function draw() {
var img = new Image();
img.src = 'image.png';
try {
var ctx = document.getElementById('canvas').getContext('2d');
} catch (ex) {}
if(!ctx) return;
ctx.translate(150, 175);
ctx.scale(1.5, 1.5);
ctx.rotate(Math.PI * 4/3);
ctx.drawImage(img, 0, 0);
}