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Home/ Questions/Q 7606351
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T00:23:18+00:00 2026-05-31T00:23:18+00:00

I’ve been playing around with the HTML5 Canvas and I’ve noticed something that I

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I’ve been playing around with the HTML5 Canvas and I’ve noticed something that I couldn’t find a resolution for online. Here’s the simple code I’m playing with

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
    <script src="//ajax.googleapis.com/ajax/libs/jquery/1.7.1/jquery.min.js" type="text/javascript"></script>
</head>
<body>
    <canvas id="canvas" style="border: 1px solid;" width="200" height="200"></canvas>
    <br />
    <button id="draw">draw</button>
    <button id="clear">clear</button>
</body>
</html>

<script type="text/javascript">
    (function () {
        var canvas = document.getElementById("canvas");
        var context = canvas.getContext("2d");
        $("#draw").bind("click", function () {
            for (var i = 0; i < 200; i++) {
                context.moveTo(0, i);
                context.lineTo(100, 100);
                context.stroke();
            }
        });
        $("#clear").bind("click", function () {
            context.clearRect(0, 0, 200, 200);
        });
    } ());
</script>

Each time that I press draw, the speed at which it completes seems to slow down exponentially. Could anyone know why this is happening?

It slows down the most through IE. Chrome seems to complete it faster with each draw click, but you can still definitely notice a speed reduction.

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-31T00:23:20+00:00Added an answer on May 31, 2026 at 12:23 am

    The <canvas> element keeps track of a current path (i.e., set of points, lines, and curves). canvas.moveTo, canvas.lineTo, and canvas.stroke all operate on the current path. Every time you call canvas.moveTo or canvas.lineTo you are adding to the current path. As the path gets more and more complex, drawing gets slower and slower.

    You can clear the path by calling canvas.beginPath(). Doing this at the start of your draw function should get rid of the slowdown.

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