[svg-developers] SVG support detection in browserland

2008-09-12 Thread Ian Tindale
To accompany contemporaneous discussions establishing levels of support for
SVG in various browsers, I would like to clarify a sub-point.

What methods (perhaps even reliable methods) are favoured for on-the-fly
'detecting' support of SVG either in part or whole?

By 'whole' I mean detection of outright capability to accept SVG - does it:
accept SVG and have a go at rendering (perhaps missing out animation,
effects, xlinking to events, etc); accept SVG but do nothing useful; not
accept SVG and complain overtly or offer to download the document instead?

By 'in part' I imply within the first two options above: can we usefully or
reliably test on an individual 'element' basis whether we're going to get
expected results or not, for such things as smil anim, effects, xlink, and
so on. I mention this in a similar vein to how javascript practitioners,
after the first browser war, adopted a stance of live testing almost each
keyword for its existence, before executing it. Can we do this in SVG? A
live test rig (perhaps as a prolog part of each svg doc) that affords
granular degradation (and perhaps svg frameworks).

-- 
Ian Tindale
http://www.flickr.com/photos/iantindale/


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[svg-developers] SVG support detection in browserland

2008-09-12 Thread Ian Tindale
To accompany contemporaneous discussions establishing levels of support for
SVG in various browsers, I would like to clarify a sub-point.

What methods (perhaps even reliable methods) are favoured for on-the-fly
'detecting' support of SVG either in part or whole?

By 'whole' I mean detection of outright capability to accept SVG - does it:
accept SVG and have a go at rendering (perhaps missing out animation,
effects, xlinking to events, etc); accept SVG but do nothing useful; not
accept SVG and complain overtly or offer to download the document instead?

By 'in part' I imply within the first two options above: can we usefully or
reliably test on an individual 'element' basis whether we're going to get
expected results or not, for such things as smil anim, effects, xlink, and
so on. I mention this in a similar vein to how javascript practitioners,
after the first browser war, adopted a stance of live testing almost each
keyword for its existence, before executing it. Can we do this in SVG? A
live test rig (perhaps as a prolog part of each svg doc) that affords
granular degradation (and perhaps svg frameworks).


[Non-text portions of this message have been removed]




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[svg-developers] SVG Nonexistent Workflow (was: SVG path format confusion)

2005-03-07 Thread Ian Tindale

Andreas Neumann wrote:
> 
> I believe, like kirby stated in his answer, that Inkscape is the
> better SVG editor than Illustrator, but Illustrator is the more
> capable and more mature graphics software.

I personally find Inkscape almost thoroughly unusable (although perhaps 
that has a lot to do with Linux's lack of integration with my Wacom - it 
doesn't work). Most of what I do in SVG simply doesn't show up in 
Inkscape whatsoever. It is of no help in terms of actual drawing and no 
help whatsoever in terms of animation. Illustrator excels as a drawing 
interface, but is of no help in terms of animation. Once the svg is out 
of Illustrator and edited (I use GoLive as the most helpful SVG editor 
I've yet to encounter) it cannot reliably return to Illustrator.

This is one of the biggest problems I have with SVG today (much as I did 
about five years ago). The workflow situation is almost nonexistent. 
Illustrator is a one-way street. Stuff can't round-trip back to 
Illustrator to draw further artwork. Illustrator can produce initial raw 
artwork and then you have to sort out your own workflow environment to 
manually instigate animation and further features. Once this has 
happened, they have to stay in said environment, which will largely be a 
non-visual one. This means much saving, hopping over to browser, 
reloading, (muting any midi accompanying as it launches each time, in my 
case,) nipping over to bluetooth, loading it onto the phone, watching 
the phone fail to render what ASV works with, etc.

As I've said years ago - a developed LiveMotion would've been the ideal 
basis upon which to structure an SVG working environment. The existing 
LiveMotion frame animation wouldn't be neccessarily a 'real' frame 
analogue of what's happening, but rather it would be repurposed to be 
more similar to a music timeline of tracks. Similarly, animation 
'modules' and sequences could be built in a similar way to 'riffs and 
licks' in music*.

The huge problem I have with editing it in GoLive in what is essentially 
a luxurious but nevertheless manual way is that I have very little 
comprehension of what I'm actually doing with transform matrixes; the 
animation is always sheer guesswork which gradually whittles down to 
what I'm imagining; as is the reconstruction of simple bezier curves 
without the aid of an editor (because I can't round-trip back to 
Illustrator and I often can't be arsed to fire up Illustrator to draw a 
simple spline for something knowing that it'll be a one-way output-only 
trip that needs extracting from that single file and further massaging 
into the file I'm working on) - but, after all these years I'm getting 
sort of good at guesstimating the coordinate space for plugging in 
roughly the right numbers for curves. My point is that I shouldn't have 
to be getting my hands dirty with such low-level nuts and bolts.

* Of course, the huge problem with doing it this way would be to make it 
painfully apparent that there's really no developed way of integrating 
music (or at least midi) with svg in a way that can have a meaningful 
and modular sense of sync, semantics or otherwise.


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Re: [svg-developers] Re: Deciphering mark-up and that blasted g element

2005-04-04 Thread Ian Tindale

If you happen to have access to Adobe GoLive, use that as a SVG editor. 
There's a specific view that it has of the XML tree - the Outline Editor 
- that I find simply the nonpareil for working with SVG.

You can flip back to the source code editor freely, to make it seem as 
though you're working with raw pointy-bracket level stuff, but the 
outline editor for me is just the perfect exemplar level of abstaction 
to work with fluidly.


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Re: [svg-developers] SVG WorkStation - alpha Feedback

2005-04-16 Thread Ian Tindale

It's nothing but an oversized graphic of a coiled gold spring. Clicking on
it does nothing. That's it. It doesn't do anything.

-- 
Ian Tindale
http://tindale.dyn.nu/





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Re: [svg-developers] Re: Adobe to buy Macromedia

2005-04-18 Thread Ian Tindale

On 18/4/05 12:00 pm, "Robin Berjon" <[EMAIL PROTECTED]> wrote:

>  I would expect:
> 
>   - SVG support from Flash MX (or whatever it'll be called)
>   - SVG support in the Flash plugin and/or Reader

>   - merging of GoLive's cool mobile functionality into Dreamweaver
>   - the extinction of Freehand and Fireworks

That's pretty much exactly what I was thinking too (and GoLive's excellent
SVG / XML editor mode into dw too).

I'd also add that I would expect SVG to become perhaps an alternative
internal description mode for the same shape, line and curve primitives that
SWF is already capable of, and would allow editing of such as SVG. All told,
the main effect I would imagine is that SVG disappears. I don't mean that it
goes away, I mean that it becomes internalised into the way Flash does its
stuff, to the degree that designers simply don't see the SVG - they just get
on and use the authoring environment.

This parallels what happened with PostScript. Nowadays, people just get on
and use QuarkXpress or InDesign and it really doesn't matter that it's
PostScript coming out of the other end, it gets the job done and nobody
thinks about PostScript with any more excitement that normal people think
about what kind of wires their stereo system is hooked up with. With an
SVG-internalised Flash (which might coexist with the existing SWF
description mode) then SVG experts could dig in and get a lot done, but you
shouldn't need to be that expert just to get a bit of SVG work out of the
door.

-- 
Ian Tindale
http://tindale.dyn.nu/





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Re: [svg-developers] REPOST: SVG Enabled Phones?

2005-04-18 Thread Ian Tindale

I've got a K700i, which I used to try and get
http://tindale.dyn.nu/art/squareperson01.svg working on. For a very long
time it worked fine on a friends Motorola E1000, and of course on ASV, but
it wasn't until it was put on the K700i that I saw how variable the support
of SVG-T in phones is likely to be. Large parts of early squareperson didn't
work at all on the K700i (mainly, if I remember, to to with path animation
and other animation aspects). I should've documented 'the fixing of
squareperson' as I went along but of course I didn't, I just incrementally
adjusted stuff and tried this and that until things worked.

Here's a simple test of a few bits I've thrown together that should work but
don't on a K700i: http://tindale.dyn.nu/art/se-fail.svg -  compare what you
see it do in ASV to what you see it do in a phone. Even the E1000 doesn't
render it quite properly (the background 'sticks' - I've used one method to
get from a colour to another colour, and yet a different method to get from
that colour to a third colour and back to the first). Can't remember if it
does the curve properly either - I think it doesn't.

I think the K700i is useful for me in that it represents the 'bottom level'
of conformity (or it's own idea of conformity to SVG-T), in that if I can
get something to work in the K700i, it should work anywhere. Shame it looks
so rough on screen though - there's no concept of smooth antialiasing, which
means everything on the phone looks intolerably rough and abysmally shoddy.
It's no use fixing these flaw in later versions - the version I've got is
out there in the market already, all over the place.


On 18/4/05 3:24 pm, "tbone58x" <[EMAIL PROTECTED]> wrote:

> I am contemplating the purchase of a new wireless phone. Can someone
> recommend an SVG enabled phone and a web site where I can see the
> actual SVG render on the phone?

-- 
Ian Tindale
http://tindale.dyn.nu/





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Re: [svg-developers] SVG Fonts

2005-07-28 Thread Ian Tindale
If you like, you can download a little bit of
experimental SVGT that I created a few months ago,
which contains it's own SVG font (a very simple
restricted font I designed many years ago, which was
simple enough to convert to be an SVG font, as it only
contains a handful of characters - it's a
seven-segment numeric font). This is the url:
http://tindale.dyn.nu/art/squareperson01.svg
It seems to display and work well enough on my K700i
phone - but of course, there's no smoothing whatsoever
so it looks intolerably rough (which is why I've not
progressed the experiment any further - there's no
point, if it looks as shoddy as this).

By all means, compare what I'm doing with what you're doing.







___ 
Yahoo! Messenger - NEW crystal clear PC to PC calling worldwide with voicemail 
http://uk.messenger.yahoo.com


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