You need to create an image object in JavaScript after that set the src.
However, you need to wait for the load event before drawing.
The following is the canvas:
var canvas = document.getElementById("myCanvas"); var context = canvas.getContext("2d"); var myImg = new Image(); img.onload = function() { context.drawImage(myImg, 0, 0); }; img.src = 'https://www.tutorialspoint.com/images/seaborn-4.jpg?v=2';