javafx canvas

JavaFX provides a Canvas class that allows you to draw graphics and images using a low-level rendering API. You can use a Canvas to create custom graphics, such as charts, graphs, and diagrams, or to create custom visual effects and animations.

To use a Canvas, you first create an instance of the class, set its width and height, and then obtain a graphics context on which to draw. The graphics context provides a set of methods for drawing shapes, lines, text, images, and other graphical elements. For example, the following code creates a Canvas with a width and height of 400 pixels and then draws a rectangle, a circle, and a line:

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Canvas canvas = new Canvas(400, 400);
GraphicsContext gc = canvas.getGraphicsContext2D();

gc.setFill(Color.RED);
gc.fillRect(100, 100, 200, 200);

gc.setFill(Color.BLUE);
gc.fillOval(150, 150, 100, 100);

gc.setStroke(Color.GREEN);
gc.setLineWidth(5);
gc.strokeLine(0, 0, 400, 400);

This code creates a Canvas with a size of 400 by 400 pixels and obtains a graphics context on which to draw. It then draws a red rectangle with a width and height of 200 pixels at position (100, 100), a blue circle with a radius of 50 pixels at position (150, 150), and a green line with a width of 5 pixels that extends from the top-left corner to the bottom-right corner of the canvas.

You can also use a Canvas to draw images. To do this, you first load an image using the Image class, and then use the graphics context's drawImage method to draw the image on the Canvas. For example, the following code loads an image from a file and then draws it on a Canvas:

Image image = new Image("image.png");
gc.drawImage(image, 0, 0);

This code loads an image from a file named "image.png" and then draws it at position (0, 0) on the Canvas.