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qr.js's Introduction

QR.js

Simple HTML5 Canvas-based QR Code generation

Based on jsqrencode. Provides an API that's easier to work with. It requires ES5/Canvas so it only works on IE9+.

License: GPLv3.

How to Use

// draw into a canvas
QR.draw('Hello world!', document.getElementById('qr-canvas'));

// make an image
document.body.append(QR.makeImage('Hello again!'));

// set options so you can omit them for later use
QR.size = 500;
QR.ecclevel = 4;
QR.canvas = document.getElementById('qr-canvas'); // make sure your canvas is the right size.
QR.draw('Now it\'s easier!');

API


QR.draw(string, canvas [, size] [, ecclevel])

Draws directly into an existing canvas element.

Arguments:

  • string: string to encode.
  • canvas: a canvas DOM element. Optional if you have set QR.canvas.
  • size: size of code in pixels. Default: fill canvas.
  • ecclevel: Error Correction Capability level. Range: 1~4. Default: 2.

QR.makeImage(string [, size] [, ecclevel])
QR.toDataURL(string [, size] [, ecclevel])

Returns an image DOM element, or get the DataURL string.

Arguments:

  • string: string to encode.
  • size: size of image in pixels. Default: 300.
  • ecclevel: Error Correction Capability level. Range: 1~4. Default: 2.

QR.getFrame(string)

Returns an array containing value for each grid in the generated code. Black grids have value 1, empty ones are undefined.

Arguments:

  • string: string to encode.

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