code: function(path, _callback) {
  
      var img, self;
  
      self = this;
      img = new Image;
  
      img.onerror = function(err) {
          _callback(err);
      }
  
      img.onload = function() {
  
          self.canvas = new Canvas(img.width, img.height);
          self.context = self.canvas.getContext('2d');
  
          self.width = img.width;
          self.height = img.height;
  
          self.context.drawImage(img, 0, 0, img.width, img.height);
  
          _callback(null, self);
  
      }
  
      img.src = path;
  
  }
docs: /*
  Color Thief v2.0
  by Lokesh Dhakar - http://www.lokeshdhakar.com
  
  License
  -------
  Creative Commons Attribution 2.5 License:
  http://creativecommons.org/licenses/by/2.5/
  
  Thanks
  ------
  Nick Rabinowitz - For creating quantize.js.
  John Schulz - For clean up and optimization. @JFSIII
  Nathan Spady - For adding drag and drop support to the demo page.
  
   /*
  CanvasImage Class
  Class that wraps the html image element and canvas.
  It also simplifies some of the canvas context manipulation
  with a set of helper functions.