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Home/ Questions/Q 6377353
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T01:51:35+00:00 2026-05-25T01:51:35+00:00

Say I want to draw something upon a canvas: function draw() { var canvas

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Say I want to draw something upon a canvas:

function draw() {

    var canvas = document.getElementById('myCanvas');

    ctx = canvas.getContext('2d');
    ctx.canvas.width = 100;
    ctx.canvas.height = 100;

    ctx.fillStyle = 'red';

    ctx.fillRect(0, 0, 50, 50);

}

But then at a later date I want to draw something else on it,

function drawMore() {

    var canvas = document.getElementById('myCanvas');

    ctx = canvas.getContext('2d');
    ctx.canvas.width = 100;
    ctx.canvas.height = 100;

    ctx.fillStyle = 'blue';

    ctx.fillRect(50, 50, 50, 50);

}

Is there anyway I can do this without destroying the previously drawn blue-block, without having to explicitly redraw the previous content (say for example, I don’t actually know what’s upon it).

Thanks!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-25T01:51:36+00:00Added an answer on May 25, 2026 at 1:51 am

    Delete these lines:

    ctx.canvas.width = 100;
    ctx.canvas.height = 100;
    

    You don’t need to reset the height and width each time. Example

    Setting the width is actually a trick for clearing the canvas.

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