Canvas and SVG both allow you to create graphics in the browser, but they are fundamentally different.
SVG
SVG is a language that uses XML to describe 2D graphics.
SVG is based on XML, which means every element in the SVG DOM is available. You can attach a JavaScript event handler to an element.
In SVG, each drawn graphic is considered an object. If the properties of an SVG object change, the browser can automatically reproduce the graphic.
Canvas
Canvas draws 2D graphics through JavaScript.
Canvas is rendered pixel by pixel.
In canvas, once a graphic is drawn, it will no longer receive the browser's attention. If its position changes, the entire scene needs to be redrawn, including any objects that may have been covered by graphics.
Comparison of Canvas and SVG
The following table lists some of the differences between canvas and SVG.
Canvas
Depends on resolution
Does not support event handlers
Weak text rendering capabilities
Able to render as .png or . Save the resulting image in jpg format
Best for graphics-intensive games where many objects will be redrawn frequently
SVG
Does not depend on resolution
Support Event Handlers
Best suited for applications with large rendering areas (such as Google Maps)
High complexity will slow down rendering (any application that overuses the DOM is not fast)
Not suitable for game applications
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