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Canvas Pocket Reference: Scripted Graphics for HTML5 (Pocket Reference (O'Reilly))
 
 
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Canvas Pocket Reference: Scripted Graphics for HTML5 (Pocket Reference (O'Reilly)) [Paperback]

David Flanagan

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Canvas Pocket Reference: Scripted Graphics for HTML5 (Pocket Reference (O'Reilly)) + jQuery Pocket Reference + CSS Pocket Reference (Pocket Reference (O'Reilly))
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More About the Author

David Flanagan
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Product Description

Product Description

The Canvas element is a revolutionary feature of HTML5 that enables powerful graphics for rich Internet applications, and this pocket reference provides the essentials you need to put this element to work. If you have working knowledge of JavaScript, this book will help you create detailed, interactive, and animated graphics -- from charts to animations to video games -- whether you're a web designer or a programmer interested in graphics.

Canvas Pocket Reference provides both a tutorial that covers all of the element's features with plenty of examples and a definitive reference to each of the Canvas-related classes, methods, and properties.

You'll learn how to:

  • Draw lines, polygons, and curves
  • Apply colors, gradients, patterns, and transparency
  • Use transformations to smoothly rotate and resize drawings
  • Work with text in a graphic environment
  • Apply shadows to create a sense of depth
  • Incorporate bitmapped images into vector graphics
  • Perform image processing operations in JavaScript

About the Author

David Flanagan is a computer programmer who spends most of his time writing about JavaScript and Java. His books with O'Reilly include JavaScript: The Definitive Guide, JavaScript Pocket Reference, Java in a Nutshell, Java Examples in a Nutshell, and Java Foundation Classes in a Nutshell. David has a blog at www.davidflanagan.com.


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5 of 6 people found the following review helpful
Explains the underlying concepts needed to do more than just copying code from the web. Canvas Pocket Reference (David Flanagan) 21 Jan 2011
By Boanerges Aleman-Meza - Published on Amazon.com
Format:Paperback
Summary: The book provides examples to explain feature after feature of canvas, carefully mentioning the concepts behind the feature being explained (strokes, gradients, transparency, text, shadows, etc). This book will explain how things are done and after that, you'll be able to grab sample code from the web and actually be able to customize it to what you need.

The book contains two chapters that are completely different of each other. The first chapter explains how things work in canvas. For example, whatever you draw uses a style that is defined separately from the drawing code, similar to the separation of content and presentation in HTML/CSS. The way you draw graphics, fill them, color them, etc is different than traditional environments such as Java graphics. At the end of the first chapter, you'll know what can be done using canvas and how.

The second chapter is a reference of the canvas methods, which will be the details needed once you're actually coding. Fortunately, there are not that many methods in canvas. If unfamiliar with pocket reference books from O'Reilly, they are small, you can carry it in the back pocket of your jeans. If you do not wear jeans or shorts at work, then you may not be the intended audience for this book. I needed a book that explains how to use bitmap images and do image processing in them. The few pages in the book on those topics made the book worthwhile. I'm looking forward to see the Web when most sites use canvas (instead of Flash and the like) for simple graphic animations or just improved user interfaces. (Disclaimer: I was provided a hard-copy of the book from O'Reilly for review and returned it back).

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