Failed to execute 'drawImage' on 'CanvasRenderingContext2D












0
















Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)




I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.



setTimeout(() => {

let startpanel = document.getElementById('startpanel')

// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";

// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";

skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};

startpanel.appendChild(skinInput)

// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)

const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}

drawCanvas();

}, 3000);









share|improve this question




















  • 1





    You are trying to draw the image before it is loaded. Setting .src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.

    – Chris G
    Dec 31 '18 at 9:09


















0
















Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)




I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.



setTimeout(() => {

let startpanel = document.getElementById('startpanel')

// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";

// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";

skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};

startpanel.appendChild(skinInput)

// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)

const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}

drawCanvas();

}, 3000);









share|improve this question




















  • 1





    You are trying to draw the image before it is loaded. Setting .src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.

    – Chris G
    Dec 31 '18 at 9:09
















0












0








0


1







Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)




I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.



setTimeout(() => {

let startpanel = document.getElementById('startpanel')

// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";

// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";

skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};

startpanel.appendChild(skinInput)

// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)

const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}

drawCanvas();

}, 3000);









share|improve this question

















Uncaught TypeError: Failed to execute 'drawImage' on 'CanvasRenderingContext2D': The provided value is not of type '(CSSImageValue or HTMLImageElement or SVGImageElement or HTMLVideoElement or HTMLCanvasElement or ImageBitmap or OffscreenCanvas)'
at drawCanvas (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:56)
at setTimeout (userscript.html?id=0e769594-f15d-490f-a75c-bac819525aab:59)




I am trying to load images to a canvas based on url input, i've tried adding event listeners and a logger, none seem to work.



setTimeout(() => {

let startpanel = document.getElementById('startpanel')

// image for skin
var img = document.createElement("img");
img.style.width = "220px";
img.style.height = "177px";

// input custom skin
var skinInput = document.createElement("input");
skinInput.placeholder = "skin url";
skinInput.style.width = "150px";
skinInput.style.height = "35px";

skinInput.onblur = function() {
const newImage = new Image();
newImage.src = skinInput.value;
img.src = skinInput.value;
drawCanvas(newImage);
};

startpanel.appendChild(skinInput)

// draw skin
var appearance = document.createElement("canvas");
appearance.id = "appearance";
// appearance.style.position = "absolute";
appearance.style.top = "100px";
appearance.style.width = "200px";
appearance.style.height = "177px";
appearance.style.border = "1px solid #d3d3d3";
startpanel.appendChild(appearance)

const drawCanvas = (newImage) => {
var ctx = appearance.getContext("2d");
ctx.drawImage(newImage, 10, 10);
}

drawCanvas();

}, 3000);






javascript canvas






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edited Dec 31 '18 at 9:12







BernardJones

















asked Dec 31 '18 at 9:02









BernardJonesBernardJones

32




32








  • 1





    You are trying to draw the image before it is loaded. Setting .src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.

    – Chris G
    Dec 31 '18 at 9:09
















  • 1





    You are trying to draw the image before it is loaded. Setting .src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.

    – Chris G
    Dec 31 '18 at 9:09










1




1





You are trying to draw the image before it is loaded. Setting .src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.

– Chris G
Dec 31 '18 at 9:09







You are trying to draw the image before it is loaded. Setting .src starts loading the image asynchronously; if you want to draw it you need to set .onload to a function that does so. SO has multiple search results for the error btw.

– Chris G
Dec 31 '18 at 9:09














1 Answer
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I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".



So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"



If you remove the line "drawCanvas()" the error is not thrown.






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    I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".



    So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"



    If you remove the line "drawCanvas()" the error is not thrown.






    share|improve this answer




























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      I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".



      So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"



      If you remove the line "drawCanvas()" the error is not thrown.






      share|improve this answer


























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        I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".



        So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"



        If you remove the line "drawCanvas()" the error is not thrown.






        share|improve this answer













        I think this error is thrown because you call your own function "drawCanvas(newImage)" without argument after define it : "drawCanvas()".



        So, your function call the context function drawImage with a null first argument : "ctx.drawImage(newImage, 10, 10)"



        If you remove the line "drawCanvas()" the error is not thrown.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Dec 31 '18 at 9:32









        Florian CallewaertFlorian Callewaert

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