Web developers have long wanted a standard element that you could draw on. Even more they wanted it to be interactive. They wanted it to work like flash. In HTML5, their wishes are granted. An HTML5 canvas element gives you access to a two dimensional drawing context that permits all the 2d drawing and transform and coloring and patterning and rendering text you might want. In this tutorial, I'm just going to touch on some of the fun things you can do with the HTML5 canvas.
The first thing to notice here is the HTML5 DOCTYPE, it's simply <DOCTYPE html>. Isn't that nice and simple? All modern browsers will shift into standards mode when they see it even if they don't yet support HTML5.
Next, in the <head> element we find <meta charset 'UTF-8'>. This tells the browser that we're using utf-8 character encoding, a good choice usually, since your editor on your system probably uses the same encoding. It must occur within the first 1024 characters of the file.
Of course <title> puts the title into the browser.
As a simple illustration I've put a <style>section into the header which gives the canvas a 1 pixel wide solid black outline. In the normal course of events we'd have one or more separate style sheets included here instead of having the style section inline.
The first thing we'll do is to draw filled and an outlined rectangles. Coordinates are in (x,y) pairs running from (0,0) at the top left, to (canvas.width,canvas.height) on the bottom right.
The arguments for strokeRect(x,y,width,height) and fillRect(x,y,width,height) are the same.
The color used to fill the rectangle comes from the fillStyle and the color used to outline the rectangle comes from the strokeStyle. In our first example you see four rectangles, one filled one stroked, and two both filled and stroked. The third one is filled and then stroked, and the fourth stroked and then filled. As you can see, the color for fill is green, the outline color is purple, and the size of the line used for the outline is 5 pixels.
All of the rectangles are 40 pixels X 40 pixels. Our first rectangle has the top left at coordinates (10,10), the second has the top left at coordinates (70,10), the third, which we first fill and then stroke, has the top left at coordinates (130,10) and the fourth, which we stroke and then fill has the top left at coordinates (190,10). If you look closely, you'll see that the 5 pixel outline is half way inside the rectangle, and half way outside. The center of the line runs along the edge of the rectangle. If you fill after stroking, like we did in the last example, the fill covers up half the width of the stroke.
With an HTML5 2-d context you can create a path and then either stroke the path or fill the inside of the path. You do this be calling context.beginPath() to clear the path, and then by calling one of a series of things that create subpaths. At any time you can call context.fill() or context.stroke() to either fill the inside of the path, or to draw a line upon the path. The first one I'll show you is
context.arc(x, y, radius, startAngle, endAngle [, anticlockwise ] )
N.B. as of writing this, some browsers, for example SeaMonkey, fail to draw if you don't specify the last argument. This is clearly their bug, but it's easy enough to put the false explicitly rather than leaving it off.
The brackets,  around the last argument tell you that it's an optional argument
RADIANS = (DEGREES * π)/180
DEGREES = (RADIANS * 180)/π
If you're used to thinking in degrees instead of radian, just remember that halfway around the circle is 180° and is also π radians. To convert degrees to radians, you divide the degrees by 180 and multiply by π.
I know, I know, it's not a very interesting example, all I did was to draw a few arcs. The first one goes from 0, to π/6 radians. Just for practice, let's convert the radians to degrees, we divide by π, that leaves us 1/6, and multiply by 180°. That leaves us 30°. So we swept through an arc of 30°. Not so hard, huh? For the others, you can verify them by comparing their angles against the Angles in Radians diagram. As an example, the yellow arc is drawn like, ctx.arc(120,120,30,5*Math.PI/6,4*Math.PI/3);. Looking at the third argument, it says that the arc starts at 5*Math.PI/6, so looking up at the diagram, would would look for 5π/6. The fourth argument is 4*Math.PI/3, so we'd look up at the diagram for 4π/3, and sure enough, those are the same angles as we see the yellow arc being drawn through.
Although we've only stroked paths so far, don't fear, in the next example we'll be filling as well.
There's a lot more you can do with the canvas, you can set clipping paths, do translations and rotations, and draw text. I'm not going to explain all that here in a basics article, but I'll leave you with one more simple example that does a bit of translation and rotation.
The first thing we do in our function drawLeaf() is to draw a triangle with the point at (0,0) and the base pointing down. Then at the bottom, we'll draw a circle to give a nice rounded end to it. That's all there is to the function drawLeaf(). Usually we don't draw anything around (0,0). It's the top left of our canvas. Don't worry about it for now, we'll take care of that in the next function.
In draw leaves we are going to call drawLeaf() 12 times. Each time we're going to rotate another 30 degrees. That's why drawLeaf draws the leaf starting at the origin, because rotations are all around the origin.
To make it visible, we're going to shift the origin to the middle of our canvas. That's why we call translate(ctx.canvas.width/2,ctx.canvas.height/2). Each time through the loop we rotate 30 degrees, pick a color from our array, and then call drawLeaf to do the one thing he knows how to do. Draw a leaf pointing down. The poor guy doesn't know that we're spinning the world under him.
Finally at the bottom, we look up our canvas, get its context, and pass it to drawLeaves() to make our pretty picture.