! ... Any ideas on this one?!... the other issue is... I tried the .htm files... and Ch 13 will open if I click that... however... it has embedded videos and for some reason, they won't show up in the .htm file. ... so... without a solution, I just edited a "fail safe" into the slide with the video in Cp. I took a screen shot of the video and under the layer where the video pops up... I have an image pop up... so if the video doesn't show in the .htm in Canvas (which it won't...) I'm hoping the image/click box feature will show up and users can click on that to open the video as an external source. The only thing I don't like about doing that is if the video link is ever broken... then... they can't watch it. If the
2025-04-07To export readable, verbose instructions (useful for learning purposes). Multiframe bounds: If checked, timeline symbols include a frameBounds property containing an array of Rectangles corresponding to the bounds of each frame in the timeline. Multiframe bounds significantly increases publish time. Overwrite HTML file on publish and include JavaScript In HTML: If include JavaScript In HTML is selected, the Overwrite HTML file on Publish check box is checked and disabled. If you uncheck the Overwrite HTML file on Publish check box, then include JavaScript in HTML is unchecked and disabled. Click Publish to publish your content to the specified location. An animation designed using nested timelines, with a single frame, cannot be looped. HTML template variables When you import a new custom HTML template, during publishing, the default variables are replaced with customized code snippets based on the components of your FLA file. The following table lists the current template variables that Animate recognizes and replaces: Attribute Parameter Template Variable Title of the HTML document $TITLE Placeholder for including CreateJS scripts $CREATEJS_LIBRARY_SCRIPTS Placeholder for including generated scripts (including web font scripts) $ANIMATE_CC_SCRIPTS HTML Tag to start a client-side script $SCRIPT_START Placeholder for code to create loader (CreateJS LoadQueue) $CREATE_LOADER Placeholder for code to load assets present in the manifest $LOAD_MANIFEST Placeholder for code defining the method to load files $HANDLE_FILE_LOAD_START Placeholder for code to handle file load event $HANDLE_FILE_LOAD_BODY Placeholder for code concluding the method to load files $HANDLE_FILE_LOAD_END Placeholder for code defining the method handle Complete, called after assets are loaded $HANDLE_COMPLETE_START Placeholder for code to create the stage $CREATE_STAGE Placeholder for code to register for tick event, after which animation starts $START_ANIMATION Placeholder for code to support responsive scaling and hidpi displays $RESP_HIDPI Placeholder for code concluding the method handle Complete $HANDLE_COMPLETE_END Placeholder for a function to handle content withsounds $PLAYSOUND Placeholder for styling section to support centering the canvas $CENTER_STYLE Placeholder for canvas display style property to support Preloader $CANVAS_DISP Placeholder for code to display Preloader $PRELOADER_DIV HTML Tag for end of client-side script $SCRIPT_END Canvas element ID $CANVAS_ID Width of the stage or canvas element $WT Height
2025-03-28This text provides an overview of the HTML5 canvas basic usage. The overview is split into two parts: Declaring an HTML5 canvas element. Drawing graphics on the canvas element.Declaring a Canvas Element First, let's see how to declare a canvas element in an HTML page: HTML5 Canvas not supported The code above declares a single canvas element with width set to 500, height set to 150, and style set to a 1 pixel border with color #cccccc. The text inside the canvas element is ignored, if the browser supports the HTML5 canvas element. If the HTML5 canvas element is not supported, the text will probably be displayed as ordinary text by the browser. You should put the canvas HTML code in your page at the location where you want the canvas to be visible. Just like any other HTML element (e.g. a div element).Drawing Graphics on a Canvas Element Graphics drawn on an HTML5 canvas is drawn in immediate mode. Immediate mode means, that as soon as you have drawn a shape on the canvas, the canvas no longer knows anything about that shape. The shape is visible, but you cannot manipulate that shape individually. It is like a real canvas for a painting. Once painted, all you have left is color pigments / pixels. This is contrary to SVG, where you can manipulate the shapes individually, and have the whole diagram redrawn. In HTML5 you will have to redraw everything yourself, if you want to change the drawn figure. Drawing graphics on an HTML5 canvas element is done using JavaScript, following these steps: Wait for the page to be fully loaded. Obtain a reference to the canvas element. Obtain a 2D context from the canvas element. Draw graphics using the draw functions of 2D context. Here is a simple code example that shows the above steps: // 1. wait for the page to be fully loaded. window.onload = function() { drawExamples(); } function drawExamples(){ // 2. Obtain a reference to the canvas element. var canvas = document.getElementById("ex1"); // 3. Obtain a 2D context from the canvas element. var context = canvas.getContext("2d"); // 4. Draw graphics. context.fillStyle = "#ff0000"; context.fillRect(10,10, 100,100); } First, an event listener function is attached to the window. This event listener function is executed when the page is loaded. This function calls another function I have defined, called drawExamples(). Second, the drawExamples() function obtains a reference to the canvas element using document.getElementById() function, passing the id of the canvas element, as defined in the declaration of the canvas element. Third, the drawExamples() function obtains a reference to a 2D context from the canvas element, by calling canvas.getContext("2d") on the canvas element obtained earlier. Fourth, the drawExamples() function calls various drawing functions on the 2D context object, which results in graphics being drawn on the canvas. Here is how the code looks when executed: HTML5 Canvas not supported
2025-04-14IntroductionJsBarcode is a barcode generator written in JavaScript. It supports multiple barcode formats and works in browsers and with Node.js. It has no dependencies when it is used for the web but works with jQuery if you are into that.DemoBarcode GeneratorSimple CodePen DemoSettings CodePen DemoSupported barcodes:CODE128CODE128 (automatic mode switching)CODE128 A/B/C (force mode)EANEAN-13EAN-8EAN-5EAN-2UPC (A)UPC (E)CODE39ITFITFITF-14MSIMSI10MSI11MSI1010MSI1110PharmacodeCodabarExamples for browsers:First create a canvas (or image)svg id="barcode">svg>canvas id="barcode">canvas>img id="barcode"/>Simple example:JsBarcode("#barcode", "Hi!");// or with jQuery$("#barcode").JsBarcode("Hi!");Result:Example with options:JsBarcode("#barcode", "1234", { format: "pharmacode", lineColor: "#0aa", width:4, height:40, displayValue: false});Result:More advanced use case:JsBarcode("#barcode") .options({font: "OCR-B"}) // Will affect all barcodes .EAN13("1234567890128", {fontSize: 18, textMargin: 0}) .blank(20) // Create space between the barcodes .EAN5("12345", {height: 85, textPosition: "top", fontSize: 16, marginTop: 15}) .render();Result:Or define the value and options in the HTML element:Use any jsbarcode-* or data-* as attributes where * is any option.svg class="barcode" jsbarcode-format="upc" jsbarcode-value="123456789012" jsbarcode-textmargin="0" jsbarcode-fontoptions="bold">svg>And then initialize it with:JsBarcode(".barcode").init();Result:Retrieve the barcode values so you can render it any way you'd likePass in an object which will be filled with data.const data = {};JsBarcode(data, 'text', {...options});data will be filled with a encodings property which has all the needed values.See wiki for an example of what data looks like.Setup for browsers:Step 1:Download or get the CDN link to the script:NameSupported barcodesSize (gzip)CDN / DownloadAllAll the barcodes!10.1 kBJsBarcode.all.min.jsCODE128CODE128 (auto and force mode)6.2 kBJsBarcode.code128.min.jsCODE39CODE395.1 kBJsBarcode.code39.min.jsEAN / UPCEAN-13, EAN-8, EAN-5, EAN-2, UPC (A)6.6 kBJsBarcode.ean-upc.min.jsITFITF, ITF-145 kBJsBarcode.itf.min.jsMSIMSI, MSI10, MSI11, MSI1010, MSI11105 kBJsBarcode.msi.min.jsPharmacodePharmacode4.7 kBJsBarcode.pharmacode.min.jsCodabarCodabar4.9 kBJsBarcode.codabar.min.jsStep 2:Include the script in your code:script src="JsBarcode.all.min.js">script>Step 3:You are done! Go generate some barcodes 😄Bower and npm:You can also use Bower or npm to install and manage the library.bower install jsbarcode --savenpm install jsbarcode --saveNode.js:With canvas:var JsBarcode = require('jsbarcode');// Canvas v1var Canvas = require("canvas");// Canvas v2var { createCanvas } = require("canvas");// Canvas v1var canvas = new Canvas();// Canvas v2var canvas = createCanvas();JsBarcode(canvas, "Hello");// Do what you want with the canvas// See for more informationWith svg:const { DOMImplementation, XMLSerializer } = require('xmldom');const xmlSerializer = new XMLSerializer();const document = new DOMImplementation().createDocument(' 'html', null);const svgNode = document.createElementNS(' 'svg');JsBarcode(svgNode, 'test', { xmlDocument: document,});const svgText = xmlSerializer.serializeToString(svgNode);Options:For information about how to use the options, see the wiki page.OptionDefault valueTypeformat"auto" (CODE128)Stringwidth2Numberheight100NumberdisplayValuetrueBooleantextundefinedStringfontOptions""Stringfont"monospace"StringtextAlign"center"StringtextPosition"bottom"StringtextMargin2NumberfontSize20Numberbackground"#ffffff"String (CSS color)lineColor"#000000"String (CSS color)margin10NumbermarginTopundefinedNumbermarginBottomundefinedNumbermarginLeftundefinedNumbermarginRightundefinedNumbervalidfunction(valid){}FunctionContributions and feedback:We ❤️ contributions and feedback.If you want to contribute, please check out the CONTRIBUTING.md file.If you have any question or suggestion create an issue or ask about it in the gitter chat.Bug reports should always be done with a new issue.License:JsBarcode is shared under the MIT license. This means you can modify and use it however you want, even for comercial use. But please give this the Github repo a ⭐ and write a small comment of how you are using JsBarcode in the gitter chat.
2025-04-13