This is the result of a simple challenge given to me. If you can draw a point on a canvas, how would you go about drawing a circle?
You can view the app here.
The first strategy was to convert canvas coordinates (where [0,0] is the top-left corner and all coordinates are positive) to cartesian coordinates (four quadrants with [0,0] at the center). This was done in
carteToCanvas, which makes reflecting parts of the circle much simpler.
From there I calibrated my
drawPoint function into cartesian coordinates, and used the Pythagorean Theorem (in the form of the Distance Formula) to find corresponding y-coordinates given a set of x-coordinates. This was only used for 1/8th of the circle (then reflected from there) for several reasons (see
getYCoordinate). One good reason to not calculate every point is speed. Computers are surprisingly slow at calculating square-roots, so the less calculations in this field the better.
My future ideas for this project include adding drawCircle animations, and allowing the user to adjust the coordinate system. Feel free to contact me if you have any further ideas.
Draws a circle with the given center and radius using drawPoint.
A basic HTMLCanvas with my axes and a sample circle.
This makes a convenient conversion from cartesian coordinates on the plane into canvas coordinates. This allows the other functions to be used with respect to the axes.
Draws a single point, using carteToCanvas so cartesian coordinates may be used.
Draws a set of axes centered at the origin provided, complete with gridlines. Note that due to drawCircle dependency, there shouldn't be more than one set of axes on one canvas.
Used to calculate the corresponding y-coordinate for each x-coordinate. This should only be used in the parts of the circle that are less 'steep' (-1 < rate of change < 1). Otherwise there will be holes, since there will be more than one y-coordinate to each x-coordinate. For this reason I would use
getYCoordinate to find 1/8th of the points on the circle, then reflect from there.
Draws an eighth of the circle, then reverses the coordinates to get another eighth in the reflection, for a total of a quarter-circle.
Draws a horizontal reflection of the first quarter.
Draws a vertical reflection of the first half.