When making web graphics, you’ll often use Canvas or SVG. While both can display graphics, they work in different ways and are best suited for different tasks.
Canvas is pixel-based. It uses the element, and you draw graphics with JavaScript. Once the graphics are drawn, they are fixed, meaning you can’t interact with individual shapes or objects without redrawing them. Canvas is great for animations, games, and large data visualizations where speed is important.
SVG, or Scalable Vector Graphics, is vector-based. It uses the element, and shapes like rectangles, circles, and lines are defined as code. These shapes are treated as separate elements, so you can style or interact with them individually. SVG is perfect for things like icons, diagrams, and interactive graphics.
Main Differences:
Scalability: SVG stays sharp at any size, while Canvas can look blurry when scaled.
Interactivity: SVG shapes can be clicked or styled directly; Canvas doesn’t allow this without extra coding.
Performance: Canvas is faster for heavy tasks like games, but SVG handles simpler graphics and interactivity better.
Use Canvas for speed and animations, and SVG for clear, scalable, and interactive graphics!
View example source code below:
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