Book Image

JavaScript from Beginner to Professional

By : Laurence Lars Svekis, Maaike van Putten, Codestars By Rob Percival
4 (5)
Book Image

JavaScript from Beginner to Professional

4 (5)
By: Laurence Lars Svekis, Maaike van Putten, Codestars By Rob Percival

Overview of this book

This book demonstrates the capabilities of JavaScript for web application development by combining theoretical learning with code exercises and fun projects that you can challenge yourself with. The guiding principle of the book is to show how straightforward JavaScript techniques can be used to make web apps ranging from dynamic websites to simple browser-based games. JavaScript from Beginner to Professional focuses on key programming concepts and Document Object Model manipulations that are used to solve common problems in professional web applications. These include data validation, manipulating the appearance of web pages, working with asynchronous and concurrent code. The book uses project-based learning to provide context for the theoretical components in a series of code examples that can be used as modules of an application, such as input validators, games, and simple animations. This will be supplemented with a brief crash course on HTML and CSS to illustrate how JavaScript components fit into a complete web application. As you learn the concepts, you can try them in your own editor or browser console to get a solid understanding of how they work and what they do. By the end of this JavaScript book, you will feel confident writing core JavaScript code and be equipped to progress to more advanced libraries, frameworks, and environments such as React, Angular, and Node.js.
Table of Contents (19 chapters)
16
Other Books You May Enjoy
17
Index

Saving dynamic images

We can convert the canvas to an image, and this image can then be saved as a next step. In order to convert it to an image, we need to add the following to our script element:

let dataURL = canvas.toDataURL();
document.getElementById("imageId").src = dataURL;

We are changing our canvas to a data URL, which then becomes the source of our image. We want this to happen whenever a save button gets clicked. Here is the button:

<input type="button" id="save" value="save" />

And the event listener:

document.getElementById("save").addEventListener("click", function () {
  let dataURL = canvas.toDataURL();
  document.getElementById("holder").src = dataURL;
});

Now whenever the save button gets clicked, it is going to update the image with the generated data URL from the canvas. Whatever content is within the canvas element will be turned into a base64 data image value...