HTML5 Graphics


Feature <canvas> <svg>
Type Immediate (pixel-based) rendering Retained (vector-based) graphics
Scriptable Requires JavaScript for drawing XML-like markup structure (can use JS too)
Resolution Fixed resolution Scalable without losing quality
Interaction Needs manual handling Built-in event support on elements
Use Cases Games, animations, image processing Charts, diagrams, icons, UI graphics

<canvas> — Drawing via JavaScript

Syntax

 <canvas id="myCanvas" width="300" height="150"></canvas>

Example: Draw a Circle with Canvas

<canvas id="circleCanvas" width="200" height="200" style="border:1px solid #000;"></canvas>

<script>
  const canvas = document.getElementById('circleCanvas');
  const ctx = canvas.getContext('2d');

  ctx.beginPath();
  ctx.arc(100, 100, 50, 0, 2 * Math.PI);  // x, y, radius
  ctx.fillStyle = 'skyblue';
  ctx.fill();
  ctx.stroke();
</script> 

<svg> tag - Scalable Vector Graphics

The <svg> tag defines vector-based graphics in XML format that can scale without losing quality. It's perfect for UI icons, charts, illustrations, and even animations.

 

Syntax

<svg width="400" height="200">
  <!-- SVG shapes go here -->
</svg> 

Example

<svg width="200" height="200" style="border:1px solid #000;">
  <circle cx="100" cy="100" r="50" fill="skyblue" stroke="black" />
</svg> 



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