Hi Thomas,

 

Thanks for the comprehensive and helpful response.

 

Yes, it does go some way to explaining the need for such complexity.  It
seems to me that perhaps SVG is underutilized in that there is so much
functionality available and yet I haven't seen very many complex
applications that use all or most of it.  Maybe SVG is being abandoned as
developers move to competing technologies like Silverlight, Flash and pure
JavaScript solutions.  I do hope not and I also hope that Batik will
continue to be developed and not just maintained.  I would love to see some
more advanced SMIL support for example.

 

Cheers,

 

-JCT

 

From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] 
Sent: Monday, 13 October 2008 23:08
To: [email protected]
Cc: [email protected]
Subject: Re: Why is Batik so complex?

 


Hi John,

"John C. Turnbull" <[EMAIL PROTECTED]> wrote on 10/13/2008 07:05:37 AM:

> I really admire Batik.  I think it's a fantastic library and a 
> really great example of what can be achieved with Java in the hands 
> of the right people. 
>   
> But I do wonder one thing... why is it so very complex?  I mean, the
> code to do rendering is very comprehensive and yet I would have 
> thought that traversing a tree and rendering each basic graphical 
> element and applying a few affine transforms here and there would be
> a fairly simple thing to do.  Is it because that achieving the 'S' 
> for "Scalable" is not as simple as just applying a scaling transform
> to the basic rendering code?  Are there hidden complexities when it 
> comes to writing code to produce scalable graphics?  Or is there 
> another reason? 

   There are quite a number of reasons.  This first problem 
is that we have to implement a specification.  So we don't always 
get to do things in the most straight forward way for Java because 
we need to match the SVG specification. 

   The actual support for simple bezier shapes is quite simple but 
of course SVG goes _way_ beyond that.  First you need to support DOM 
Level2 with events (including things like mouse over/exit of complex 
shapes), then you have all of CSS 2 (perhaps one of the trickiest 
specs to implement correctly... take the HTML browsers which still 
diverge widely). 

   This of course brings up Text where SVG goes well beyond normal 
text in a box to have text on a path with manual position adjustments, 
text length, kerning and a bazillion other features, Batik also 
supports a version of text flow in complex regions, all with BiDi 
support.  It's also important to remember text selection and the 
various text query API's as well. 

   Then you need to consider SVG Filters and the image element, which 
moves you into the relm of raster graphics where you can apply filters 
(including 3D lighting) as well as adjust the resolution that filters 
are rendered at. Also there are patterns and complex gradient fills 
for all shapes text etc as well as masking and clipping (by any graphics 
elements).  Don't forget that an image can reference another SVG image 
(which has to have an independent scripting environment etc). 

   Then features like markers/symbols and use make your graphics 
tree quite a bit more interesting as they have significant implications 
about how the rendering tree is structured. 

   Top with a nice drizzle of SMIL animation over the top, 
and you are presented with an extremely challenging specification 
to implement. 

   Then we do some things like supporting asynchronous rendering 
to avoid locking the UI for potentially long periods of time 
which doesn't make anything easier. 
  
> Please don't get me wrong - I am sure it *needs* to be this complex 
> - I just want to understand why. 

   Does this start to give you a feel for why Batik is a bit 
more complex than a really simple graphics tree... 

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