function loadImage(srcPath, _x, _y)
{
var canvas = document.getElementById('canvas');
if (!canvas || !canvas.getContext) {
// canvas is not supported.
return;
}
var context = canvas.getContext('2d');
// create image object
var img = new Image();
//img.src = "http://codepad.co/images/body/logo.png?" + new Date().getTime();
img.src = srcPath;
// wait until source is loaded
img.onload = function()
{
ctx.drawImage(img, _x, _y);
}
}
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