Re: Canvas as input vs. img (was Using @aria-describedby for long described image links [Was: Using an image map for long described image links [Was: Revert Request]])

Canvas is widely used for interactivity. The basic example in the HTML5 
specs is a checkbox example.


The majority of Canvas uses are for UI, not simply for procedurally 
generated images.
While you can generate some interesting images via script, a static PNG 
file makes more sense in distribution.

I found that one out with an extension to a drawing application. I'm 
sure people in Adobe have seen this as well with things like illustrator.

I was so happy that we were capturing all of the information needed to 
redraw an image. Then, I noticed that it took longer to redraw
the image than it did to download a copy that had already been rendered.

The name of this site is a little silly, but it gives a nice view of how 
programmers are using JavaScript in experimentation:
http://badassjs.com/

Notice, the Js1k demos are just programmatic images. Those are demos 
though, intentionally tricky and small.

For actual apps, you have something like "Morning Star: An Impressive 
Audio Synth in JavaScript".
http://badassjs.com/post/16764713909/morning-star-an-impressive-audio-synth-in-javascript


-Charles

On 2/7/2012 12:54 PM, Leonard Rosenthol wrote:
> This is interestingŠ
>
> What makes you think that Canvas is (or should be) anything more than a
> programmatically described image?
>
> Leonard
>
> On 2/7/12 3:40 PM, "Charles Pritchard"<chuck@jumis.com>  wrote:
>
>> The issue with Canvas is that implementers did not realize that Canvas
>> is in some abstract sense, a form element.
>> "the best way to fix it is to make [it] more like a form control"
>> https://bugs.webkit.org/show_bug.cgi?id=50126
>>
>> In all implementations, fixing Canvas seems to be about changing the
>> object it inherits from.
>> https://bugzilla.mozilla.org/show_bug.cgi?id=495912
>>
>> Canvas is not<img>, it's<input>.
>>

Received on Tuesday, 7 February 2012 21:12:50 UTC