Why use the HTML 5 Canvas tag?
My questions is, why would I need to use Canvas as a placeholder to render graphics instead of using some other arbitrary tag that can be used as a graphics placeholder for example?
Do you really think you can do the same using regular <div>s ?
For a much simpler demo with a readable source you can check out this rotating icosahedron.
Canvas is intended for graphics manipulation, whereas div isn't. Semantically, you should be using Canvas.
You can't draw on arbitrary elements.
Canvas allows you to manipulate pixels with acceptable speed. You can draw various shapes, set colors for pixels etc. With div you can only render standard HTML elements.
DIV is a container for other tags. CANVAS is a container for pixels.
Whilst it is (probably) possible to do everything you want to do drawing-wise inside a plain DIV, with CANVAS the browser knows semantically that the area is going to contain graphics and can use that information accordingly.
Browsers support a variety of drawing routines for CANVAS natively, whereas you'd have to cook your own entirely in JS for DIV.
A really good resource for information on the HTML5 canvas is http://diveintohtml5.ep.io/canvas.html
Why use canvas: 1- canvas is secure to use and compatible with multi platform. 2- it have a lot of ready function to use in animation. 3- you can play with speed, pixels, colors. 4- you can save result of canvas as image. 5- you can implement professionally games with canvas. check here
simply it is act like flash but with no plug-ins.
Will load straight away when entering a webpage with this in use, where an
Will take much longer.