Book Image

Learn D3.js

By : Helder da Rocha
2 (1)
Book Image

Learn D3.js

2 (1)
By: Helder da Rocha

Overview of this book

This book is a practical hands-on introduction to D3 (Data-driven Documents): the most popular open-source JavaScript library for creating interactive web-based data visualizations. Based entirely on open web standards, D3 provides an integrated collection of tools for efficiently binding data to graphical elements. If you have basic knowledge of HTML, CSS and JavaScript you can use D3.js to create beautiful interactive web-based data visualizations. D3 is not a charting library. It doesn’t contain any pre-defined chart types, but can be used to create whatever visual representations of data you can imagine. The goal of this book is to introduce D3 and provide a learning path so that you obtain a solid understanding of its fundamental concepts, learn to use most of its modules and functions, and gain enough experience to create your own D3 visualizations. You will learn how to create bar, line, pie and scatter charts, trees, dendograms, treemaps, circle packs, chord/ribbon diagrams, sankey diagrams, animated network diagrams, and maps using different geographical projections. Fundamental concepts are explained in each chapter and then applied to a larger example in step-by-step tutorials, complete with full code, from hundreds of examples you can download and run. This book covers D3 version 5 and is based on ES2015 JavaScript.
Table of Contents (13 chapters)

Using Canvas

You may have noticed that dragging and zooming are sometimes slow and choppy. One of the main reasons this happens is the large amount of objects in memory. A large dataset can create hundreds of thousands of objects, draining your memory resources and freezing your animations.

But if you configure a path with the context() method and an HTML Canvas context, it will no longer generate an SVG path string, but a sequence of calls to HTML Canvas path methods.

The same dataset that creates thousands of SVG objects creates a single Canvas, which uses much less resources. On the other hand it's much harder to select object in a Canvas, apply styles and create interactive maps.

The following example is a Canvas-version of the map you created in the beginning of this chapter. Replace the code that creates and configures the SVG for one that creates and configures a Canvas...