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Learning D3.js 5 Mapping - Second Edition

You're reading from  Learning D3.js 5 Mapping - Second Edition

Product type Book
Published in Nov 2017
Publisher
ISBN-13 9781787280175
Pages 298 pages
Edition 2nd Edition
Languages
Authors (3):
Thomas Newton Thomas Newton
Profile icon Thomas Newton
Oscar Villarreal Oscar Villarreal
Profile icon Oscar Villarreal
Lars Verspohl Lars Verspohl
Profile icon Lars Verspohl
View More author details

Table of Contents (13) Chapters

Preface 1. Gathering Your Cartography Toolbox 2. Creating Images from Simple Text 3. Producing Graphics from Data - the Foundations of D3 4. Creating a Map 5. Click-Click Boom! Applying Interactivity to Your Map 6. Finding and Working with Geographic Data 7. Testing 8. Drawing with Canvas and D3 9. Mapping with Canvas and D3 10. Adding Interactivity to Your Canvas Map 11. Shaping Maps with Data - Hexbin Maps 12. Publishing Your Visualization with GitHub Pages

Introducing Canvas

Before you start to draw with Canvas, let's have a brief look at its concept – the mental model that will help you approach, plan, and write your applications. Canvas in its material form is a single HTML5 element. It is literally a blank canvas that you can draw on. For the actual drawing, you use the Canvas context – the Canvas API. The context can be thought of as your toolbox that can be manipulated with JavaScript.

You can compare the Canvas element with the root SVG element, as both contain all parts of the drawing. However, the key difference is that SVG (like HTML) operates in retained mode. The browser retains a list of all objects drawn onto the SVG (or HTML) canvas within the Document Object Model (DOM) – the scene-graph of your web application. This makes your drawing almost material. You produce a list of objects, change...

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