First, make sure you've declared the canvas and its 2d context:
//the canvas element
var canvas = document.getElementById("canvas");
//the set of canvas tools your working with
var ctx = canvas.getContext("2d");
Then we have to load the image with a new image object and give the object a callback to execute once the image is loaded:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
//new image object
var img = new Image();
//give it the path to the image you're loading
img.src = "/img/obama.png";
//callback to execute once image is loaded
//side-note: you can name anonymous functions
img.onload = function handleLoad() {
}
Once your image is loaded you can draw it onto your canvas inside your callback:
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var img = new Image();
img.src = "/img/obama.png";
img.onload = function handleLoad() {
//draw the image onto the canvas
//in this example the drawImage takes in four parameters:
//x - x coordinate on the canvas to render image
//y - y coordinate on the canvas to render image
// width - the width to draw the whole image
// height - the height to draw the whole image
//img width and height are properties you can access from the object
ctx.drawImage(0, 0, img.width. img.height);
}
Your image should appear on the upper left corner of the canvas. Now we're ready to extract some data!
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