# Learn To Draw Your Own Lines (without canvas) — The Basic Principles Of Writing Algorithms

## We often hear about algorithms, but there aren’t many tutorials that give you a sample demonstrating how to actually write one. Algorithms solve specific problems. In this case, we will draw a line on a custom raster “display” consisting of HTML elements. Of course, it is easier to simply use canvas, WebGL or some other library to draw lines. But by doing that you’re not really learning how to write your own. You will probably never have to write code to draw a line on the computer screen during your entire career as a web developer. But in this tutorial we’ll take a look at one of the most simple algorithms in computer history as an example to demonstrate the basic principles!

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For this tutorial I picked a simple problem to solve. Drawing a line on computer screen without canvas or other libraries. here is what it looks like in action. I recorded this GIF just to give you an idea of what we’re doing here:

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### Contains visual diagrams for every single CSS property in common use.

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As someone new to coding you often *hear* about algorithms.

It’s time to draw the line between *hearing* about something and *doing* it! :)

Creators of **HTML** **Canvas**, **SVG**, **WebGL** and other graphics libraries had to write code for drawing lines from scratch. How did they do it?

In this tutorial I will show you the nuts & bolts of what it’s like to design an algorithm from the very beginning.

I will take the Bresenham’s line algorithm as an example.

## Why Bresenham’s Line Drawing Algorithm?

I think it’s a perfect specimen to learn from for many reasons:

- It’s
*rewarding*— you don’t just crunch numbers but also see visual results. - It’s
*relatively simple*as your first example to study algorithms from. - It uses the
**Cartesian Coordinate System**— the one used as the basis in many popular algorithms. It’s prerequisite to**Machine Learning**(*which uses so called**activation functions**in AI, which are CCS-based math equations.*) - You can implement it in JavaScript (
*see the live demo here*.)

But the way you can** **** follow me on Twitter for more freemium** tutorials.

The above is the result of the algorithm explained in this tutorial. A line is drawn between two points on a typical raster display. In this case, I used a simple HTML grid made up of DIV elements. It’s kind of slow, and not suitable for high-performance graphics rendering in real-time, but it clearly demonstrates the purpose of this algorithm!

**How would something like this work?** I created this demo screenshot to show the basic idea in action. *Given **any** two end points* — we can render a line on a raster display.

In this case, it’s represented by a simple HTML grid made out of DIV elements!

# How Does It Work?

Algorithms are tricky beasts.

First, it’s best to visualize what it is you’re trying to accomplish.

Bresenham’s algorithm solves the problem of drawing lines in **Quadrant 1**:

Drawing a line in any direction requires thinking in quadrants.

While the algorithm for Quadrant 1 is simple — implementation for all quadrants (*and octants*) is tricky. *But only logistically.* The rest of the cases are simple **mirror images** of the two octants in Quadrant 1.

This means that instead of reinventing the wheel all you have to do is swap some variables around or flip their sign here and there.

The problem is — how do we code that in JavaScript?

# Why Draw Lines in HTML Without Canvas?

Many reasons!

To provide a clear explanation of how *Bresenham’s drawing algorithm* works.

Many *Bresenham’s line drawing tutorials* I came across only explained mathematical derivations. But they didn’t go into much detail about code *for each octant *or* physically implementing the demo*. It just felt like implementing something you don’t really understand.

It’s simple — **some things are just fun.** I mean, wouldn’t it be great to draw lines in HTML without using canvas or WebGL? In this line drawing tutorial I will write a JavaScript class that handles instantiation of a single HTML line. You can spawn as many as you like.

I come from a game development background. And in games you often deal with drawing lines. But beyond that, I always found the idea of **drawing lines in HTML** fascinating. Probably because I’ve never seen it done before.

Of course, **raw HTML rendering speed will be an issue**. And yes, further optimizations will be required to achieve meaningful performance. But the focus of this line drawing tutorial is primarily set on the line drawing algorithm explanation itself. You can always re-implement it in any other raster environment or graphics library.

# Implementing Line Drawing Algorithm in JS

We take two deltas and calculate the slope of the line equation, based on two end points of the line.

The *starting* and *ending* points of the line are provided to the four parameters of the **draw_line **function ([**x0**, **y0**] and [**x1**, **y1**] respectively).

You can implement this in C, C++, Python, Java or any other language. In this tutorial, of course, we will use JavaScript.

After we get a good grasp on the algorithm visually, it’s time to start converting the logic into code.

Here is the **pseudo code**:

draw_line(x0, y0, x1, y1)// Calculate "deltas" of the line (difference between two ending points)

dx = x1 - x0

dy = y1 - y0// Calculate the line equation based on deltas

D = (2 * dy) - dx

y = y0// Draw the line based on arguments provided

for x from x0 to x1// Draw pixel at this location

pixel(x, y)// Progress the line drawing algorithm parameters

if D > 0

y = y + 1

D = D - 2*dx

end if

D = D + 2*dy

Converting it to JavaScript, we get the following:

letdraw_line= (x0, y0, x1, y1) => {// Calculate "deltas" of the line (difference between two ending points)

let dx = x1 - x0;

let dy = y1 - y0;// Calculate the line equation based on deltas

let D = (2 * dy) - dx;let y = y0;// Draw the line based on arguments provided

for (let x = x0; x < x1; x++)

{

// Place pixel on the raster display

pixel(x, y);if (D >= 0)

{

y = y + 1;

D = D - 2 * dx;

}D = D + 2 * dy;

}

};

Note that all this is only for Quadrant 1.

## Algorithm Logic Explanation:

First we **calculate the difference between the line’s end points** on both axes (**dx** and **dy**) which are usually referred to as the deltas — for each of the two dimensions, respectively.

Then we **calculate the delta of the line as a whole** (here stored in variable **D**) — you can think of it as the *mathematical equation* for drawing a line. Or in other words the *line slope equation.*

Before iterating through each span of the line, let’s **reset the y-axis counter** (that we will walk using a *for-loop*, as the line is being drawn) by setting it to the initial position on the line. Here **y0** refers to the **Y** coordinate of the first point on the line.

Finally, **draw the line** one “pixel” at a time, in pseudo code shown as **pixel**(x, y) function. Once the pixel is rendered, we can adjust the current pixel position using the delta steps we calculated.

Every time **the delta counter exceeds 0** we step down to the next pixel on the Y-axis and adjust the D variable again but in the opposite dimension, which ends up in progressively drawing the line across both dimensions until we reach the line’s end.

**But that’s not everything.** In addition, depending on **axis-dominance,** the **for-loop** must be modified to travel in that direction. To complete the algorithm, we must also adjust parameters based on what **octant** (out of eight) we are in. This is explained in detail in the following section.

# Drawing In All 4 Quadrants / 8 Octants

The barebones **Bresenham’s line algorithm** above is designed to draw a line only in one quadrant (Quadrant 1) of the Cartesian coordinate system. But we need to cover all directions. After all, a random line can be plotted from any point on the raster screen to any other point.

This means that in addition to the pseudo code above, we need to take care of two other things:

**Quadrant-Aware Algorithm.**The algorithm must adjust iterator parameters, for each of the four quadrants. We can swap line endpoints to make sure that we always draw the line from left to right, and split the algorithm in two main parts (line is pointing either*up*or*down*from the starting point.) Or we can branch out in four different cases, for each quadrant respectively, and just swap x-axis and y-axis iterators to accommodate for line direction.**Axis-Dominance.**But even in each of the**four quadrants**, the line will either be x-axis or y-axis dominant. This means there are actually not four but eight different cases. One for each of the**eight octants**. Luckily, the algorithm stays exactly the same, all we need to do is switch the iterators and branch out a few times.

That’s a lot of branching out. But the algorithm presented in the following example will take care of all possible cases.

# The Complete Bresenham’s Algorithm In JavaScript

Okay — all of this sounds great in theory — and we already covered the pseudo code and JavaScript version — but only for one quadrant! Let’s take a look at the whole enchilada.

letdraw_line = (x1, y1, x2, y2) => {// Iterators, counters required by algorithm

let x, y, dx, dy, dx1, dy1, px, py, xe, ye, i;// Calculate line deltas

dx = x2 - x1;

dy = y2 - y1;// Create a positive copy of deltas (makes iterating easier)

dx1 = Math.abs(dx);

dy1 = Math.abs(dy);// Calculate error intervals for both axis

px = 2 * dy1 - dx1;

py = 2 * dx1 - dy1;// The line is X-axis dominant

if (dy1 <= dx1) {// Line is drawn left to right

if (dx >= 0) {

x = x1; y = y1; xe = x2;

} else {// Line is drawn right to left (swap ends)

x = x2; y = y2; xe = x1;

}pixel(x, y);// Draw first pixel// Rasterize the line

for (i = 0; x < xe; i++) {

x = x + 1;// Deal with octants...

if (px < 0) {

px = px + 2 * dy1;

} else {

if ((dx < 0 && dy < 0) || (dx > 0 && dy > 0)) {

y = y + 1;

} else {

y = y - 1;

}

px = px + 2 * (dy1 - dx1);

}// Draw pixel from line span at

// currently rasterized position

pixel(x, y);

}} else {// The line is Y-axis dominant// Line is drawn bottom to top

if (dy >= 0) {

x = x1; y = y1; ye = y2;

} else {// Line is drawn top to bottom

x = x2; y = y2; ye = y1;

}pixel(x, y);// Draw first pixel// Rasterize the line

for (i = 0; y < ye; i++) {

y = y + 1;// Deal with octants...

if (py <= 0) {

py = py + 2 * dx1;

} else {

if ((dx < 0 && dy<0) || (dx > 0 && dy > 0)) {

x = x + 1;

} else {

x = x - 1;

}

py = py + 2 * (dx1 - dy1);

}// Draw pixel from line span at

// currently rasterized position

pixel(x, y);

}

}

}

This is just one way of writing the Bresenham’s line drawing algorithm. You can juggle around parameters and improvise on branching out. But the basic idea is there.

The main **if-statement** branches out between two potential **axis-dominance** cases.

The code is **octant-aware** — within the two if-statement scopes you will also see that the code basically mirrors itself between the X and Y axis (tracked by variables **px** and **py**) but the algorithm logic is pretty much identical otherwise.

# pixel(x, y)

Remember, we are not using canvas or any other graphics library when writing our own graphics algorithms.

This means the actual medium in which you choose to draw the data depends entirely on you. In **this demo** I used a basic DIV grid.

This function ** pixel(x, y)** is how you choose to implement the drawing of the line based on what type of raster display you will use.

It basically puts a “pixel” at X and Y location on the “screen” / render output.

# Final Words

Often, people ask me how to improve their coding skills. I usually suggest *choosing a project slightly above the range of your current ability*. If you make sure to finish it, this experience will help you advance your coding skills. For me, this was that type of project.

But the way you can *follow me on Twitter for more freemium* tutorials.