Save Canvas as Image Internet Explorer

Save Canvas as Image Internet Explorer

By : Garry
Date : November 14 2020, 04:48 PM
I hope this helps . [FINAL ANSWER/EDIT]
Open a new window, and set the innerHTML property of the body to:
code :
<img src="[DATA URI GOES HERE]"/>

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Image upload doesn't work in mozilla and Internet Explorer - asks to save files

Image upload doesn't work in mozilla and Internet Explorer - asks to save files

By : user3598438
Date : March 29 2020, 07:55 AM
I hope this helps you . You are returning JSON as the page to the user following the upload. The JSON won't make any sense to a regular user, so most browsers doesn't have any predefined way to display the JSON.
If the returned page is displayed somewhere, you should return a regular HTML page that means something to the user. If the page isn't really displayed somewhere (e.g. loaded in a hidden frame), you should return an empty HTML page that all browsers know how to display.
Internet Explorer 7, 8 & 9: canvas support (Mootools)

Internet Explorer 7, 8 & 9: canvas support (Mootools)

By : Arturo Lopez
Date : March 29 2020, 07:55 AM
Any of those help IE9 perfectly supports canvas.
If your page doesn't work fine it's usually because your header isn't right. Use this :
code :
    <!DOCTYPE html>
    <meta http-equiv="X-UA-Compatible" content="IE=edge" />
load image in canvas fail under Internet Explorer 9 and opera

load image in canvas fail under Internet Explorer 9 and opera

By : Michiel Van Parys
Date : March 29 2020, 07:55 AM
I wish did fix the issue.
code :
<!DOCTYPE html>
        <meta http-equiv="X-UA-Compatible" content="IE=edge" />
        <script src="resources/js/jquery-1.7.2.min.js"> </script>
            function draw(screen, data) {  
                var canvas;
                if (screen.document.getElementById("screen") == null){
                    var canvasDiv = screen.document.createElement("div"); 
                    canvasDiv.id = "screen"; 
                    canvasDiv.style.margin = "0px auto";
                    canvasDiv.style.width = data.maxX;
                    canvasDiv.style.height = data.maxY;
                    canvasDiv.style.border='2px solid black';

                    canvas = screen.document.createElement('canvas');
                    canvas.setAttribute('width', data.maxX);
                    canvas.setAttribute('height', data.maxY);
                    canvas.setAttribute('id', 'screenCanvas');
                    if(typeof G_vmlCanvasManager != 'undefined') {
                        canvas = G_vmlCanvasManager.initElement(canvas);
                    canvas = screen.document.getElementById('screenCanvas');

                var context = canvas.getContext('2d');  
                var tileY = 0;
                var tileX = 0;
                var counter = 0;
                var tileWidth = data.tileWidth;
                var tileHeight = data.tileHeight;
                for (var i=0;i<(data.maxX/data.tileWidth);i++){  
                    for (var j=0;j<(data.maxY/data.tileHeight);j++){  
                        var img = new Image();  
                        img.onload = (function(img, tileX, tileY, tileWidth, tileHeight){
                            return function() {
                                context.drawImage(img,tileX, tileY, tileWidth, tileHeight);
                        })(img, tileX, tileY, tileWidth, tileHeight);  
                        img.src = "http://myserver:8080/images/screen/tile/" + 
                        tileX = tileX + parseInt(data.tileWidth); 
                        counter ++; 
                    tileY = tileY + parseInt(data.tileHeight); 
                    tileX = 0;
save canvas as jpeg with Internet Explorer

save canvas as jpeg with Internet Explorer

By : Jazz
Date : March 29 2020, 07:55 AM
This might help you Got it! Many thanks to Karl and his post here
The work-around is to use html2canvas.js, filesaver.js and canvas-toBlob.js for compatibility polyfilling.
code :
   <script type="text/javascript" src="html2canvas.js"></script>
   <script type="text/javascript" src="FileSaver.js"></script>
   <script type="text/javascript" src="canvas-toBlob.js"></script>
<button id="save_image_locally">download img</button>
<div id="imagesave" style="height:200px; width:200px;">
<img id='local_image' src='http://www.example.com/Images/Example.jpg'>
html2canvas($('#imagesave'), {
onrendered: function(canvas) {
var img = canvas.toDataURL()
canvas.toBlob(function(blob) {
saveAs(blob, "savedcanvasimage.jpeg");
}, "image/jpeg");
Your browser has tainted the canvas in internet Explorer

Your browser has tainted the canvas in internet Explorer

By : Niloy Dey
Date : March 29 2020, 07:55 AM
will be helpful for those in need It was already mentioned in the comments, but this does seem to primarily be an issue with Internet Explorer. You say that your PDF canvas is not drawing, but the library that you're using is drawing on a canvas. They even have comments in the code highlighting some of the issues around Internet Explorer.
As mentioned in the linked question, you might follow the advice of one those answers for handling IE issues. That might not actually help though, since its really the library that you're using that is causing the issue.
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