Home Web Front-end HTML Tutorial Detailed explanation of the specific usage of tag in html5

Detailed explanation of the specific usage of tag in html5

Jun 20, 2017 pm 01:54 PM
canvas h5 html5 specific Label usage

The

element is designed for client vector graphics shapes. It has no behavior of its own, but exposes a drawing API to the client JavaScript so that the script can draw everything it wants to draw onto a canvas.

Canvas is a newly defined tag in HTML5. As the name suggests, it is a canvas tag itself and has no behavior of its own. It is just a graphics container and a script must be used to draw graphics. The following is an example of its usage:

<canvas id="canvas" width="200" height="300">  
Your browser does not support HTML5 Canvas.  
</canvas>
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As can be seen from the above code, the canvas tag has three attributes: id, width, height. Among them, the id value is defined to be referenced in JavaScript code. The canvas tag uses canvas as the interface to draw. width and height respectively define the width and height of the canvas. The default unit is pixels. The px unit cannot be added after the number.

The canvas tag is not supported by all browsers, so we need to place a piece of text between the start and end tags of the canvas. When the browser does not support the canvas tag, this text will be displayed in the canvas tag. is located to remind readers that the canvas tag does not work with this browser. In javascript, you must also determine whether the browser supports this tag:

var canvas=document.getElementById("canvas")  
if(!canvas.getContext)  
{  
alert("Your browser does not support HTML5 Canvas.")  
}  
else  
{  
//do something here  
}
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You can use a canvas element to display a red rectangle:

<canvas id="Canvas"></canvas>  
<script type="text/Javascript">  
var canvas=document.getElementById(&#39;Canvas&#39;);  
var ctx=canvas.getContext(&#39;2d&#39;);  
ctx.fillStyle=&#39;#FF0000&#39;;  
ctx.fillRect(0,0,80,100);  
</script>
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As in the above example, the drawing API is not defined in the canvas element itself, but defined on a drawing environment object obtained through the getContext() method of the canvas. The canvas API also uses path representation. However, a path is defined by a series of method calls, such as calls to the beginPath() and arc() methods, rather than being described as a

string of letters and numbers. Once the path is defined, other methods such as fill() operate on this path.

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