draw({ width, height, data }) {
    const canvas = this.getCanvas({ width, height });
    const ctx = canvas.getContext('2d');
    const imageData = createImageData(new Uint8ClampedArray(data), width, height);

    // ctx.clearRect(width, height);
    ctx.putImageData(imageData, 0, 0);
    return canvas;
  }
Draw buffer or array data onto the canvas object
@param {number} width - canvas width
@param {number} height - canvas height
@param {array|buffer} data - buffer or array data
@return {Canvas} a unique canvas instance
@public