Creating and manipulating object oriented programming for drawing on canvas
Handling mouse events, including double-clicks
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
Introduction
The project for this chapter is a utility for manipulating objects on a canvas to produce a picture. I call ...