HTML `canvas` Element Not Rendering on iOS Safari - Investigating Drawing Context Issues
I keep running into I've been banging my head against this for hours... I've been banging my head against this for hours. I'm currently working on a simple drawing application using the HTML `<canvas>` element, and I've run into an scenario where the canvas does not render anything on iOS Safari (version 15.0). The same code works perfectly on Chrome and Firefox. My setup involves creating a canvas and attempting to draw a rectangle as a test. Here's the relevant part of my code: ```html <canvas id="myCanvas" width="300" height="150"></canvas> <script> const canvas = document.getElementById('myCanvas'); const ctx = canvas.getContext('2d'); ctx.fillStyle = 'blue'; ctx.fillRect(10, 10, 100, 50); </script> ``` When I run this on iOS Safari, nothing displays, and I don't see any behavior messages in the console. I've tried forcing a redraw by calling `ctx.clearRect(0, 0, canvas.width, canvas.height)` before the `fillRect`, but that hasn't worked either. I've also ensured that my canvas dimensions are set within the HTML attributes and not just through CSS, as I've read that can cause issues with scaling on some browsers. After checking, I confirmed that the `<canvas>` element exists in the DOM at the time of drawing, and the script is executed after the DOM content is fully loaded. To troubleshoot, I added event listeners to see if the `getContext` call was returning null, but it seems to return a valid drawing context. Is there something specific to iOS Safari that I might be missing? Are there any compatibility issues or known bugs with the `<canvas>` implementation in this browser? Any insights would be appreciated! For context: I'm using Html on macOS. Has anyone else encountered this? For context: I'm using Html on Ubuntu. What are your experiences with this?