HTML5 Canvas: Get Event when drawing is finished

Like almost all Javascript functions, drawImage is synchronous, i.e. it’ll only return once it has actually done what it’s supposed to do. That said, what it’s supposed to do, like most other DOM calls, is queue-up lists of things to be repainted next time the browser gets into the event loop. There’s no event you … Read more

ReferenceError: Chart is not defined – chartjs

I was also getting same error. To fix this I moved the chart script into separate graph.js file. Still I was getting same error. Which is fixed later when I put tag in following order before end of tag as shown below. <script src=”https://cdnjs.cloudflare.com/ajax/libs/Chart.js/2.4.0/Chart.min.js”></script> <script type=”text/javascript” src=”jscript/graph.js”></script> </body> The page look like this: var ctx … Read more

I want to do animation of an object along a particular path

Here is how to move an object along a particular path Animation involves movement over time. So for each “frame” of your animation you need to know the XY coordinate where to draw your moving object (rectangle). This code takes in a percent-complete (0.00 to 1.00) and returns the XY coordinate which is that percentage … Read more

How to anti-alias clip() edges in html5 canvas under Chrome Windows?

If you’re doing complex, layered drawing, you can use globalCompositeOperation to emulate clipping in a second, scratch canvas. You can then use drawImage to copy the scratch canvas back into the original canvas. I can’t guarantee the performance of this approach, but it’s the only way I know to get what you want. //set-up – … Read more

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