C H A P T E R  2

Family Collage: Manipulating Programmer-defined Objects on a Canvas

In this chapter, you will learn about

  • Creating and manipulating object-oriented programming for drawing on canvas
  • Handling mouse events, including double-click
  • Saving the canvas to an image
  • Using try and catch to trap errors
  • Browser differences involving the location of the code
  • Using algebra and geometry to construct shapes and determine when the cursor is over a specific object
  • Controlling the icon used for the cursor

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