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The bulk of canvas interaction that GRITS uses, is through rendering images to the canvas. In order to draw an image to the canvas, we first have to load it. In order to load an image, we need to create a new image object, which in Javascript, is comprised of three steps. Number 1, is we need to declare the image object. Number 2, is we need to define its onload function. Then number 3 we need to set the image.source attribute. Its worth noting that as soon as the source property if this image is set through a value Javascript will kick off onload function. Because of this, we need to specify the callback function first before setting the source attribute. Otherwise the image will load the data and we wont get a callback received. Now lets take a look at this code. Here is the url of the image that wed like you to load. What we want you to do is create a new image object, following the steps we just mentioned, and set the onload function and source properties for that image describ