A practical breakdown for admins, developers, and security teams Salesforce ships security updates on a regular cadence, and every release brings a fresh wave of patches, deprecations, and new defensive features that admins need to act on quickly. If you're running Sales Cloud, Service Cloud, Experience Cloud, or any custom Lightning app, ignoring a security release isn't an option — these updates frequently include critical fixes that protect your org from credential leaks, permission escalation, and data exfiltration. Here's what you should focus on in the latest release, and how to roll changes out without breaking your production environment. 1. Critical Updates You Should Enable Now Salesforce typically bundles its most important security changes as Critical Updates or Release Updates that auto-enforce on a specific date. Missing the enforcement deadline means the platform flips the switch for you — sometimes with unintended downstream effects on integrations...
Step 1 - Draw Circle
Step 2 - Draw multiple circles
Step 3 - Animate one circle
Step 4 - Animate multiple circles
Step 5 - Add colors to Animated Circles
detail post hereYou can draw animated circles in an HTML5 canvas using JavaScript by leveraging the requestAnimationFrame function. Below is a step-by-step guide to animating circles using the Canvas API.
Step 1: Create an HTML5 Canvas
First, create an HTML file with a <canvas> element:
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Animated Circles</title>
<style>
body {
display: flex;
justify-content: center;
align-items: center;
height: 100vh;
margin: 0;
background-color: black;
}
canvas {
border: 1px solid white;
}
</style>
</head>
<body>
<canvas id="canvas"></canvas>
<script src="script.js"></script>
</body>
</html>
Step 2: JavaScript Code to Animate Circles
Create a script.js file with the following logic:
const canvas = document.getElementById("canvas");
const ctx = canvas.getContext("2d");
// Set canvas size to full window
canvas.width = window.innerWidth;
canvas.height = window.innerHeight;
// Circle properties
const circles = [];
const numCircles = 10;
// Function to generate random values
function random(min, max) {
return Math.random() * (max - min) + min;
}
// Circle class
class Circle {
constructor(x, y, radius, dx, dy, color) {
this.x = x;
this.y = y;
this.radius = radius;
this.dx = dx; // X velocity
this.dy = dy; // Y velocity
this.color = color;
}
draw() {
ctx.beginPath();
ctx.arc(this.x, this.y, this.radius, 0, Math.PI * 2, false);
ctx.fillStyle = this.color;
ctx.fill();
ctx.closePath();
}
update() {
// Bounce off walls
if (this.x + this.radius > canvas.width || this.x - this.radius < 0) {
this.dx = -this.dx;
}
if (this.y + this.radius > canvas.height || this.y - this.radius < 0) {
this.dy = -this.dy;
}
// Move circle
this.x += this.dx;
this.y += this.dy;
this.draw();
}
}
// Create multiple circles
for (let i = 0; i < numCircles; i++) {
let radius = random(10, 40);
let x = random(radius, canvas.width - radius);
let y = random(radius, canvas.height - radius);
let dx = random(-2, 2);
let dy = random(-2, 2);
let color = `hsl(${random(0, 360)}, 100%, 50%)`;
circles.push(new Circle(x, y, radius, dx, dy, color));
}
// Animation loop
function animate() {
ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear canvas
circles.forEach(circle => circle.update()); // Update circles
requestAnimationFrame(animate);
}
// Start animation
animate();
How It Works
- Canvas Setup: The canvas fills the entire window.
- Circle Class:
- Each circle has a random position, size, speed, and color.
- The
draw()method renders the circle. - The
update()method updates its position and bounces it off walls.
- Animation Loop:
- Clears the canvas.
- Moves each circle.
- Calls
requestAnimationFrame(animate)for smooth animation.
- Get link
- X
- Other Apps
- Get link
- X
- Other Apps

Comments
Post a Comment