Create a HTML5 web page which shows the use of Canvas.
Draw a line
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Line</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="100" style="border: 5px solid red;"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.moveTo(0, 0);
ctx.lineTo(200, 100);
ctx.stroke();
</script>
</body>
</html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Line</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="100" style="border: 5px solid red;"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.moveTo(0, 0);
ctx.lineTo(200, 100);
ctx.stroke();
</script>
</body>
</html>
Line Output
Draw a Circle
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Circle</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="100" style="border: 5px solid red;"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.arc(95, 50, 40, 0, 2 * Math.PI);
ctx.stroke();
</script>
</body>
</html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Circle</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="100" style="border: 5px solid red;"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.beginPath();
ctx.arc(95, 50, 40, 0, 2 * Math.PI);
ctx.stroke();
</script>
</body>
</html>
Circle Output
Print a String
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Print String</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="100" style="border: 5px solid red;"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "30px Arial";
ctx.fillText("Hello World", 23, 60);
</script>
</body>
</html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Print String</title>
</head>
<body>
<canvas id="myCanvas" width="200" height="100" style="border: 5px solid red;"></canvas>
<script>
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
ctx.font = "30px Arial";
ctx.fillText("Hello World", 23, 60);
</script>
</body>
</html>
String Output
Display Image Inside Canvas
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Display Image inside canvas</title>
</head>
<body>
<canvas id="myCanvas" width="800" height="500" style="border: 5px solid red;"></canvas>
<div>
<img src="1.jpg" id="scream" width="190" height="90" alt="scream">
</div>
<button id="b1" onclick="myfun()" value="Click Me">Click Me</button>
<script>
function myfun() {
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = document.getElementById("scream");
ctx.drawImage(img, 10, 10);
}
</script>
</body>
</html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Display Image inside canvas</title>
</head>
<body>
<canvas id="myCanvas" width="800" height="500" style="border: 5px solid red;"></canvas>
<div>
<img src="1.jpg" id="scream" width="190" height="90" alt="scream">
</div>
<button id="b1" onclick="myfun()" value="Click Me">Click Me</button>
<script>
function myfun() {
var c = document.getElementById("myCanvas");
var ctx = c.getContext("2d");
var img = document.getElementById("scream");
ctx.drawImage(img, 10, 10);
}
</script>
</body>
</html>
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