centring the canvas moves it in the corner












2















I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.



var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;

function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}

function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}









share|improve this question























  • Did the answer solve the issue? Are there remaining questions?

    – Rabbid76
    Feb 10 at 10:38
















2















I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.



var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;

function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}

function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}









share|improve this question























  • Did the answer solve the issue? Are there remaining questions?

    – Rabbid76
    Feb 10 at 10:38














2












2








2








I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.



var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;

function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}

function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}









share|improve this question














I am trying to centre my whole canvas in the middle so I can scale it, as the edges are not complete and I can't fill up the space using values lower or bigger than the canvas as it bring up errors. Here is a picture without scaling and with scaling.



var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;

function setup() {
createCanvas(600, 600);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}

function draw() {
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random((width / (cols)) * c - (width / cols * 0.5), (width / (cols)) * c + (width / cols * 0.5));
var tempY = random((height / (rows)) * r - (height / rows * 0.5), (height / (rows)) * r + (height / rows * 0.5));
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}






javascript processing p5.js






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share|improve this question










asked Nov 25 '18 at 13:24









Tudor PopescuTudor Popescu

16110




16110













  • Did the answer solve the issue? Are there remaining questions?

    – Rabbid76
    Feb 10 at 10:38



















  • Did the answer solve the issue? Are there remaining questions?

    – Rabbid76
    Feb 10 at 10:38

















Did the answer solve the issue? Are there remaining questions?

– Rabbid76
Feb 10 at 10:38





Did the answer solve the issue? Are there remaining questions?

– Rabbid76
Feb 10 at 10:38












1 Answer
1






active

oldest

votes


















1














If the canvas is tiled in columns (cols) and rows rows, then the start of each column is c * width/cols and the end of each column is (c+1) * width/cols, the start of each row is (r * height/rowsand the end of each row is(r+1) * height/rows, wherecis the column andr` is the row.



Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:



var tempX = random(c * width/cols  - width/2,  (c+1) * width/cols  - width/2); 
var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);


or



var tempX = random(c, c+1) * width/cols  - width/2; 
var tempY = random(r, r+1) * height/rows - height/2;


See the preview, where I applied the suggested changes to your original code and I removed the scale scale(1.2):






var rows = 10;
var cols = 10;
var points = ;
var sat = 70;
var bright = 80;
var timesDrawed = 0;

function setup() {
createCanvas(400, 400);
colorMode(HSB, 100, 100, 100);
noStroke();
rectMode(CENTER);
}

function draw() {
background(64);
translate(width/2,height/2);
if (timesDrawed >= 3) {
noLoop();
} else {
timesDrawed++;
}
//scale(1.2);
for (var r = 0; r < rows; r++) {
for (var c = 0; c < cols; c++) {
var tempX = random(c, c+1) * width/cols - width/2;
var tempY = random(r, r+1) * height/rows - height/2;
points.push([tempX, tempY]);
}
}
print(points);
for (var r = 0; r < rows - 1; r++) {
for (var c = 0; c < cols -1; c++) {
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows);
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
fill(random(0, 100), sat, bright);
var point1 = c + (r * rows) + rows;
var point2 = c + (r * rows) + 1;
var point3 = c + (r * rows) + rows + 1;
triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
}
}
}

<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>








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    active

    oldest

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    1














    If the canvas is tiled in columns (cols) and rows rows, then the start of each column is c * width/cols and the end of each column is (c+1) * width/cols, the start of each row is (r * height/rowsand the end of each row is(r+1) * height/rows, wherecis the column andr` is the row.



    Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:



    var tempX = random(c * width/cols  - width/2,  (c+1) * width/cols  - width/2); 
    var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);


    or



    var tempX = random(c, c+1) * width/cols  - width/2; 
    var tempY = random(r, r+1) * height/rows - height/2;


    See the preview, where I applied the suggested changes to your original code and I removed the scale scale(1.2):






    var rows = 10;
    var cols = 10;
    var points = ;
    var sat = 70;
    var bright = 80;
    var timesDrawed = 0;

    function setup() {
    createCanvas(400, 400);
    colorMode(HSB, 100, 100, 100);
    noStroke();
    rectMode(CENTER);
    }

    function draw() {
    background(64);
    translate(width/2,height/2);
    if (timesDrawed >= 3) {
    noLoop();
    } else {
    timesDrawed++;
    }
    //scale(1.2);
    for (var r = 0; r < rows; r++) {
    for (var c = 0; c < cols; c++) {
    var tempX = random(c, c+1) * width/cols - width/2;
    var tempY = random(r, r+1) * height/rows - height/2;
    points.push([tempX, tempY]);
    }
    }
    print(points);
    for (var r = 0; r < rows - 1; r++) {
    for (var c = 0; c < cols -1; c++) {
    fill(random(0, 100), sat, bright);
    var point1 = c + (r * rows);
    var point2 = c + (r * rows) + 1;
    var point3 = c + (r * rows) + rows;
    triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
    fill(random(0, 100), sat, bright);
    var point1 = c + (r * rows) + rows;
    var point2 = c + (r * rows) + 1;
    var point3 = c + (r * rows) + rows + 1;
    triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
    }
    }
    }

    <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>








    share|improve this answer






























      1














      If the canvas is tiled in columns (cols) and rows rows, then the start of each column is c * width/cols and the end of each column is (c+1) * width/cols, the start of each row is (r * height/rowsand the end of each row is(r+1) * height/rows, wherecis the column andr` is the row.



      Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:



      var tempX = random(c * width/cols  - width/2,  (c+1) * width/cols  - width/2); 
      var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);


      or



      var tempX = random(c, c+1) * width/cols  - width/2; 
      var tempY = random(r, r+1) * height/rows - height/2;


      See the preview, where I applied the suggested changes to your original code and I removed the scale scale(1.2):






      var rows = 10;
      var cols = 10;
      var points = ;
      var sat = 70;
      var bright = 80;
      var timesDrawed = 0;

      function setup() {
      createCanvas(400, 400);
      colorMode(HSB, 100, 100, 100);
      noStroke();
      rectMode(CENTER);
      }

      function draw() {
      background(64);
      translate(width/2,height/2);
      if (timesDrawed >= 3) {
      noLoop();
      } else {
      timesDrawed++;
      }
      //scale(1.2);
      for (var r = 0; r < rows; r++) {
      for (var c = 0; c < cols; c++) {
      var tempX = random(c, c+1) * width/cols - width/2;
      var tempY = random(r, r+1) * height/rows - height/2;
      points.push([tempX, tempY]);
      }
      }
      print(points);
      for (var r = 0; r < rows - 1; r++) {
      for (var c = 0; c < cols -1; c++) {
      fill(random(0, 100), sat, bright);
      var point1 = c + (r * rows);
      var point2 = c + (r * rows) + 1;
      var point3 = c + (r * rows) + rows;
      triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
      fill(random(0, 100), sat, bright);
      var point1 = c + (r * rows) + rows;
      var point2 = c + (r * rows) + 1;
      var point3 = c + (r * rows) + rows + 1;
      triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
      }
      }
      }

      <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>








      share|improve this answer




























        1












        1








        1







        If the canvas is tiled in columns (cols) and rows rows, then the start of each column is c * width/cols and the end of each column is (c+1) * width/cols, the start of each row is (r * height/rowsand the end of each row is(r+1) * height/rows, wherecis the column andr` is the row.



        Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:



        var tempX = random(c * width/cols  - width/2,  (c+1) * width/cols  - width/2); 
        var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);


        or



        var tempX = random(c, c+1) * width/cols  - width/2; 
        var tempY = random(r, r+1) * height/rows - height/2;


        See the preview, where I applied the suggested changes to your original code and I removed the scale scale(1.2):






        var rows = 10;
        var cols = 10;
        var points = ;
        var sat = 70;
        var bright = 80;
        var timesDrawed = 0;

        function setup() {
        createCanvas(400, 400);
        colorMode(HSB, 100, 100, 100);
        noStroke();
        rectMode(CENTER);
        }

        function draw() {
        background(64);
        translate(width/2,height/2);
        if (timesDrawed >= 3) {
        noLoop();
        } else {
        timesDrawed++;
        }
        //scale(1.2);
        for (var r = 0; r < rows; r++) {
        for (var c = 0; c < cols; c++) {
        var tempX = random(c, c+1) * width/cols - width/2;
        var tempY = random(r, r+1) * height/rows - height/2;
        points.push([tempX, tempY]);
        }
        }
        print(points);
        for (var r = 0; r < rows - 1; r++) {
        for (var c = 0; c < cols -1; c++) {
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows);
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows) + rows;
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows + 1;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        }
        }
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>








        share|improve this answer















        If the canvas is tiled in columns (cols) and rows rows, then the start of each column is c * width/cols and the end of each column is (c+1) * width/cols, the start of each row is (r * height/rowsand the end of each row is(r+1) * height/rows, wherecis the column andr` is the row.



        Since the center of the canvas is (0, 0), the half with and the half height have to be subtracted from the coordinate:



        var tempX = random(c * width/cols  - width/2,  (c+1) * width/cols  - width/2); 
        var tempY = random(r * height/rows - height/2, (r+1) * height/rows - height/2);


        or



        var tempX = random(c, c+1) * width/cols  - width/2; 
        var tempY = random(r, r+1) * height/rows - height/2;


        See the preview, where I applied the suggested changes to your original code and I removed the scale scale(1.2):






        var rows = 10;
        var cols = 10;
        var points = ;
        var sat = 70;
        var bright = 80;
        var timesDrawed = 0;

        function setup() {
        createCanvas(400, 400);
        colorMode(HSB, 100, 100, 100);
        noStroke();
        rectMode(CENTER);
        }

        function draw() {
        background(64);
        translate(width/2,height/2);
        if (timesDrawed >= 3) {
        noLoop();
        } else {
        timesDrawed++;
        }
        //scale(1.2);
        for (var r = 0; r < rows; r++) {
        for (var c = 0; c < cols; c++) {
        var tempX = random(c, c+1) * width/cols - width/2;
        var tempY = random(r, r+1) * height/rows - height/2;
        points.push([tempX, tempY]);
        }
        }
        print(points);
        for (var r = 0; r < rows - 1; r++) {
        for (var c = 0; c < cols -1; c++) {
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows);
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows) + rows;
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows + 1;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        }
        }
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>








        var rows = 10;
        var cols = 10;
        var points = ;
        var sat = 70;
        var bright = 80;
        var timesDrawed = 0;

        function setup() {
        createCanvas(400, 400);
        colorMode(HSB, 100, 100, 100);
        noStroke();
        rectMode(CENTER);
        }

        function draw() {
        background(64);
        translate(width/2,height/2);
        if (timesDrawed >= 3) {
        noLoop();
        } else {
        timesDrawed++;
        }
        //scale(1.2);
        for (var r = 0; r < rows; r++) {
        for (var c = 0; c < cols; c++) {
        var tempX = random(c, c+1) * width/cols - width/2;
        var tempY = random(r, r+1) * height/rows - height/2;
        points.push([tempX, tempY]);
        }
        }
        print(points);
        for (var r = 0; r < rows - 1; r++) {
        for (var c = 0; c < cols -1; c++) {
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows);
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows) + rows;
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows + 1;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        }
        }
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>





        var rows = 10;
        var cols = 10;
        var points = ;
        var sat = 70;
        var bright = 80;
        var timesDrawed = 0;

        function setup() {
        createCanvas(400, 400);
        colorMode(HSB, 100, 100, 100);
        noStroke();
        rectMode(CENTER);
        }

        function draw() {
        background(64);
        translate(width/2,height/2);
        if (timesDrawed >= 3) {
        noLoop();
        } else {
        timesDrawed++;
        }
        //scale(1.2);
        for (var r = 0; r < rows; r++) {
        for (var c = 0; c < cols; c++) {
        var tempX = random(c, c+1) * width/cols - width/2;
        var tempY = random(r, r+1) * height/rows - height/2;
        points.push([tempX, tempY]);
        }
        }
        print(points);
        for (var r = 0; r < rows - 1; r++) {
        for (var c = 0; c < cols -1; c++) {
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows);
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        fill(random(0, 100), sat, bright);
        var point1 = c + (r * rows) + rows;
        var point2 = c + (r * rows) + 1;
        var point3 = c + (r * rows) + rows + 1;
        triangle(points[point1][0], points[point1][1], points[point2][0], points[point2][1], points[point3][0], points[point3][1]);
        }
        }
        }

        <script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.6.1/p5.js"></script>






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        edited Nov 25 '18 at 16:47

























        answered Nov 25 '18 at 16:25









        Rabbid76Rabbid76

        39.8k123251




        39.8k123251
































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