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The canvas element is part of HTML5 and allows for dynamic, scriptable rendering of 2D shapes and bitmap images. It is a low level, procedural model that updates a bitmap. HTML5 Canvas also helps in making 2D games. While the HTML5 canvas offers its own 2D drawing API, it also supports the WebGL API to allow 3D rendering with OpenGL ES.
A JavaScript graphics library is a JavaScript library used to aid in the creation of graphics for either the HTML5 canvas element or SVG. Such a library eases the development and display of graphic elements like particles, motion, animation, plotting, and 3D graphics.
In computer science and visualization, a canvas is a container that holds various drawing elements (lines, shapes, text, frames containing others elements, etc.). It takes its name from the canvas used in visual arts.
Gradient and pattern fills can be customized using on-canvas handles. Shapes: In addition to tools for drawing basic geometric shapes, such as rectangles and ellipses, the program features tools for drawing procedural shapes like cogwheels and crosses. This is done by using a custom namespace to extend the SVG specification.
Once the Raphaël object has been instantiated, its various drawing, resizing and animation methods may be called to build up a vector graphic. This library includes support of Cùfon fonts, a format that turns a given font into a set of vector paths. It is extensible through plugins. [citation needed]
Canvas fingerprinting works by exploiting the HTML5 canvas element.As described by Acar et al. in: [6] When a user visits a page, the fingerprinting script first draws text with the font and size of its choice and adds background colors (1).
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QML elements can be augmented by standard JavaScript both inline and via included .js files. Elements can also be seamlessly integrated and extended by C++ components using the Qt framework. QML is the language; its JavaScript runtime is the custom V4 engine, [7] since Qt 5.2; [8] and Qt Quick is the 2D scene graph and the UI framework based on ...