Difficulty: Easy
Correct Answer: drawImage
Explanation:
Introduction / Context:
The HTML5 Canvas 2D API provides a set of methods for drawing shapes, text, and images on a bitmap surface. A very common requirement is to draw an existing image, such as an icon, sprite, or photo, onto the canvas. Knowing which method performs this operation is a basic skill for anyone working with Canvas based games or data visualizations, so it is frequently tested in technical interviews.
Given Data / Assumptions:
We are working with a Canvas 2D rendering context obtained from a canvas element.The question focuses on the method that draws an image onto the canvas.We assume that the image object or element is already loaded and available.We do not need the full parameter list, only the correct method name.
Concept / Approach:
In the Canvas 2D context, the method used to draw images is called drawImage. This method accepts different parameter combinations, including an image source and destination coordinates, and optionally source and destination rectangles for cropping and scaling. When called, drawImage copies the pixels from the given image into the canvas bitmap at the specified position. Other suggested method names such as drawPic or renderBitmap are not part of the standard Canvas API and do not exist in the official specification.
Step-by-Step Solution:
First, recall the commonly used Canvas 2D methods, such as fillRect, strokeRect, clearRect, and drawImage.Next, focus on which one operates on image objects rather than simple rectangles or paths.Then, remember that drawImage is the method that takes an image source and draws it onto the canvas surface.After that, compare the options and check which one matches the documented API name.Finally, see that drawImage is listed as option A, making it the correct answer.
Verification / Alternative check:
Looking at code samples from official documentation and tutorials, you will frequently see statements like context.drawImage(img, x, y) or context.drawImage(img, sx, sy, sw, sh, dx, dy, dw, dh). These examples confirm that drawImage is the method used for rendering image content. There is no mention of methods named drawPic, renderBitmap, putPhoto, or imageToCanvas in the standard Canvas API, which confirms that the other options are fictitious or incorrect.
Why Other Options Are Wrong:
Option B, drawPic, sounds plausible but is not part of the official Canvas API. Option C, renderBitmap, might describe the idea of drawing bitmaps but is not the actual method name. Option D, putPhoto, and option E, imageToCanvas, are also invented names and do not appear in any Canvas 2D reference. Using incorrect method names would result in runtime errors because those functions are undefined on the Canvas rendering context.
Common Pitfalls:
A common pitfall is calling drawImage before the image has fully loaded, which can result in nothing being drawn or distorted output. Developers should listen for the image load event or use modern promises or async loading patterns. Another mistake is misunderstanding the parameters and unintentionally stretching or cropping the image. Additionally, some forget that the canvas does not automatically retain a high level object model, so redrawing is required when the display changes. Knowing the correct method name is the first step toward using Canvas effectively and avoiding these issues.
Final Answer:
The correct answer is: drawImage.
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