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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.