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                <canvas height="400" id="c" width="800"></canvas>




                const width = 800;
const height = 400;

// Get 2d drawing context
const ctx = document.getElementById('c').getContext('2d');
// Get copy of actual imagedata (for the whole canvas area)
const imageData = ctx.getImageData(0, 0, width, height);
// Create a buffer that's the same size as our canvas image data
const buf = new ArrayBuffer(;
// 'Live' 8 bit clamped view to our buffer, we'll use this for writing to the canvas
const buf8 = new Uint8ClampedArray(buf);
// 'Live' 32 bit view into our buffer, we'll use this for drawing
const buf32 = new Uint32Array(buf);
// RGBA stored in a 32bit uint
const red = (255 << 24) | 255;
// Loop through all the pixels.
for (let y = 0; y < height; y++) {
  const yw = y * width;
  for (let x = 0; x < width; x++) {
    buf32[yw + x] = red;
// Update imageData and put it to our drawing context;
ctx.putImageData(imageData, 0, 0);