The article still sums it up pretty well.

I think the biggest issue most web devs run into is this: When you want to 
work with the canvas, and you are used to DOM development then you will have 
to learn new concepts to deal with efficient re-drawing, layering, 
mouse-selection, etc all by yourself. And this is no easy task and due to 
bad, slow browser support for the canvas not even faster in all cases. But 
in exchange you get maximum control and flexibility over changing the pixels 
on screen.

Regarding performance: I often see tests where clearly the canvas is being 
software-rendered which is terrible and can account for a 10x performance 
loss. Not all browsers even support hardware accel for the canvas. So be 
careful when you see numbers.

Bakaus is wrong about one thing - if I understand his issue currectly: 
loading images. You only need to create an Image once with `new Image()`, 
you can re-use that Image by just copying it onto another canvas.

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