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Qt 2D Canvas and HTML5 canvas does not behave equally

I have written some Javascript code and tested it with the HTML5 Canvas and Qt's QML 2D Canvas. To my surprise they behave quite different and I don't understand why. The HTML5 code makes the rectangle rotate in a spiral like motion, while the QML code make it rotate and move in the x-direction.

HTML5/Javascipt code:

 <!DOCTYPE html> <html> <body> <canvas id="myCanvas" width="1000" height="500" style="border:1px solid #d3d3d3;"> Your browser does not support the HTML5 canvas tag.</canvas> <script> var c = document.getElementById("myCanvas"); var ctx = c.getContext("2d"); var xOffset = 50 var yOffset = 50 var xLength = 100 var yLength = 100 var xCenter = xOffset + xLength / 2 var yCenter = yOffset + yLength / 2 var angle = 0 function rotateSquare(xCenter, xCenter, width, height, angleIncrement) { ctx.save() ctx.translate(xCenter, yCenter) ctx.rotate(angle * Math.PI / 180) ctx.translate(-xCenter, -yCenter) ctx.clearRect(xOffset, yOffset, width, height) var newAngle newAngle = angle + angleIncrement newAngle %= 360 var increment = deltaAngle(newAngle, angle) ctx.translate(xCenter, yCenter) ctx.rotate(increment * Math.PI / 180) ctx.translate(-xCenter, -yCenter) ctx.fillRect(xOffset++, yOffset, width, height) angle = newAngle ctx.restore() } function deltaAngle(current, previous) { if (current >= previous) { return current - previous } else { return (360 + current) - previous } } setInterval( "rotateSquare(xCenter, yCenter, xLength, yLength, 1)", 20 ); </script> </body> </html> 

QML code:

 import QtQuick 2.5 import QtQuick.Window 2.2 Window { id: root visible: true minimumHeight: 600 minimumWidth: 800 property int xOffset: 50 property int yOffset: 50 property int xLength: 100 property int yLength: 100 property var ctx property int xCenter: xOffset + xLength / 2 property int yCenter: yOffset + yLength / 2 property int angle: 0 //Degrees Timer { interval: 20; repeat: true; running: true; onTriggered: { graphCanvas.requestPaint() } } Canvas { id: graphCanvas anchors.fill: parent renderTarget: Canvas.Image renderStrategy: Canvas.Cooperative onPaint: { ctx.fillStyle = "steelblue" rotateSquare(xCenter, yCenter, xLength, yLength, 1) } function rotateSquare(xCenter, yCenter, width, height, angleIncrement) { ctx.save() ctx.translate(xCenter, yCenter) ctx.rotate(angle * Math.PI / 180) ctx.translate(-xCenter, -yCenter) ctx.clearRect(xOffset, yOffset, width, height) var newAngle newAngle = angle + angleIncrement newAngle %= 360 var increment = deltaAngle(newAngle, angle) ctx.translate(xCenter, yCenter) ctx.rotate(increment * Math.PI / 180) ctx.translate(-xCenter, -yCenter) ctx.fillRect(xOffset++, yOffset, width, height) angle = newAngle ctx.restore() } function deltaAngle(current, previous) { if (current >= previous) { return current - previous } else { return (360 + current) - previous } } Component.onCompleted: ctx = getContext("2d") } } 

To get same effect as in HTML, modify your component initialization to be:

Component.onCompleted: {
    ctx = getContext("2d")

    xCenter = xOffset + xLength / 2
    yCenter = yOffset + yLength / 2
}

In QML, when you say:

property int xCenter: xOffset + xLength / 2

you create a property binding - whenever xOffset or xLength changes, xCenter changes as well, and you do modify xOffset in your rendering code, so it results in effect different from your JavaScript - where xCenter is computed once and never changes.

The code I've give programmatically assigns a value to xCenter property, and that clears any bindings it might have, so it no longer changes.

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