HTML5 represents a substantial leap forward in web design, layout, and usability. It provides a simple way to manipulate graphics in a web browser without resorting to plug-ins such as Flash, offers methods to insert audio and video into web pages (again without plug-ins), and irons out several annoying inconsistencies that crept into HTML during its evolution.
In addition, HTML5 includes numerous other enhancements such as geolocation handling, web workers to manage background tasks, improved form handling, and access to bundles of local storage (far in excess of the limited capabilities of cookies).
What’s interesting about HTML5, though, is that it has been an ongoing evolution, in which browsers have adopted different features at different times. Fortunately, all the biggest and most popular HTML5 additions are now supported by all major browsers (those with more than 1 percent or so of the market, such as Chrome, Internet Explorer, Edge, Firefox, Safari, Opera, and the Android and iOS browsers).
Originally introduced by Apple for the WebKit rendering engine (which had itself originated in the KDE HTML layout engine) for its Safari browser (and now also implemented in the iOS, Android, Kindle, Chrome, BlackBerry, Opera, and Tizen browsers), the canvas element enables us to draw graphics in a web page without having to rely on a plug-in such as Java or Flash. After being standardized, the canvas was adopted by all other browsers ...