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KDE To Adopt SVG: Take A Glance

Karma Sucks writes "According to the KSVG website, KDE 3.2 will be adopting SVG in a very real way. A special preview of KSVG is available, showing everything from font rendering to a snowfall simulation using ECMAScript and DOM. KSVG is fully integrated into the KDE framework and can be used as a KPart -- e.g., by applications such as Atlantik."

286 comments

  1. Thats not good enough! We need an SVG interface! by Adolph_Hitler · · Score: 4, Interesting

    The KDE team needs to do more than just adapt SVG as a plugin, they need to render the whole interface via SVG. Maybe cairographics could be used as the backend, and KDE's UI, Icons, Widgets etc could be completely resolution indepedent and rendered via SVG.

    --
    People don't exist to serve systems, systems exist to serve people.
  2. What about going cairographics? by slashcop · · Score: 0

    I don't understand why they don't just work on cairographics and then port KDE to SVG.

  3. Why ECMAScript? Choose Python! by Musc · · Score: 1

    Seems ridiculous to integrate ECMAScript
    in there, when we could instead use
    python.

    --
    Hamsters are at least as feathery as penguins. HamLix
    1. Re:Why ECMAScript? Choose Python! by Anonymous Coward · · Score: 1, Insightful

      Python? How silly!

      Ruby is the best language to use! Down with Python, up with Ruby!

    2. Re:Why ECMAScript? Choose Python! by squiggleslash · · Score: 1
      It looks like KDE's SVG is XML based. As such, it certainly does make sense to use ECMAScript which is pretty much the unofficial "language of XML", thanks to HTML and Netscape.

      Of course, if they're sensible, they've put in hooks for any languages, ECMAScript just being the primary.

      --
      You are not alone. This is not normal. None of this is normal.
    3. Re:Why ECMAScript? Choose Python! by spektr · · Score: 2, Funny

      Ruby is the best language to use! Down with Python, up with Ruby!

      Kids, what's up with you - fighting over what's the best language is stupid!

      Love is stronger than hate.

      So let's invent a new language together!

    4. Re:Why ECMAScript? Choose Python! by Anonymous Coward · · Score: 0

      "KDE's SVG is XML based"

      It looks like this guy's SVG isn't W3C spec based.

    5. Re:Why ECMAScript? Choose Python! by Jondo · · Score: 2, Insightful

      Ridiculous? I think not. Have you ever actually seen SVG document that includes embedded Python? The KSVG team hooked in ECMAScript for the simple reason that it is actually used in real SVG's from the wild. IIRC Adobe's SVG impl. also does javascript, for the same reason.

    6. Re:Why ECMAScript? Choose Python! by Anonymous Coward · · Score: 0

      SVG __is__ a XML based format.

    7. Re:Why ECMAScript? Choose Python! by Xerithane · · Score: 1

      Seems ridiculous to integrate ECMAScript
      in there, when we could instead use
      python.


      Feel free to do it yourself, with Python. I'm sure you know whats better.

      --
      Dacels Jewelers can't be trusted.
    8. Re:Why ECMAScript? Choose Python! by Sj0 · · Score: 1

      QUICKBASIC FOREVER!!!!!

      --
      It's been a long time.
    9. Re:Why ECMAScript? Choose Python! by aled · · Score: 1

      Yeah, I don't understand why people fights over language when everybody should know that Turing Machines are the True Way and everything else shall be heresy.

      --

      "I think this line is mostly filler"
    10. Re:Why ECMAScript? Choose Python! by Anonymous Coward · · Score: 0

      QUICKBASIC FOREVER

      I've been using BASIC for quite sometime now. I've been thinking of upgrading, but I don't really know if I need it to be that quick.

    11. Re:Why ECMAScript? Choose Python! by Anonymous Coward · · Score: 0

      > I don't really know if I need it to be that quick.

      Well, then. VB.NET is the BASIC for you.

  4. Why not use librsvg? by Anonymous Coward · · Score: 0

    WHY did they make another wheel for their "K"ar. Gnome has had SVG support for ages with librsvg! Heck I can even have SVG wallpapers on gnome! I often draw SVG diagrams with SODIPODI and libsrvg renders them fine, while KSVG makes them look like whats in the toilet.

    Once again, reinventing wheels is whats killing opensource on the desktop!

    1. Re:Why not use librsvg? by Anonymous Coward · · Score: 0

      kde _does_ use librsvg (and libart as well). ksvg and sodipodi should render things quite similiarly. If they don't, it's probably a misconfiguration problem on your system. Also make sure you have the latest code.

    2. Re:Why not use librsvg? by Tyreth · · Score: 1

      Yes, because the Linux desktop is so dead right now.

    3. Re:Why not use librsvg? by binary+paladin · · Score: 1

      Blah. And Gnome has a file manager that was designed by Nazi exiles that were attempting to find a subtle way to punish people. Seriously. (Gnome panels rock, but when Midnight Commander was still choice for a file manager... I knew there was a problem. Of course some CLI jackoff will probably comment here too.)

      Choice is a nice thing. Seriously.

      Wait, what am I talking about? I should start using Windows again so that I can go back to the days of when something sucks I wait rather than look for an alternative.

      Choice is a good thing because one size does NOT fit all and it never will. There's no reinventing the wheel anyway, there's only extending the wheel.

  5. They have no common sense! by Adolph_Hitler · · Score: 1

    If we can all see this why cant they? I dont know what their goal is with SVG, but do I really care if SVG is a Kpart if its not truely a part of KDE or X? Everyone here please check out http://cairographics.org/ CairoGraphics is a project working on making the entire interface SVG, and allowing my state of the art graphics card to render that interface, this means speed. I don't want a cheap software rendered SVG hack which wastes CPU resources, I want it to be done right, why do we have all these SVG projects when they could just merge into one project?

    --
    People don't exist to serve systems, systems exist to serve people.
    1. Re:They have no common sense! by fault0 · · Score: 1

      Cairo != SVG.

      You could implement a SVG backend with Cairo, and people are already doing that. However, KHTML would likely never use that. Why? Because SVG can read/write/access things in the DOM. You need integration that something like xsvg would not provide.

      Mozilla also would likely also never use xsvg, for similiar reasons.

  6. Whoohoo! by Exiler · · Score: 3, Funny

    Now we can finally play Asteroids in all its full glory ;)

    --
    Banaaaana!
    1. Re:Whoohoo! by spektr · · Score: 1

      Now we can finally play Asteroids in all its full glory ;)

      Everything beside the Atari 2600 version is pathetic and simply untolerable!

      I learned everything I know about flying a spaceship from this game.

      So don't make fun of it, only because the pixels were kind of extensive.

    2. Re:Whoohoo! by Anonymous Coward · · Score: 0

      and the tank game ... Battlezone i think.

    3. Re:Whoohoo! by Anonymous Coward · · Score: 0

      You fool!

      You made me cry...

    4. Re:Whoohoo! by Anonymous Coward · · Score: 0

      Ha! Nobody's got half a decent memory...

      Anyway, I hope the original poster and spouse are happy...

      (And the graphics are really stunning!)

  7. But. by Anonymous Coward · · Score: 0

    When are they going to fix the ****ing file dialog? Oh wait, thats that *other* desktop.

  8. what is SVG? by the_2nd_coming · · Score: 1

    does it have to do with grafics performance?

    --



    I am the Alpha and the Omega-3
    1. Re:what is SVG? by BlowChunx · · Score: 1

      SVG == scalar vector graphics

    2. Re:what is SVG? by be-fan · · Score: 1

      You mean scalable don't you? Because 'scalar' and 'vector' are opposite concepts, which would make SVG an oxymoron.

      --
      A deep unwavering belief is a sure sign you're missing something...
  9. And Mozilla? by PipianJ · · Score: 2, Interesting

    So Konqueror will have decent SVG support now.

    When are we going to get decent working SVG support for Mozilla (and Phoenix) in X then? Last I checked, we're still stuck with libart (which can't be officially included in Mozilla thanks to the lack of a tri-license) and the infamous Bug 111152 was still open...

    1. Re:And Mozilla? by kirun · · Score: 1

      Well, work is ongoing which would make the backend pluggable. This has resulted in a GDI+ version for windows, with fewer bugs.

      It should allow a suitable renderer for Linux to be introduced at some stage, once somebody agrees to tri-li their work.

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    2. Re:And Mozilla? by Quobobo · · Score: 1

      Sorry, links to Bugzilla from Slashdot are disabled.

      Heh.

    3. Re:And Mozilla? by kirun · · Score: 1

      Sorry, links to Bugzilla from Slashdot are disabled.

      For some reason, every time a bug was linked from Slashdot, it recieved a ton of people making uninformed comments such as "FIX THIS NOW OR ELSE I@LL USE OPERA!!!111" and somebody trying to assign it as everyone's number one priority to fix.

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    4. Re:And Mozilla? by axxackall · · Score: 1
      how big is libart? In other words, how long will it take to re-write it under a different license?

      Another question: if Mozilla faces such a license problem, why KDE won't? And if KSVG will be based on another SVG library, why cannot Mozilla use that alternative SVG library?

      P.S. At some point GNOME/GTK has been burn just beacuse license issues of KDE/QT. I guess not it may (and actually should!) happen with libart/SVG.

      --

      Less is more !
    5. Re:And Mozilla? by Dav3K · · Score: 1

      Now that just makes me laugh a lot. I can't imagine any one of the Slashdot crowd making an uninformed comment.

    6. Re:And Mozilla? by Micah · · Score: 1

      I'm not sure if KDE uses libart or not. Probably not; I think KSVG is an independent implementation.

      But, KDE *could* use libart because libart is LGPL. KDE is GPL, and GPL'd code can import LGPL libraries, no problem. But Mozilla is licenced under GPL, LGPL, *and* the Mozilla Public License, which is not GPL/LGPL compatible. (Correct me if I'm wrong; that's a possibility.)

      If KDE uses its own, it would probably also be either GPL or LGPL, so it wouldn't have any advantages over libart.

      Really it's not that big a deal. I don't think Mozilla *needs* to include libart, but SVG should just be an optional configure step if libart is on the system. I *do* think that Linux distro vendors should start shipping Mozilla with SVG enabled, though. There's absolutely no legal problem with that.

    7. Re:And Mozilla? by kirun · · Score: 1

      Another question: if Mozilla faces such a license problem, why KDE won't

      Because Mozilla requires added code to be tri-licensed. Libart, IIRC, is single-licensed as LGPL.

      This will not present a problem to projects where adding LGPL code is OK. Don't forget, asking the authors permission to relicense is always an option.

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    8. Re:And Mozilla? by BigSven · · Score: 1

      They should consider to do so since librsvg renders their speed case (worldcup.svg) 2 times faster (3 seconds on a 1.2GHz PIII compared to the 6 seconds they claim for a 1.4GHz Athlon).

    9. Re:And Mozilla? by Boiotos · · Score: 1
      When are we going to get decent working SVG support for Mozilla (and Phoenix) in X then?

      Adobe has a new SVG viewer plugin in beta. Currently, only Win32 versions are available, but the lead developer said on the SVG-dev list that they build and test for OSX and Linux. Unlike ASV3, this works fine with current Mozilla/Firebird, but its scripting can't talk to the browser or to the other documents the browser displays.

      For my work with SVG, this doesn't matter, but if you want, e.g. your javascripted html to control your SVG, or for one SVG doc. to control another, then it's a problem.

      Executive summary: the glass will be 3/4 full for Moz. and for Linux in a short while.

    10. Re:And Mozilla? by Anonymous Coward · · Score: 0

      Did they happen to say when they might post the Linux one? "In a short while"?

    11. Re:And Mozilla? by be-fan · · Score: 1

      KSVG uses libart.

      --
      A deep unwavering belief is a sure sign you're missing something...
    12. Re:And Mozilla? by BetterThanCaesar · · Score: 1

      Neither can I.

      So... what are we talking about?

      --
      "Stop failing the Turing test!" -- Dilbert
    13. Re:And Mozilla? by axxackall · · Score: 1
      sking the authors permission to relicense is always an option.

      I guess that option never worked with the libart's author. To bad for him to have so closed mind.

      --

      Less is more !
    14. Re:And Mozilla? by dimator · · Score: 1

      If you wanted to be a prick, you could just do this. :)

      --
      python -c "x='python -c %sx=%s; print x%%(chr(34),repr(x),chr(34))%s'; print x%(chr(34),repr(x),chr(34))"
    15. Re:And Mozilla? by sorotokin · · Score: 1

      Being the guy quoted by Boiotos, I can only say that we can post Linux preview release only once we feel that we are going to get meaningful feedback with it (whether it is short or long while - or at all). If it is too unstable, there are too many bug reports and it's simply too time consuming to sort through them (and frustraiting to the users, of course).

      BTW, kudos to KSVG team!

    16. Re:And Mozilla? by fault0 · · Score: 1

      > I guess that option never worked with the libart's author. To bad for him to have so closed mind.

      He already relicensed it once (GPL->LGPL)

      Mozilla already has drawing classes that are more complex than libart anyways.

    17. Re:And Mozilla? by axxackall · · Score: 1
      He already relicensed it once (GPL->LGPL)

      And his limit is what? one relicensing per 10 years?

      Can he try to do it (to relicense it) a bit more often?

      Mozilla already has drawing classes that are more complex than libart anyways.

      So, you are saying: Libart is not good for Mozilla's SVG anyway, and as for today there is no other reliable SVG library. So, now what? No SVG in Mozilla whatsover?

      --

      Less is more !
    18. Re:And Mozilla? by fault0 · · Score: 1

      > Can he try to do it (to relicense it) a bit more often?

      Do you the logistics of relicensing? Often, you have to track down contributors that have contributed to the project and ask them to relicense their contributions. The other option is to just rewrite the piece of code in question.

      Mozilla had a horribly tough time doing this when they switched to the tri-license scheme. Other projects have also (parts of KDE even, like kmail)

      > Libart is not good for Mozilla's SVG anyway, and as for today there is no other reliable SVG library.

      Uhhhhh... do you even know what libart does or is used for? It isn't a SVG library. It's a library that draws certain graphics primitatives. Mozilla already has equivalent functionality in it's code base.

      The original poster wasn't correct in their premise. Lack of SVG in the stable trunks of Mozilla isn't the lack of a suitable renderer.. They've already started with one. It's the lack of manpower for something that takes a large amount of time to do properly.

      KSVG started to be developed around KDE 2.2. It was supposed to ship with KDE 3.0. It did not. It was supposed to ship with KDE 3.1. It did not. It will ship with KDE 3.2 however (it's finally stable/complete enough to)

      Mozilla's SVG support just isn't there yet. It will be in time though.

    19. Re:And Mozilla? by be-fan · · Score: 1

      how big is libart?
      >>>>>>>
      About 10,000 lines last time I checked (a few years ago). But its some rather excellent and sharply written code. Rewriting it to its current level of quality would be non-trivial.

      --
      A deep unwavering belief is a sure sign you're missing something...
    20. Re:And Mozilla? by aled · · Score: 1

      dun't know but I'm against.

      --

      "I think this line is mostly filler"
  10. Safari by Admiral+Llama · · Score: 1

    Wow, that's really awesome. I can't wait for Safari to have those features.

    1. Re:Safari by Anonymous Coward · · Score: 0

      Good luck. Safari hasn't finished having proper JavaScript, cookie and CSS support. First things first, mate.

  11. ECMA 262+XML = Laszlo by drdreff · · Score: 0

    As a KDE fan I'm pleased to see this. SVG is an important standard. It's too bad that Microsoft has not embraced it it IE (nor will it ever). Flash is still a great medium for vector animation and now it can even be used for real applications using Laszlo's LPS and their new LZX language.

    --
    As seen on Wired: Get a free desktop PC
  12. Mod parent UP! by Adolph_Hitler · · Score: 0, Flamebait

    You should be modded up because you actually have a point, the Gnome developers are the ones doing all the cutting edge stuff. Like storage http://www.gnome.org/~seth/storage/ And also they are actually attempting to use SVG to render the entire interface including widgets, not just icons. http://developers.slashdot.org/article.pl?sid=03/0 2/03/129215&mode=thread&tid=152&tid=106&tid=13 1 http://librsvg.sourceforge.net/ What I dont understand is why we need 100 different SVG projects when we could get more accomplished if we all worked on cairographics.

    --
    People don't exist to serve systems, systems exist to serve people.
    1. Re:Mod parent UP! by BohKnower · · Score: 1
      Do you think this is innovation? Take a look at this:

      http://gtk-themes.cairographics.org/

      Screenshots here, here and here.

    2. Re:Mod parent UP! by Adolph_Hitler · · Score: 1

      Exactly my point, shouldnt KDE be focused on working with cairo? I just see no point in KSVG.

      --
      People don't exist to serve systems, systems exist to serve people.
    3. Re:Mod parent UP! by Anonymous Coward · · Score: 0

      You spelled Adolf wrong you twat.

    4. Re:Mod parent UP! by fault0 · · Score: 1

      What's the point of using cairo to draw widgets? Almost all KDE/Qt widget styles are already drawn using vectors (as opposed to being pixmap based)

      Using SVG could have the benefit of having copy+paste matching gtk and qt styles however.

    5. Re:Mod parent UP! by Adolph_Hitler · · Score: 1

      Show me some proof, I have never seen a vector based widget, also even if what you said were somehow true and thats unlikely, its not done via hardware its done via software and therefore its slow, too slow to do stuff like alpha channel.

      --
      People don't exist to serve systems, systems exist to serve people.
    6. Re:Mod parent UP! by fault0 · · Score: 1

      Do you even know what vectors are? They are just lines, rectangles, circles, arcs, semi-circles, etc.. This is opposed to pixmaps. Very few KDE styles are pixmap based. There are some hybrids that use both (like keramik). Most are wholly vector based, like the popular plastik theme.

      Most Qt/KDE widget styles use the QPainter API for this. On X11, these functions mostly just call the related Xlib functions (s/draw/XDraw) If you want to see the source code to the styles included in KDE, see here and here

      KDE's kwin window manager also uses vectors to draw most of it's decorations.

    7. Re:Mod parent UP! by Anonymous Coward · · Score: 0

      1. KDE and Qt have always been mostly vector based for it's themes. This is why they support changing colors so well (the other way is to simply recolor a pixmap, but that doesn't work as well)

      Instead of "draw this image here", Qt widgets go "draw push button here".. a Qt style plugin then interprets that and actually does the drawing (reads ~/.qtrc for the colors, and goes "draw colored line here, colored rectangle here, fill it with color, etc..)

      2. Whether it's hardware or software based depends on the X driver being used. Almost all on XFree86 implement the XDraw* functions that Qt uses in hardware. This is why they are fast.

      3. Cairo is just yet another vector API. Qt/KDE has had one for years. gtk has also had one (in gdk), but it has had a smaller feature set than the Qt/KDE one does.

      4. Using Cairo in both Gtk and Qt won't really help unification of widget styles. Using SVG will. Using the same SVG backend in both tookits is bloodywell unlikely, because some of the features that SVG supports mean a rather internal interpretation of what's going on needs to be known.

  13. Scalable Vector Graphics. by Adolph_Hitler · · Score: 3, Informative

    SVG is a new way to render without pixels, it requires less ram but more of a CPU hit, since our CPUs arent actually being used its a fair trade off for resolution indepedance, speed, and special effects. It could allow Linux to compete with or even surpass OSX and Longhorn.

    --
    People don't exist to serve systems, systems exist to serve people.
    1. Re:Scalable Vector Graphics. by the_2nd_coming · · Score: 1

      so, is it developed with an option to use a GFX card GPU if it can?

      --



      I am the Alpha and the Omega-3
    2. Re:Scalable Vector Graphics. by Anonymous Coward · · Score: 0

      Right now kde and gnome are using software backends, so no hardware acelleration yet.

      The way I understand it is that what we are seeing now are interm solutions to give the application devolopers something to work with. In the future when the xserver supports vector rendering ( http://cairographics.org ) it will all be hardware accellerated.

    3. Re:Scalable Vector Graphics. by benjamindees · · Score: 1
      It could allow Linux to compete with or even surpass OSX and Longhorn.

      ...on new systems that insist on having 2ghz processors with only 128mb ram.

      Vector graphics aren't really new; they're just really hard to do right. Along with Macromedia Flash, Corel Draw and Adobe Illustrator are native vector drawing programs.

      --
      "I assumed blithely that there were no elves out there in the darkness"
    4. Re:Scalable Vector Graphics. by Selanit · · Score: 3, Informative
      SVG is a new way to render without pixels . . .
      Um, no. SVG does use pixels. If you come up with a way to display something on a screen without using pixels -- get a patent!

      What you were trying to say, I think, is that SVG generates vector graphics as opposed to bitmapped graphics. Bitmapped graphics are basically lists of pixels, saying "First row: pixel 1 is red, pixel 2 is red, pixel 3 is green. Second row: pixel 1 is red, pixel 2 is green, pixel 3 is red. Third row: pixel 1 is green, pixel 2 is red, pixel 3 is red." This generates a three-by-three graphic like this:

      RRG
      RGR
      GRR

      In other words, a red square with a green slash extending diagonally upwards from the bottom left to the top right. You can save some disk space by compressing the file -- for example, the file might say "Green pixels: Row 1, pixel 3; Row 2, pixel 2; Row 3, pixel 1; all others Red." Other compression schemes use different approaches, but that's one way. At base, though, it's still just a list of pixels. Examples of bitmapped graphics include BMP, JPG, PNG, and GIF graphics.

      Vector graphics are different. They specify a set of mathematical descriptions of shapes. Like plotting out the algebraic formulas for lines and squares and stuff on a graph in high school. Instead of describing the picture, vector graphics describe how to draw the picture. The advantage to this is that the picture can be drawn at any size. You could take a vector graphic and draw it at 3x3 pixels or 3000x3000 pixels, and the end result would be true to its description. You can enlarge something indefinitely without it getting all pixellated and blocky. You can also reduce it indefinitely. Of course, at one point or another it gets too big or too small to be useful, but in between those points it gives you a lot of flexibility. Sick of those miniscule icons in the toolbar of your word processor? If they were SVG, you could twiddle their size until they felt comfortable. Some of the better-known examples of vector graphics are TrueType fonts and Macromedia's Flash graphics.

      SVG, which is short for Scalable Vector Graphics, is an open, XML-based standard for vector graphics, similar to Flash. You use XML tags (vaguely like HTML) to describe your shapes and such. Then you need an interpreter that takes those instructions, figures out the math, and draws the shapes for you. You can animate them with ECMAscript (read: JavaScript). The standard is fairly new, but has a lot of backing.

      In KDE, icons are the most obvious use for SVG. There is a definite performance hit -- all that math means a lot of CPU overhead. For this reason, I don't think SVG is likely to be used to generate the whole interface. But there's an excellent compromise: once the SVG has been sized and drawn, you could then take that and save it as a bitmapped graphic. So you could size your interface once, then save to plain old bitmapped files, using compression if you like. That way you get your UI sized the way you want it, and you don't have to keep re-calculating all the vectors.

      It's a spiffy new technology, and has a lot of potential applications. Neaaat.
    5. Re:Scalable Vector Graphics. by Anonymous Coward · · Score: 0
      SVG is a new way to render without pixels . . .
      Um, no. SVG does use pixels. If you come up with a way to display something on a screen without using pixels -- get a patent!

      What you were trying to say, I think, is that SVG generates vector graphics as opposed to bitmapped graphics.
      While you're being pedantic about language, you might as well say that SVG uses vector graphics as opposed to raster graphics.
    6. Re:Scalable Vector Graphics. by be-fan · · Score: 3, Informative

      Vector graphics are almost always rendered via the CPU (even Quartz "Extreme"). There is an OpenGL accelerated renderers for SVG (SVGL), and a few custom 2D APIs on top of OpenGL (like EVAS). However, there isn't really anything production quality yet.

      --
      A deep unwavering belief is a sure sign you're missing something...
    7. Re:Scalable Vector Graphics. by Anonymous Coward · · Score: 0
      Um, no. SVG does use pixels. If you come up with a way to display something on a screen without using pixels -- get a patent!
      Old news I'm afraid, been around since the 60s on any decent cad workstation. When you have complete control of the gun on a CRT anything is possible.
    8. Re:Scalable Vector Graphics. by toothfish · · Score: 1

      You still need those pixels to display stuff, but SVG is a much more elegant way to store image data which needs to be reused a lot.

      Designers have been using vector graphics for years in programs like Illustrator, and as an aspiring designer, I'm overjoyed to see SVG catching on, as it will make vesctor graphics human (and text editor)-readable, which makes automation a lot easier. Need an object repeated 1000 times for a background? Whip up a script instead of pasting it and rotating or scaling while dealing with Illustrator (or Freehand, or whatever).

      The nice thing is that Adobe is supporting SVG in a number of ways already. I just finished a typography project using SVG (and Illustrator), and I'm pretty stoked. It would have taken me days just to draw it by hand, not to mention figuring out where everything should go beforehand.

    9. Re:Scalable Vector Graphics. by iantri · · Score: 1
      You still need those pixels to display stuff...

      Not necessarily. Ever played the Asteroids arcade game? It used a vector monitor. This works by using magnetics to draw a line directly onto specific points on the screen, or something like that. See here.

      That said, I don't think it is practical enough to use as a normal monitor.

    10. Re:Scalable Vector Graphics. by Trogre · · Score: 1

      SVG is a new way to render without pixels, it requires less ram...

      Only for sufficently large pictures with little complexity.

      For complex 32x32 icons, such as the Mozilla dinosaur head, I doubt an SVG would yield a smaller memory footprint than a rasterised one.

      Don't get me wrong, I think SVG is a great and necessary step, but I wouldn't tout its memory usage as a benefit.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    11. Re:Scalable Vector Graphics. by the_2nd_coming · · Score: 1

      yes, I know that QE uses the
      CPU still, but it off loads a lot of stuff that takes up time on the CPU to the GPU.

      --



      I am the Alpha and the Omega-3
    12. Re:Scalable Vector Graphics. by be-fan · · Score: 1

      You don't seem to understand. We're talking about vector graphics. QE uses the CPU for *all* vector graphics. The GPU is only used for window effects. There is nothing in KSVG that would get accelerated by QE, except maybe bitmap compositing.

      --
      A deep unwavering belief is a sure sign you're missing something...
    13. Re:Scalable Vector Graphics. by styrotech · · Score: 1

      Old news I'm afraid, been around since the 60s on any decent cad workstation. When you have complete control of the gun on a CRT anything is possible.

      Children of the 80's might be more familiar with Asteroids, Tempest, Battle Zone and Star Wars though :)

      I suppose the term 'vector graphics' is a little ambiguous and could refer to both image formats and display hardware.

    14. Re:Scalable Vector Graphics. by the_2nd_coming · · Score: 1

      oh, ok.

      well, it would still help if we could get effects off loaded.

      --



      I am the Alpha and the Omega-3
  14. Somehow, this came to mind ... by John+Jorsett · · Score: 2, Funny

    Seeing as how the VP is such a VIP, shouldn't we keep the PC on the QT? 'Cause if
    it leaks to the VC, he could end up an MIA, and then we'd all be put on KP.

    1. Re:Somehow, this came to mind ... by jazzmans · · Score: 2, Informative

      Goood Morning VietNam!

      --
      Life is what happens to you while you are busy making other plans. No-one sees motorcycles
  15. Could be great by Anonymous Coward · · Score: 1, Insightful

    Well, this could bring some great new (usable) flexibilites to the KDE - completely scalabe icons sound way better than that mess of 6 different resolutions of png files. Let's hope it also scales, resource wise...

    1. Re:Could be great by be-fan · · Score: 1

      Not could. Does. I'm running KDE CVS right now, which has support for SVG icons. In the CrystalSVG iconset, there is a "scalable" directory containing .svgz files, in addition to pre-rendered .png's.

      --
      A deep unwavering belief is a sure sign you're missing something...
    2. Re:Could be great by AstroDrabb · · Score: 1

      Gnome has had this for a while now You need to click refresh to see the image since my ISP does not allow images to be linked from external sites.

      --
      If Tyranny and Oppression come to this land,
      it will be in the guise of fighting a foreign enemy. -James Madison
    3. Re:Could be great by minus_273 · · Score: 1

      hmm i think that is nautilus that does taht not gnome. I remeber svg in nautilus waaay back in 2001

      --
      The war with islam is a war on the beast
      The war on terror is a war for peace
    4. Re:Could be great by AstroDrabb · · Score: 1

      Nautilus is an official part of gnome. Not all parts of Gnome need SVG support. For example, gnome-settings-daemon, gnome-session, etc.

      --
      If Tyranny and Oppression come to this land,
      it will be in the guise of fighting a foreign enemy. -James Madison
  16. Wicked cool! by GrouchoMarx · · Score: 3, Insightful

    This is extremely cool for many reasons.

    1) It means that KSVG, which was stalled for a long time, is now stable enough to be considered part of the base system. That is good news for SVG adoption in general, as it means that Konqueror 3.2 will likely have native SVG-with-animation support. Finally, an out-of-the-box fully-SVG-enabled browser other than IE-with-Adobe. :-) It's also quite likely that once the KHTML integration is complete, it will end up in Safari as well, which is good for everyone.

    2) SVG should not be used for the entire UI, that's overkill, but for many areas it makes life a lot easier. For instance, icons in SVG make them infinitely scalable, so that people can resize their screens or their icons to whatever they find comfortable with no loss of quality. (Think handicapped.) Also, no more need for Small and Large versions of icons. Just have one icon, and the system scales it to whatever size is needed.

    3) Hopefully, this will mean better support for SVG creation. KDE's SVG editing tools are still not the best. What I really want is to be able to use SVG as an editing format natively, not have to use a program-specific format (Illustrator, Kontour, Karbon14, anything) and then export to SVG. I want to work natively in SVG. With luck, this will let us do that.

    There are some potential downsides, of course. Most notably, the risk that KDE will become like Mozilla. An all-XML UI, which while flexible also makes it considerably slower than just using compiled widgets. KSVG will have to be very very fast to avoid that problem, unless things are precompiled in memory cleanly.

    Still, I can't wait. :-)

    --

    --GrouchoMarx
    Card-carrying member of the EFF, FSF, and ACLU. Are you?

    1. Re:Wicked cool! by Adolph_Hitler · · Score: 2, Interesting

      2) SVG should not be used for the entire UI, that's overkill, but for many areas it makes life a lot easier. For instance, icons in SVG make them infinitely scalable, so that people can resize their screens or their icons to whatever they find comfortable with no loss of quality. (Think handicapped.) Also, no more need for Small and Large versions of icons. Just have one icon, and the system scales it to whatever size is needed. Yeah just like having more than 64 megs of ram is overkill, I mean who could ever use more than 64 megs of ram? Just like the 3dfx Voodoo 3 was overkill, I mean who would ever need a new video card after this? I mean the 1ghz pentium, its definately overkill, who would ever need more than 400mhz Pentium 2? I think what Linux needs is overkill if its to compete with the other OS's which are more modern. OSX and Longhorn will be overkill, but people want overkill and if you are to compete with overkill then you must overkill the overkillers. Personally I want an SVG interface, I like the idea of not having to set my resolution, I like the idea of having perfect quality text, I like the eye candy of OSX, and if i have the video card to do this with absolutely no hit to speed, why shouldnt it be done? If I dont like it I'll turn it off and I'll still have a faster system which uses less ram than a pixel based GUI. Please go into details on why SVG for the entire interface would be bad. Just because you won't use it is not a good enough reason, you need facts not opinion.

      --
      People don't exist to serve systems, systems exist to serve people.
    2. Re:Wicked cool! by bgog · · Score: 1

      I'm sure I'm missing something. But this stuff looks like crappy graphic from a 1989 version of Corel Draw. Perhaps the technology is really cool but those screenshots are VERY unimpressive.

    3. Re:Wicked cool! by kirun · · Score: 1

      Also, no more need for Small and Large versions of icons

      Actually, maybe there still is a need. Suppose we have an icon of a floppy disk. At a large size, drawing lines on the label is a nice decoration, and makes the icon more interesting. At a small size, the detail doesn't render right, and has to go.

      There may be a way to embed rules for this in the SVG, though. But things aren't ever as simple as they seem.

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    4. Re:Wicked cool! by kirun · · Score: 1

      If you look a little closer, you'll see many of the screenshots are from the W3C test suite. Maybe not exciting, but useful for anyone wondering exactly what works in KSVG.

      For a better idea of what SVG can do, see the sodipodi screenshots
      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    5. Re:Wicked cool! by be-fan · · Score: 2, Informative

      Too bad you have no idea what you're talking about. OS X is hardly competiton for KDE.

      a) SVG has nothing to do with text quality --- current fonts are scalable, but they are rendered by highly optimzed renderers like Freetype to apply font-specific hinting.

      b) OS X doesn't use vectors. Most things (widgets, etc) are still bitmaps. The graphics system supports vector graphics (and some apps like Quicktime use them) but most of the eye-candy in OS X is just the result of good UI designers. Hell, it doesn't even use scalable icons --- it starts with large (128x128) bitmaps and uses pixel scaling.

      c) OS X doesn't render vectors via hardware. If you look at the tech docs, Quartz 2D is all CPU. OpenGL is merely used for transparency and window-level effects like genie.

      d) An all-SVG UI wouldn't necessarily be bad, it would just not be terribly useful. First, UIs are already pretty scalable. For example, I was looking through the code for the Plastik KDE theme the other day. Most of the drawing logic is completely scalable. I was able to rip out of a lot of the hard constants and make them read via a configuration file. You change a few constants, and suddenly scollbars and spinners are wider, *and* properly rendered. All the buttons and tabs are aleady scalable, because Qt is a font-sensitive UI, and changing font-sizes can drastically affect the size of widgets.

      However, you still have to care about pixels. Resolutions are still not high enough where you can ignore them. Plastik (and other themes, presumably) still has special cases to handle small pixel shifts (think of a limited case of hinting). Even on my high res screen (133 dpi) a small shift of one pixel on a scrollbar is easily visible as a glitch.

      --
      A deep unwavering belief is a sure sign you're missing something...
    6. Re:Wicked cool! by Micah · · Score: 1

      Sodipodi is pretty good at SVG creation/editing. It's a Gnome/GTK app though.

      I wonder how long it will be before we have KSodipodi...

    7. Re:Wicked cool! by metalhed77 · · Score: 1


      2) SVG should not be used for the entire UI, that's overkill, but for many areas it makes life a lot easier. For instance, icons in SVG make them infinitely scalable, so that people can resize their screens or their icons to whatever they find comfortable with no loss of quality. (Think handicapped.) Also, no more need for Small and Large versions of icons. Just have one icon, and the system scales it to whatever size is needed.

      Ummmm, yeah, if we're gonna go for infinitely resizable screens, let's go all the way. Considering how simple most UI themes are, the rendering time difference between raster and vector should be negligible. I remember librsvg rendering some simple graphics faster than bitmaps. The performance is there, let's do it once, and do it right. Make it last longer.

      3) Hopefully, this will mean better support for SVG creation. KDE's SVG editing tools are still not the best. What I really want is to be able to use SVG as an editing format natively, not have to use a program-specific format (Illustrator, Kontour, Karbon14, anything) and then export to SVG. I want to work natively in SVG. With luck, this will let us do that.

      Adobe Illustrator can import and export SVG easily, as can many other programs. it's a decent interchange format (even macromedia flash imports it) But you forget that a good vector program probably won't have SVG as it's only goal. When I use Illustrator for print design for instance, I'd be angry if I ran into an SVG imposed wall. Why would we need a special tool just for SVG graphics? It works fine as a subset of other vector programs

      There are some potential downsides, of course. Most notably, the risk that KDE will become like Mozilla. An all-XML UI, which while flexible also makes it considerably slower than just using compiled widgets. KSVG will have to be very very fast to avoid that problem, unless things are precompiled in memory cleanly.

      Ummmm yeah. Well even these bitmapped UIs can be slow. Try out some of the more intense bitmap themes for say ThemeXP in winXP, and even bitmaps can slow it down. A well designed vector graphic that is simple could load neglibly slower than bitmap.

      --
      Photos.
    8. Re:Wicked cool! by Adolph_Hitler · · Score: 1

      a) SVG has nothing to do with text quality --- current fonts are scalable, but they are rendered by highly optimzed renderers like Freetype to apply font-specific hinting. Resolution you idiot. Why do you think fonts need to be anti alaised. b) OS X doesn't use vectors. Most things (widgets, etc) are still bitmaps. When did i say OSX used vectors? I said Linux needs to use vectors to beat OSX which of course does not. OS X doesn't render vectors via hardware. If you look at the tech docs, Quartz 2D is all CPU. OpenGL is merely used for transparency and window-level effects like genie. We arent debating OSX here, we are talking about how to improve Linux so that its better than OSX. An all-SVG UI wouldn't necessarily be bad, it would just not be terribly useful. First, UIs are already pretty scalable. For example, I was looking through the code for the Plastik KDE theme the other day. Most of the drawing logic is completely scalable. I was able to rip out of a lot of the hard constants and make them read via a configuration file. You change a few constants, and suddenly scollbars and spinners are wider, *and* properly rendered. All the buttons and tabs are aleady scalable, because Qt is a font-sensitive UI, and changing font-sizes can drastically affect the size of widgets. Why should a theme creator have to create 30 different versions of their theme for different resolutions? Why should I have to run in a low resolution just because your theme does not support my high res monitor? However, you still have to care about pixels. Resolutions are still not high enough where you can ignore them. Plastik (and other themes, presumably) still has special cases to handle small pixel shifts (think of a limited case of hinting). Even on my high res screen (133 dpi) a small shift of one pixel on a scrollbar is easily visible as a glitch. Resolutions are high enough, I dont know what resolution you are running in, maybe you run in 800x600 or something, but my laptop goes well above that and currently on my laptop pixels look like shit compared to SVG.

      --
      People don't exist to serve systems, systems exist to serve people.
    9. Re:Wicked cool! by fault0 · · Score: 1

      There was once killustrator.. it was pretty good app before there was ever sodipodi, but for technical reasons (oh yeah, adobe threatening the author didn't help either), it died in favor of karbon14, which while much better technically than killustrator, is worse than actually creating things than killustrator or sodipodi. There was a point where I could do very complex path manipulation in karbon, but it lacked a usable center-oriented rect tool.

      So sodipodi is probably the best vector drawing app right now, but karbon is getting better. I also like karbon's interface a lot better than sodipodi, so I hope it continutes on it's way.

    10. Re:Wicked cool! by fault0 · · Score: 1

      1. Please learn to use the breakline tag while in html commenting mode. It greatly helps readability. =)

      > Why should a theme creator have to create 30 different versions of their theme for different resolutions?

      They don't. Almost all Qt widget styles are already pretty much vector based (using the qpainter API)

      SVG allows other things though. Easier theme creation for one.

    11. Re:Wicked cool! by chevybowtie · · Score: 1

      1) ... it means that Konqueror 3.2 will likely have native SVG-with-animation support.
      Doesn't anyone read the articles: "Animations, one of the greatest features of SVG don't work either. But that is likely to change sooner or later though we doubt animations will be part of KSVG in KDE 3.2. "

    12. Re:Wicked cool! by Anonymous Coward · · Score: 0

      Never have I seen a problem with this with SVG.
      Can you give an example?
      In general, things look good until they get smaller than a pixel and disappear.
      I've never had a need for multiple sizes of an icon, even one with excessive detail.

    13. Re:Wicked cool! by Adolph_Hitler · · Score: 1

      There is a major difference between scaleable vectors done in hardware via cairographics, and software based hacks which I'm assuming you are talking about done via the CPU. Maybe thats why KDE's so called vector based GUIs always break up when you move a window around too fast, I've never seen vectors do this but hey you say its already SVG. Either QPainter needs to be done via cairographics so it can be fast and done via hardware, or KDE needs to be ported to vectors, either way the current system is too slow and not powerful enough, KDE cant even do alpha channel so if its doing vectors right now its fake software vectors and not legit hardware vectors, you can do alpha channel via software too but its so slow that its a pointless waste of time.

      --
      People don't exist to serve systems, systems exist to serve people.
    14. Re:Wicked cool! by Anonymous Coward · · Score: 0

      >software based hacks

      QPainter is just a wrapper around X functions. How the hell is it a software based hack? It is hardware based and highly optimized on almost all implementations of X servers I've seen.

      > Maybe thats why KDE's so called vector based GUIs always break up when you move a window around too fast

      That's actually a X problem. Cairo would do that too.

      > KDE cant even do alpha channel

      I assume you are talking about window level transparency. Cairo can't do that either. Both Qpainter and Cairo can handle alpha channels quite fine though. QPainter has properly supported alpha channels for many years (since Qt 2.0 I think)

    15. Re:Wicked cool! by Sentry21 · · Score: 1

      2) SVG should not be used for the entire UI, that's overkill,

      I disagree emphatically. Having the UI stored as vectors means that I can scale up everything - buttons, icons, widgets, everything - if I want, but Mr Only-has-640x480 doesn't have to suffer the obscenity of 40% of screen space going to widgets.

      I recall some testing going on with the GNOME crew a while back where it showed that SVG rendering was actually faster than PNG rendering for some obscene reason (I'm too lazy to care, search back if you want).

      The problem I see with SVG is the buggy... well, everything. I installed Illustrator 10 and the Adobe SVG plugin. I made a circle with a gradient in Illustrator, exported as SVG, and the Adobe plugin couldn't read it at all. Nice. But the other CVG stuff that Adobe had on their website was awesome, and worked fine. Go figure.

      --Dan

    16. Re:Wicked cool! by The+Mayor · · Score: 1

      Wouldn't it be possible to store fonts in an SVG format, then render each character to a buffer for a given point size? In that sense, wouldn't SVG be capable of replacing TTF (TrueType Font) file format? I wouldnt' think it would take much logic to render the longest straight vertical edge to align exactly to a hard pixel break, then anti-alias all edges that don't align to a pixel boundary. I haven't ever seen a TTF renderer, but my guess is that is all that happens--TTF is a vector format, and when a TTF font is loaded and used at a given point size, the renderer aligns the bottoms and longest straight verticle edge of characters to a hard pixel break. Anti-aliasing should be able to performed on the video card as long as the font renderer renders anti-aliased pixels with a transparency component. Such a mythical SVG font renderer would have reasonable performance and be able to take advantage of hardware acceleration for anti-aliasing. Map the pixel-rendered output to texture memory and you should be able to take advantage of fancy screen effects used in MacOSX and Windows XP Media Edition.

      --
      --Be human.
    17. Re:Wicked cool! by be-fan · · Score: 1

      In that sense, wouldn't SVG be capable of replacing TTF (TrueType Font) file format?
      >>>>>>>>>
      No. Fonts are very complex beasts. You can't get good on-screen output by just rendering the font outline. You just don't have enough pixels for that. The TTF and Postscript formats have hinting systems that are used by the renderer to optimize output for on-screen display. TTF's hinting format is actually a complete bytecode interpreter for a specialized language that subtly manipulates the glyph outline to make stuff look nice while working with a limited number of pixels. You could add this stuff to SVG, but there'd be no point. TTF already does it. Also, hardware acceleration for fonts would be of limited usefulness. Fonts have the nice property that you can render a few hundred glyphs to tiny bitmaps (the entire alphabet for a few common sizes) and keep them around in a cache. Then, when you need to draw a character, just alpha blend that glyph to the surface. Doesn't get much faster than that. Also, fonts use some very specialized anti-aliasing algorithms (read up on how Cleartype works) and modern HW doesn't accelerate that. And they probably never will, because the algorithms for font rendering keep being improved.

      --
      A deep unwavering belief is a sure sign you're missing something...
    18. Re:Wicked cool! by be-fan · · Score: 1

      Resolution you idiot. Why do you think fonts need to be anti alaised.
      >>>>>>
      WTF are you talking about? Fonts need to be anti-aliased because we have limited resolution. With *just* anti-aliasing, fonts still don't look good. You need complex hinting systems to make them look good. SVG doesn't have those.

      Why should a theme creator have to create 30 different versions of their theme for different resolutions?
      >>>>>>>>>
      Learn to read. I said that Plastik's widgets were already scalable, its just that the sizes were hard-coded. Not like bitmap hard-coded, but simple constants in the code. They are just parameters for the rendering algorithm. I used a config file to set the parameters, but you could just as easily autodetect the user's resolution and set them accordingly. You could do all that without changing the underlying rendering model.

      Resolutions are high enough, I dont know what resolution you are running in
      >>>>>>>>
      Can you *read*? I said I had a 133dpi screen. That implies a pretty fucking high resolution. 1600x1200 on a 15" display to be exact.

      maybe you run in 800x600 or something, but my laptop goes well above that and currently on my laptop pixels look like shit compared to SVG.
      >>>>>>>>
      What does that mean? Pixels look like shit? Everything is a pixel anyway. You mean that scaling a bitmap up to twice its size looks like shit? If that's the case, how is that a response to what I said? KDE and GNOME themes (by and large) aren't bitmaps! My point was that even at 133dpi, an error of 1 pixel is easily visible in small features like button arrows. Even if you did a fully-SVG theme, you would still have to have some special case code to make sure that visual elements lined up properly.

      --
      A deep unwavering belief is a sure sign you're missing something...
    19. Re:Wicked cool! by Anonymous Coward · · Score: 0

      Personally I want an SVG interface

      And I want to be... A LUMBERJACK!

    20. Re:Wicked cool! by be-fan · · Score: 1

      There is a major difference between scaleable vectors done in hardware via cairo graphics
      >>>>>>>
      There is no hardware that accelerates Cairo.

      and software based hacks which I'm assuming you are talking about done via the CPU.
      >>>>>>>
      Software-rendered vector graphics aren't hacks. They have to potential to be slower, but often they aren't. If you're doing a minimal amount drawing (and most themes do), they can be faster because you don't have the setup overhead of making command buffers for the hardware. Read Rasterman's comments about the EVAS OpenGL back-end. Hardware accelerated SVG really comes in useful when you have a ton of stuff to render quickly. Most current apps aren't visually complex enough to require it. Simple widget themes will never be so complex as to require it, because the results would be unusable. Thus, HW SVG makes sense, but not for rendering the entire UI.

      Maybe thats why KDE's so called vector based GUIs always break up when you move a window around too fast
      >>>>>>>>>
      Um, the theme doesn't do any redraw when you move a window around. Its a simple blit operation. If you mean that they break up when resizing, you're still wrong. The bottleneck is almost never the widget style, even in the simplest windows. The problem is usually a mix of Qt not double-buffering the widget (most are, some aren't) or more generally, a synchronization issue between the window manager and the application. Apps that don't have custom canvases (like KFind or Qt Designer) very rarely show any redraw issues. SVG (even hardware accelerated SVG) would do *nothing* to fix these issues, and these issues can be fixed without hardware accelerated SVG.

      I've never seen vectors do this but hey you say its already SVG.
      >>>>>>>
      Okay, try to understand this. There are three seperate concepts at work here.

      Scalable --- Something that can increase the number of pixels in its output image as resolution goes up.

      Vector graphics --- Something that achieves scalability by specifying all drawing in terms of geometric elements.

      SVG --- A specific file format for vector graphics.

      KDE themes are not really vector-based, nor are they specified in SVG. But they are scalable because they are C++ plugins that have algorithms that can take, as parameters, the output size of the widget. The underlying drawing API that KDE themes use is QPainter, which is vector-based, but pixel oriented. The graphics primitives are vectors (draw line here, draw rectangle there) but the coordinates are in pixels.

      Either QPainter needs to be done via cairographics so it can be fast and done via hardware
      >>>>>>>>>
      QPainter done in Cairo would be slower, since there is no hardware accelerated Cairo support.

      or KDE needs to be ported to vectors
      >>>>>>>>>>
      You don't "port" to vectors. Please tell me that English isn't your first language...

      either way the current system is too slow and not powerful enough
      >>>>>>>>>
      The existing system is fast enough and powerful enough for widget themes.

      KDE cant even do alpha channel
      >>>>>>>>
      Do you understand graphics at all? Vector graphics are orthogonal to alpha blending. KDE doesn't do alpha blending for windows because X11 doesn't support it. KDE couldn't do alpha blending for windows even if it draw its wigets via Cairo. The concepts are *completely* unrelated.

      so if its doing vectors right now its fake software vectors and not legit hardware vectors
      >>>>>>>>
      How are software vectors illegitimate? Is your web-browser illegitimate because it runs on your CPU and not your GPU? Are your TTF fonts illegitimate because they are (and probably always will be) rendered via your CPU?

      --
      A deep unwavering belief is a sure sign you're missing something...
    21. Re:Wicked cool! by be-fan · · Score: 1

      You can be scalable without using SVG. Most theme engines aren't pixmaps, but C/C++ programs. Its easy to make those programs change the size of their rendered widgets. The real problem is that none of them bother trying to autodetect the user's resolution to scale its size.

      --
      A deep unwavering belief is a sure sign you're missing something...
    22. Re:Wicked cool! by rmohr02 · · Score: 1
      1) It means that KSVG, which was stalled for a long time, is now stable enough to be considered part of the base system. That is good news for SVG adoption in general, as it means that Konqueror 3.2 will likely have native SVG-with-animation support. Finally, an out-of-the-box fully-SVG-enabled browser other than IE-with-Adobe. :-) It's also quite likely that once the KHTML integration is complete, it will end up in Safari as well, which is good for everyone.
      I hope that Mozilla will catch up to Konqueror then. There are experimental Mozilla builds with SVG enabled, but I believe there's only one developer, so progress is slow.
    23. Re:Wicked cool! by Adolph_Hitler · · Score: 1



      "Software-rendered vector graphics aren't hacks. They have to potential to be slower, but often they aren't. If you're doing a minimal amount drawing (and most themes do), they can be faster because you don't have the setup overhead of making command buffers for the hardware. Read Rasterman's comments about the EVAS OpenGL back-end. Hardware accelerated SVG really comes in useful when you have a ton of stuff to render quickly. Most current apps aren't visually complex enough to require it. Simple widget themes will never be so complex as to require it, because the results would be unusable. Thus, HW SVG makes sense, but not for rendering the entire UI."


      You dont build for the current apps, you build for future apps.I think HW rendering makes plenty of sense for rendering the entire UI because future UIs can be made more complex.

      KDE themes are not really vector-based, nor are they specified in SVG. But they are scalable because they are C++ plugins that have algorithms that can take, as parameters, the output size of the widget. The underlying drawing API that KDE themes use is QPainter, which is vector-based, but pixel oriented. The graphics primitives are vectors (draw line here, draw rectangle there) but the coordinates are in pixels.

      I can still see a big difference between SVG and traditional rendered themes.

      QPainter done in Cairo would be slower, since there is no hardware accelerated Cairo support.



      Thats what rasterman think's and hes right for now, but this is X we are talking about here, if there will ever be hardware support for these things it MUST be through X, and therefore through cairographics.

      Do you understand graphics at all? Vector graphics are orthogonal to alpha blending. KDE doesn't do alpha blending for windows because X11 doesn't support it. KDE couldn't do alpha blending for windows even if it draw its wigets via Cairo. The concepts are *completely* unrelated.


      Actually Carl Worth and Keith Packard specifically state that we will be able to do alpha channelling once they finish with cairographics, cairographics will use Xrender and Xrender uses the hardware.

      How are software vectors illegitimate? Is your web-browser illegitimate because it runs on your CPU and not your GPU?

      There is a big difference between a web browser and an interface. My games which run in software run slow, I have games like this and no they arent fake games, but they are cheap games, you get my point. I say do something right and do it once, instead of do it wrong and do it 50 times.

      --
      People don't exist to serve systems, systems exist to serve people.
    24. Re:Wicked cool! by be-fan · · Score: 1

      You dont build for the current apps, you build for future apps.I think HW rendering makes plenty of sense for rendering the entire UI because future UIs can be made more complex.
      >>>>>>>>>
      The problem is that its is improbable that future UIs will be complex enough to warrent rendering *everything* via hardware. Software vector graphics (Anti-Grain) is fast enough to render the famous "Tiger" SVG at high resolution in real time on a Duron 700. You can spin it around, resize it, and generally abuse it at full speed. Even super futureistic UIs like xeofreestyle.com run fast enough in software. It just doesn't seem worth it to bother with it, and there are a lot of negative points to rendering in hardware.

      I can still see a big difference between SVG and traditional rendered themes.
      >>>>>>>>
      In what way?

      Thats what rasterman think's and hes right for now, but this is X we are talking about here, if there will ever be hardware support for these things it MUST be through X, and therefore through cairographics.
      >>>>>>>>>
      Eventually, KSVG should go through Cairo, yes. But there is no point in moving everything over to Cairo.

      Actually Carl Worth and Keith Packard specifically state that we will be able to do alpha channelling once they finish with cairographics, cairographics will use Xrender and Xrender uses the hardware.
      >>>>>>>
      Where did they say that? Cairo really has nothing to do with alpha channel. I think you're misunderstanding whatever you read.

      There is a big difference between a web browser and an interface. My games which run in software run slow,
      >>>>>>>>
      Games are totally different from UIs. They throw tons of elements at the screen at the same time. In comparison, UIs (even complicated ones) throw little bits of data at the screen at a time (I'm ignoring canvases, the views inside apps that can be quite complex).

      --
      A deep unwavering belief is a sure sign you're missing something...
  17. Why is SVG important to the desktop? by stienman · · Score: 4, Interesting
    I suspect a number of people are wondering why SVG is important to the desktop. There is one major reason to have SVG as part of the normal program rendering. Several smaller reasons, too.

    Objects can be clearly rendered in SVG regardless of the output device resolution.

    We are seeing small 15" laptop screens with resolutions of 1920x1200. Soon we will have desktop monitors with higher and higher resolutions. This is because the profit margin in low resolution LCD monitors is quickly becoming very thin. Manufacturers are going to try and differentiate their products by touting the clarity and color rendition of better, higher resolution screens.

    So the operating system designer doesn't have to
    1. Create an icon for each resolution
    2. Use icon scaling
    3. And make many sections of code that will make sure the important things are on screen and usable.
    Many applications could and should run well on a PDA (4", 200x320) a cell phone(1.2" 90x90) and a scientific visualization workstation (120", 6400x4000) without device specific code or modes.

    The smaller reasons include much less data - if a graphics card rendered SVG, then the connection between the computer and the card could be slow and very long distance. Hard drives space isn't an issue, except in power-conscious embedded areas where smaller graphics files could make a difference.

    Lastly, rendering speed improvements could be realized. Aside from dedicated HW doing the rendering, if the OS did it in a trusted manner then it could be faster than many libraries and/or programmer hacks. Programs could as a result be smaller, since they don't have to maintain as much graphics, layout, and UI information.

    In short, there are many good reasons to include SVG in the lower system level - mostly looking toward the future of hardware, but when it's here, won't it be nice to be ready?

    -Adam
    1. Re:Why is SVG important to the desktop? by Anonymous Coward · · Score: 0

      I feel it's important to point out here, that GNOME is doing all the hard work when it comes to SVG. It is also breaking new ground, whereas KDE is just lamely adding bells and whistles. Meanwhile, the KDE project runs around putting out press releases claiming to be the source of all Linux desktop innovation.

    2. Re:Why is SVG important to the desktop? by Jack+Auf · · Score: 1

      It's such a shame you posted AC so that I can't have the pleasure of modding you as the troll you so obviously are.

      --
      "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety" - BF
    3. Re:Why is SVG important to the desktop? by rsmith-mac · · Score: 1

      If you want to take a look at what the parent is talking about, just find a Mac running OS X; icons are done via scalable vectors so that the dock can be manipulated without compromising icon quality(size changes, magnification, etc). It's another one of those little things that sounds pointless, but's worth big points with users.

    4. Re:Why is SVG important to the desktop? by Anonymous Coward · · Score: 0

      Mac OS X icons are actually pixmap-based (128x128), they just have a good scaling algorithm.

    5. Re:Why is SVG important to the desktop? by Anonymous Coward · · Score: 0

      mod parent down

    6. Re:Why is SVG important to the desktop? by Rob+Menke · · Score: 1

      Not true.

      Icons in MacOS X are 128x128 rasters, with smaller versions at 48x48, 32x32 and 16x16. The display manager picks the most appropriate size and uses bicubic interpolation to scale it down. IconComposer (in /Developer/Applications/) can show all four sizes.

      You can see this if you find a file with an icon that is different for each size. As you scale it down, it changes abruptly when it hits a transition point. You can see this effect if you scale down the icon for Adobe Reader (the stylized "A" suddenly gets larger relative to the rest of the icon). MacDict X is a more extreme example, with completely different icons for all three sizes.

      As far as I know, the only desktop system to use pure vector icons was the old Magic Desktop on IRIX boxes, and the shapes were limited to filled polygons.

    7. Re:Why is SVG important to the desktop? by Anonymous Coward · · Score: 0

      > icons are done via scalable vectors

      congrats! there goes all of your credibility right there! i suggest you leave slashdot and kill yourself! i suggest 25,000 mg 1-Methyl-2-pyrrolidinyl-pyridine!

    8. Re:Why is SVG important to the desktop? by scrutty · · Score: 1
      They also use smaller bitmaps for "hints" in the Finder at 64x64 32x32 and 16x16.

      Presumably they had their reasons for not using scalable vectors, possibly performance - although the term "hint" suggests that its a rendering bias for clarity.

      Here is an overview document

      --
      -- Oh Well
  18. And for some reason that reminds me of.... by Sevn · · Score: 0, Offtopic

    "The original title of this book was 'Jimmy James, Capitalist Lion Tamer' but I see now that it's... 'Jimmy James, Macho Business Donkey Wrestler'... you know what it is... I had the book translated in to Japanese then back in again into English. Macho Business Donkey Wrestler... well there you go... it's got kind of a ring to it don't it? Anyway, I wanted to read from chapter three... which is the story of my first rise to financial prominence... I had a small house of brokerage on Wall Street... many days no business come to my hut... my hut... but Jimmy has fear? A thousand times no. I never doubted myself for a minute for I knew that my monkey strong bowels were girded with strength like the loins of a dragon ribboned with fat and the opulence of buffalo... dung. ...Glorious sunset of my heart was fading. Soon the super karate monkey death car would park in my space. But Jimmy has fancy plans... and pants to match. The monkey clown horrible karate round and yummy like cute small baby chick would beat the donkey."

    -- Jimmy James

    --
    For every annoying gentoo user, are three even more annoying anti-gentoo crybabies. Take Yosh from #Gimp for example.
  19. I'm ekstatik by Rosco+P.+Coltrane · · Score: 4, Funny

    kde kan konker kountless desktops with fantastik new applikations like ksvg and kpart, but I really krave for a less krappy naming skeme that kould help even out the wear on my keyboard ...

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:I'm ekstatik by Anonymous Coward · · Score: 0

      fucK you

    2. Re:I'm ekstatik by Anonymous Coward · · Score: 0

      you suKX0r

    3. Re:I'm ekstatik by Anonymous Coward · · Score: 0

      KEverything is a failed attempt at marketing by geeks. sad really.

    4. Re:I'm ekstatik by Anonymous Coward · · Score: 0

      This K-naming schem is realy good!

      As a simple user, when searching for programs, it's easier to identify KDE apps.

      I'm using the KDE desktop and I'm very happy with it. When I'm looking at a new app, if it starts with a K, I know immediately that:
      - This apps will interface nicely with the KDE printing systems (that has wonderfull integration with CUPS)
      - The file dialogs will be cool.
      - The global ergonomy will be mostly the same as other apps.
      - It may benefit of the KParts and plugins systems available in KDE.
      - It will fully support drag and drop between apps.
      - It will have a common look.

      As an example, I've tested sodipodi (which seems cool), but doesn't starts with a K. Gess what I've found:
      - The file dialog box is realy POOR (no bookmarks, poor ergonomy in selecting directories, no direct access to home,tmp,desktop, no preview...)
      - The print dialog is a joke compared to KDEPrint dialog.
      - The File drag and drop is simply not supported.
      - When moving app from a desktop to another, you have to move window by window.

      So as a simple user, I'm more confident with k apps than with non k-apps, this simple example (of a nevertheless excellent app) demonstrates it.

      Regards.

      PS: Please don't troll with kernel starts with a K ;-)

  20. Re:Thats not good enough! We need an SVG interface by pavon · · Score: 1

    Look at the Fresco project. They are making resolution independent display system whose widgets are all SVG.

  21. you got that right by Anonymous Coward · · Score: 0

    I'm surprised he hasn't posted the google cache in this thread.

  22. Answer to Apple's Quartz by peachawat · · Score: 1

    Is it just me but the interface looks very polished? Maybe using SGV for rendering is an answer to Apple's Quartz engine. I think it's time to put bitmap graphics system behind...

    1. Re:Answer to Apple's Quartz by Anonymous Coward · · Score: 0

      Seeing as Apple's user interface is completely pixmap-based...

    2. Re:Answer to Apple's Quartz by be-fan · · Score: 2, Informative

      SIgh. Apple's UI apparently scales terribly. Its supposedly the reason why Apple is still shipping low-res laptop screens in this age of 1920x1200 15.2" LCDs. If you look closely, OS X is really full of bitmaps. Hell, its got more bitmaps than most KDE or GNOME UIs. The scrollbars in most KDE themes, for example, are rendered on the fly via Qt's Painter API, while in OS X, they are bitmaps.

      --
      A deep unwavering belief is a sure sign you're missing something...
    3. Re:Answer to Apple's Quartz by Anonymous Coward · · Score: 0

      Do you just search for apple and post?

    4. Re:Answer to Apple's Quartz by be-fan · · Score: 1

      Every time there is an article on vector graphics UIs, a ton of Apple freaks come out of the woodworks and repeat Apple marketing drivel. I consider it my civic duty to set them straight. I have nothing against Apple (I like MacOS Classic's UI, and I love my iPod) but their marketing department needs to be lined up and executed.

      --
      A deep unwavering belief is a sure sign you're missing something...
    5. Re:Answer to Apple's Quartz by TheCrazyFinn · · Score: 1

      Apple's UI scales DOWN very badly. It's highly optimized for high-resolution screens. Just use OS X at 1024x768 and then try it at 1600x1200. Screen Real Estate is problematic at the lower resolutions. The main reason that Apple doesn't ship 1920x1200 15.2" Laptops is pixel density is higher than necessary for the real estate. The iBook already has problems with cramming too many pixels into a fixed amount of screen.

      --
      "You've got an invalid haircut" -Warren Zevon - Life'll Kill Ya
    6. Re:Answer to Apple's Quartz by be-fan · · Score: 1

      What are you talking about? Greater pixel density is *always* better, as long as your UI can scale. The problem with OS X is that on a 1920x1200 15.2" screen, everything would be too small to see. If OS X made your widgets bigger at higher DPIs (like how fonts get bigger when you run at high DPIs) there would be no problem.

      --
      A deep unwavering belief is a sure sign you're missing something...
    7. Re:Answer to Apple's Quartz by Anonymous Coward · · Score: 0

      Is everyone overlooking the fact that Apple already support high resolution output via the Apple Studio Cinemas?

      Whether it's laptop or desktop makes no difference.

    8. Re:Answer to Apple's Quartz by be-fan · · Score: 1

      The Apple Cinema displays are not high resolution in the way we're talking about. The 23" Cinema display is only 98 dpi, which isn't that much higher than your average display. If OS X's UI elements are designed for your average monitor (say, a 1024x768 17" monitor --- 75 dpi), something that is supposed to be 1" high will only be a little over half and inch high on a high-res 133 dpi laptop LCD. On the Cinema display, they'd be 3/4s of an inch high, which is much more bearable.

      --
      A deep unwavering belief is a sure sign you're missing something...
  23. And Mozilla?-Back-door plugins. by Anonymous Coward · · Score: 0

    "Well, work is ongoing which would make the backend pluggable. This has resulted in a GDI+ version for windows, with fewer bugs."

    Plugin vs embedded.
    Now how easily accessable is the DOM?
    What will that mean for things like SMIL?

    1. Re:And Mozilla?-Back-door plugins. by kirun · · Score: 1

      I didn't mean plugins. Maybe "interchangeable" would have been a better word. Anyway, see bug 182533 for details. (no link, slashdot -> bugzilla block still applies)

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
  24. very real way by SuperBanana · · Score: 3, Funny
    KDE 3.2 will be adopting SVG in a very real way

    --Dateline, October 14th-- GNOME project team announces they will be adopting SVG in a very, VERY real way.

    Seriously, people. Thesauruses are your friend, ok? :-)

    1. Re:very real way by Anonymous Coward · · Score: 0

      GNOME folks announce Nuvola will be made the out-of-the-box, first, default GNOME theme. =)

    2. Re:very real way by Anonymous Coward · · Score: 0

      Perhaps you'll be surprised to discover work on SVG in gnome-games started a while ago, before KDE made any announcement:

      Link to the diary of gnome-games maintainer

  25. Wicked cool!-GPU boogie by Anonymous Coward · · Score: 0

    "There are some potential downsides, of course. Most notably, the risk that KDE will become like Mozilla. An all-XML UI, which while flexible also makes it considerably slower than just using compiled widgets. KSVG will have to be very very fast to avoid that problem, unless things are precompiled in memory cleanly."

    Or your using that $300 GPU you spent all that money on to do the job.

    Now wasn't there a reason you bought it?

  26. A (tm) Damn Good Thing. by Bowie+J.+Poag · · Score: 3, Informative

    SVG, whether you like it or not, may very well be the future as far as graphics...at least as far as GUIs are concerned.

    Scalability has become increasingly more and more important on the desktop in recent years, and it's nice to see KDE recognize that.. Beyond the savings associated with going vector over raster, it's just a better idea. A better tool for the job. Sure, it's not going to replace traditional rasterized images (i'd imagine it's pretty hard to distill a rasterized image into a decent vector) but it's a step in the right direction. The right tool for the right job.

    Cheers,

    --
    Bowie J. Poag

    1. Re:A (tm) Damn Good Thing. by Anonymous Coward · · Score: 0

      Over-rated post.

      KDE has always been on the cutting edge of development, the KDE roadmap has many things that other desktops dont even support, or wont support. Not sure why this post was rated at +4, but very overrated.

    2. Re:A (tm) Damn Good Thing. by Anonymous Coward · · Score: 0

      Yay, you're claiming trademark on the letter "A"... you must be from the US.

  27. Torrent Up by arctan1701 · · Score: 1

    Here's a torrent of the page and screenshots...

    KSVG Torrent

  28. Re:Thats not good enough! We need an SVG interface by Adolph_Hitler · · Score: 1

    Lets be realistic.

    --
    People don't exist to serve systems, systems exist to serve people.
  29. Funny - for me at least by tulare · · Score: 1

    I always get turned around when viewing screenshots which use the same theme as I do - I always end up trying to click on the widgets on the screenshot instead of my own =]

    Pretty neat stuff, nonetheless.

    --
    political_news.c: warning: comparison is always true due to limited range of data type
  30. performance? by Anonymous Coward · · Score: 0

    Theres a world map on the page, with some nice text, shading, etc. It says it took 6 seconds to render.

    My computer (and anyone else's with a modern 3d card) can trivially render a scene consisting of multiple animated 3d models with 10s of thousands of polygons each, with lighting, anti-aliasing, real time dynamic shadows, reflections, etc, in a miniscule fraction of a second.

    I'm sure parsing this format adds considerable overhead, but you can parse a large amount of pretty much anything in a fraction of a second on todays multi-ghz processors.

    So why does it suck so much?

    And when is someone, anyone, going to use the BIPs
    of processing power available on graphics cards today to make our desktop experience as snappy and attractive as our game experience has become?

  31. What would you rather it look like? by pr0ntab · · Score: 1


    begin my_ph4t_backgrd.sVg

    hey computar plz draw a box enuf to fit 3 peoples heads
    then on top of dat google for "sum41 group photo" an
    put tat on top. oh yah and center it please.
    engage!!1

    EOF

    I don't really see the problem. SVG is probably the easiest way to describe a picture structurally behind, I don't know, AppleScript or forth.

    --
    Fuck Beta. Fuck Dice
  32. screenshots by stefanmi · · Score: 1

    what is the app that looks like the mac os x dock in those screenshots?

    1. Re:screenshots by westyvw · · Score: 2, Informative

      Beacause in KDE you can do that. Of course.
      You can set up little "docks" in any side of the screen. KDE is my favorite desktop (on a fast computer) on slower I like a mix of fluxbox and enlightenment.

    2. Re:screenshots by trans_err · · Score: 1

      possibly karamba or something new in KDE?

  33. FYI by Alpha_Nerd · · Score: 1

    For those of you who don't know, SVG = Scalable Vector Graphics

  34. Re:Dear Slashdot by Anonymous Coward · · Score: 0

    go for it, boy! cut it off!

  35. ECMAScript has nothing to do with XML by axxackall · · Score: 1
    ECMAScript which is pretty much the unofficial "language of XML"

    Wow! That's kind of new worth to be published on the frontpage of /. ! Where did you get that fact? Any link to share with us?

    Last time I've checked XML had nothing in common with HTML aside of the braket shape.

    For object-oriented nature of XML with strong namespacing I would definitely prefer to use a real language with strong typing rather than that mockup, which was Javascript.

    --

    Less is more !
    1. Re:ECMAScript has nothing to do with XML by Anonymous Coward · · Score: 0

      Is that why there are so many examples and standard bindings between Python and any of the technologies at W3?

      Honestly, if you want Python bindings, build them. Until then, I will use the binding language that are universal in W3.

    2. Re:ECMAScript has nothing to do with XML by Anonymous Coward · · Score: 0
    3. Re:ECMAScript has nothing to do with XML by Yazheirx · · Score: 1

      Last time I've checked XML had nothing in common with HTML aside of the braket shape.

      That may be true of HTML; however, XHTML is, by definition, XML based HTML. XHTML would probably be the most common form of XML that novice technofiles will come in contact with (as they generate their I-am-so-cool web pages).

      For object-oriented nature of XML with strong namespacing I would definitely prefer to use a real language with strong typing rather than that mockup, which was Javascript.

      Last time I checked XML a derivative of SGML, wich is hierarchical based. Though XML based data loads well into an object it is not object-oriented in and of itself.

      --
      More of my thoughts
    4. Re:ECMAScript has nothing to do with XML by axxackall · · Score: 1
      Leave XHTML alone. It's been designed as a tradeoff to complain with the past. We are talking about future here. Future web apps will be rendered from SVG and XForms on the client side (or XUL, or XWT), but not from XHTML.

      Besides, SVG has nothing to do with XHTML.

      Last time I checked XML a derivative of SGML, wich is hierarchical based. Though XML based data loads well into an object it is not object-oriented in and of itself.

      It's true about hierachy, it's true about SGML, it's not true anymore about OOP: today any non-primitive XML application use it with XML-Schema, which is object oriented.

      --

      Less is more !
    5. Re:ECMAScript has nothing to do with XML by fault0 · · Score: 1

      > Besides, SVG has nothing to do with XHTML.

      Yes it does. It's part of the w3c's complete suite of XML related technologies. Technologies that will form the future of the web.

      ECMAScript is one of these technologies. It's tied into SVG more than any other language is. It'll be a part of pretty much all implementations of SVG.

    6. Re:ECMAScript has nothing to do with XML by squiggleslash · · Score: 1
      Wow! That's kind of new worth to be published on the frontpage of /. ! Where did you get that fact? Any link to share with us?
      Try reading about it, looking it how XML is being developed, etc. No, there's no "press release", but I did use the word unofficial. Other people who have responded to you have posted links to, for example, the W3C's use. Mozilla and IE, of course, are XML engines with ECMAScript scripting, and IE demonstrates fairly well the fact you're not limited to ECMAScript, if only by providing VBScript as an option.
      Last time I've checked XML had nothing in common with HTML aside of the braket shape.
      Well, XML's origins are in HTML and you can write XML that an HTML parser will happily read and show properly. One of the reasons for XML's development was originally to supercede XML, as well as creating a much more flexible language for purposes other than just page mark-up. This is why it resembles HTML in structure, and why efforts were made so that you can write something in XML that a browser that's never heard of XML can easily parse.
      For object-oriented nature of XML with strong namespacing I would definitely prefer to use a real language with strong typing rather than that mockup, which was Javascript.
      Nothing's stopping you. The fact the de-facto standard language of XML is ECMAScript doesn't prevent you from choosing something you consider more useful. As I said, I hope the KDE SVG group have provided decent bindings for other languages, if they haven't, well, it's open source so get coding!
      --
      You are not alone. This is not normal. None of this is normal.
  36. In longhorn by melted · · Score: 1

    In longhorn the entire UI will be vectorized and scalable via hotkeys. Icons, buttons, fonts, whatever. So that if you have that 200dpi IBM monitor you'll be able to just set up the scaling and move on.

    Scaling will be even supported in old non-vectorized "compatibility mode", but of course you'll see pixelation in this case.

    1. Re:In longhorn by Tukla · · Score: 1
      In longhorn the entire UI will be vectorized and scalable

      By the time Longhorn comes out, so could KDE's.

  37. SVG != resolution-independent icons by mangu · · Score: 2, Insightful

    To all the people who have been saying that SVG would make it unnecessary to have different icons for different resolutions, I must say that icons are not thumbprints. You would still have a need for different icons, depending on the amount of detail the interface is capable of rendering. A single SVG icon would be either too plain for a 1600x1200 screen or too complex for a 90x90 cellphone display.

    1. Re:SVG != resolution-independent icons by stienman · · Score: 3, Insightful

      You would still have a need for different icons, depending on the amount of detail the interface is capable of rendering. A single SVG icon would be either too plain for a 1600x1200 screen or too complex for a 90x90 cellphone display.

      Oh, come on. It's a simple matter to create a icon that is as complex as it needs to be (ie, you don't need a super complex icon for Staroffice) regardless of the output device.

      It's then a simple matter of 'culling' the detail. on a 90x90 cellphone display, you simply don't render objects that are smaller than a pixel or two. In that case you end up with only the larger aspects of the icon. Furthermore, the device may avoid rendering gradients, going for a solid color, etc.

      The designers ought to be aware of this, however, and make sure there are some larger as well as detailed aspects to every icon.

      But the real idea behind an icon is that it is the same angular size relative to the distance to the human eye, regardless of the resolution of the display device. This means that the icon on a monitor 24" from the eye would be about 1" by 1" regardles of the resolution. Since the human eye has an inherent resolution limitation then certian details are not practical in the icon since they would not be resolved by the eye, even though the display may be capable of rendering them.

      Similarily, a stadium size display need not render a lot of small details since the eye is more than 10 or 50 feet away, and, again, the eye's resolution wouldn't be able to resolve a detail that is only an inch large on the display.

      -Adam

    2. Re:SVG != resolution-independent icons by Anonymous Coward · · Score: 0
      But the real idea behind an icon is that it is the same angular size relative to the distance to the human eye, regardless of the resolution of the display device.

      You're assuming the icon should always have the same prominence. What happens when you want an icon to stand out (for example, in KDE and OS X the icons in the task bar get larger and smaller as you move the mouse over them).

    3. Re:SVG != resolution-independent icons by captaineo · · Score: 1

      From my own experience with raster and vector GUIs I'd estimate the cutoff point is quite high; about 1280x1024. That is, below 1280x1024 you really need to carefully line things up pixel-by-pixel for maximum clarity (I'm talking about typical GUI interface graphics). Only at higher resolutions can you take a hands-off approach and just let the OS rasterize an abstract vector description.

      This means that for really small displays like cell phones, a lot of manual tweaking will still be required for vector-based stuff to work. (e.g. a "" element from 1280x1024 would lose its shaded border, rounded edges, etc and become a plain box at 320x200).

      If you want an example of this, look at the taskbars and menu bars of KDE or Gnome. A lot of the text and boxes/lines are 1 or 2 pixels out of place, which results in a much less "professional" look than a polished pixel-by-pixel design like the Windows or Mac OS menu bars. (I have yet to see a menu bar from KDE or Gnome that looks as good as the default Windows or OSX menu bars; AA text helps, but polishing pixels sells the result)

      Just to be specific, looking at the first screenshot on the SVG page, the URL bar is too "tight" (too many lines close together), the underline under the "o" in "Location:" is too wide, the toolbar icons are too close, the digital clock in the lower-right needs a border, etc. I'm only talking about 1 or 2 pixels here and there, but that's the difference between "OK" and "insanely great".

      Ironically I don't think even Mac OSX uses vectors for its UI elements (scroll bars, etc). They're just carefully-tweaked bitmaps. Hopefully they will make this jump before 3840x2400 displays become commonplace :)

    4. Re:SVG != resolution-independent icons by dpuu · · Score: 1

      It might be simple to create a file will excess detail, but that file will be larger than needed for the small display. Also the small device will need to do additional work to render the complex image vs simple image. Additional work = more energy = shorter battery life.

      --
      Opinions my own, statements of fact may contain errors
    5. Re:SVG != resolution-independent icons by crisco · · Score: 2, Interesting
      Your first two paragraphs remind me of why font hinting is required. Fonts are resolution independant graphics, yet they require help with rendering at low resolutions to maintain readability.

      Does SVG have any simple means to create a 'hinting' system?

      --

      Bleh!

    6. Re:SVG != resolution-independent icons by Anonymous Coward · · Score: 0
      which results in a much less "fropessional" look than a polished pixel-by-pixel design like the Windows

      Wow! Windows is "fropessional"? If you have some modpoints to spare, do your thing!

  38. WARNING!!! GAY ALERT!!! by Anonymous Coward · · Score: 0
    work is ongoing which would make the backend pluggable.


    NO ONE is going to make MY backend pluggable! Go away, fags!

    1. Re:WARNING!!! GAY ALERT!!! by binary+paladin · · Score: 1

      I remember when I first started doing ASP/PHP type work just after I'd picked up HTML. Programming was always more my forte anyway. After doing this for a while I stated in a conversation:

      "Nah, I don't do much layout anymore. I'm a backend guy now."

      I don't think I even need to bother explaining the fallout. "Oh yeah, don't mind him... he's a backend kind of guy."

  39. Re:Gnome has had it since gnome 2.0! by Anonymous Coward · · Score: 0

    Nice to see kde still trying to KATCH UP!

    A troll, still desperately waiting to get a FOLLOW UP! *giggle*

  40. Holy Freaking Slashdotting batman! (Unixcode.org) by LordKazan · · Score: 2, Informative

    Just talked to Capzilla over from Unixcode.org - he's getting flooded with requests right now so be patient with his server. Sometimes /. readers are like a pack of wolves to descending on a poor defenseless webserver.

    --
    If you cannot keep politics out of your moderation remove yourself from the Mod Lottery.. NOW!
  41. Everything old is new again. by Matey-O · · Score: 1

    This is just about where we were with NeXT and Display Postscript. :)

    --
    "Draco dormiens nunquam titillandus."
    1. Re:Everything old is new again. by spitzak · · Score: 1

      Or NeWS a couple years before that!

    2. Re:Everything old is new again. by xixax · · Score: 1

      Yeah, my first thought when I saw the headline was, "Wow, they've invented Display Postscript!".

      Xix.

      --
      "Everything is adjustable, provided you have the right tools"
  42. Great now how about SVG everywhere else? by British · · Score: 1

    Adopting SVG for icons,etc for a Linux window manager to me is a bit trivial.

    Having worked with the spec, it hasn't seemed to take over the web, probably due to the lack of editors for it that let you take full advantage.

    Flash killer it is not. We need Windows apps that aren't half-assed that do NATIVE SVG support. Exporting and importing just won't cut it.

    I won't be impressed until Adobe soups up the plug in and we can play a port of Half-Life with it.

    1. Re:Great now how about SVG everywhere else? by fault0 · · Score: 1

      > Adopting SVG for icon

      Already is in the upcoming KDE 3.2. Used widely in GNOME for a while too.

      > a Linux window manager to me is a bit trivial.

      Yes, someone can do that with ksvg.

    2. Re:Great now how about SVG everywhere else? by ChaoticLimbs · · Score: 1

      I think he means why an add-in to KDE and not instead SVG support in X11. First SVG and then just OpenGL the whole thing.
      All the eye-candy and 3D rotating desktop goodness you can stand. WHOOOOSH. I don't know how you code while your desktop is whooshing around, but maybe they could use it in Jurassic Park 4.
      Think of all the desktop applets you could make that would deform the screen and make it all blister with heat when your CPU temperature got too high, or you could make the desktop zoom right at the user when an exciting I/O error occurred. Yeah, that would be cool. Maybe you could use the DOOM engine to renice network processes too, or even the UNREAL engine! BAM! Take that!
      I always wondered what happens in that DOOM mod when you die. Does the server reboot and respawn in another building?

  43. Re:FP by Anonymous Coward · · Score: 0

    Yup, he karma whores so that he can post his Amazon referral posts with a positive score and make money from unsuspecting slashdot readers. He is a spamming piece of shit. One way he karma whores is by ripping off other people's reviews and passing them off as his own.

  44. GNOME has had complete SVG themes since 2.2... by Anonymous Coward · · Score: 0

    ...at least as I recall, and support for this probably even sooner.

    Of course not all themes are completely SVG, but the functionality is there, and excellent complete SVG themes do already exist for GNOME.

    We've been expecting this to pop up in KDE for a while now.

  45. Why XML?? Just why? by ebyrob · · Score: 2, Interesting

    Can somebody tell me why SVG would be implemented using XML? I mean .png, .gif, and .jpg don't use verbose ascii storage formats do they?

    What ever happened to compact binary image formats?

    1. Re:Why XML?? Just why? by Telex4 · · Score: 1

      I don't know all the reasons why, but one is that it makes handling SVGs and writing applications that handle SVGs a lot easier. The SVG XML DTD really makes a lot of sense when you think how best to codify an image's structure.

      And it's really not a space problem, since you can gzip an SVG (and svgz is becoming a fairly standard format) and make it just as compact as a binary image format.

      So you get a nice, open format that makes a lot of sense, and that can be compacted where necessary. Magic.

    2. Re:Why XML?? Just why? by be-fan · · Score: 1

      It makes it very easy to parse SVG. It also them easier to transmit to different computers with varying byteorders and whatnot. In practice, SVGs are compressed (gzip compression) so there is very little practical overhead for using an *unicode* format.

      --
      A deep unwavering belief is a sure sign you're missing something...
    3. Re:Why XML?? Just why? by ebyrob · · Score: 1

      I'm not sure I buy the "parsing ease" hard-line.

      Now I've got to use a rather complex decompression library and a rather complex XML parsing library just to get back to where I could have started?

      All I see is overhead.

    4. Re:Why XML?? Just why? by ebyrob · · Score: 1

      varying byteorders? I thought that had been resolved years ago when "network byte order" was established...

    5. Re:Why XML?? Just why? by jjohnson · · Score: 1

      Filthy big-endian... I thought we'd wiped out your kind years ago...

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    6. Re:Why XML?? Just why? by Telex4 · · Score: 1

      I don't see why you see gzipping as a complex barrier; it's rather trivial to add support for it in terms of code.

      And I would have thought that most developers would rather learn a new XML DTD than have to learn an entirely new way of encoding data. If you don't, and you don't like XML, then there's no point in trying to convince you :)

    7. Re:Why XML?? Just why? by iantri · · Score: 1
      Well obviously because XML is 'it' right now.

      Seriously, I have no idea. I really just don't get what is so great about XML. Therefore, I'm going with my above theory.

    8. Re:Why XML?? Just why? by Milo77 · · Score: 1

      ...because it is an eXtensible markup langauge. The obvious benefit of this is that extensive modifications can be made to the data persistance format without breaking existing implmentations or resorting to the hacky/tacked-on features that so many graphics formats suffer from. Most data formats start off simple, and in comparison having to use an xml parser or compressor seems like unnecessary complexity. But five or ten years from now, after the unavoidable feature creep turns the format into an overly complex nightmare, the other things (xml,gzip) pale in comparison. What we're doing here is trying to learn from our past mistakes - managing the complexity - maybe we can even call it "progress". Also, having a format that explicitly describes itself is more secure. In a world where soo much data is simply a stream of bytes, dropping a single byte might result in undesired and undefined results. With xml if a byte is dropped it is immediately detected and appropriate steps can be taken. Systems operate on this data and when the data can be verified against itself it makes the system more secure and safe. Lastly, SVG contains text as data to be draw. Along with all the things above that xml gives you, you also get internationalized text handling thrown in for free. Disclaimer: i haven't used svg or even looked at the svg xml dtd, but i have used xml quite a bit, and am routinely forced to work on projects that were designed and implemented poorly and that had absolutly no mitigation plan for the complexity that would eventually make my life a living hell. I think someone once said "any skilled fool can increase complexity, but it takes a genius to remove it." I tend to be more lazy than anything else, so I try not to put the complexity there in the first place.

      Cheers.

    9. Re:Why XML?? Just why? by Anonymous Coward · · Score: 1, Informative

      Because your describing the geometry of an object using SVG. A JPEG, doesnt describe functions that render the object, it's just a table listing all the attributes of the image. In SVG the file is a mathematical description of the object. It lists all the methods in addition to a few attributes that together describe the object.

    10. Re:Why XML?? Just why? by Anonymous Coward · · Score: 1, Informative

      I forgot to write what this has to do with XML.
      Since you are dealing with mathematical formulas and much less data, its much easier to take on object and actually change, partition and relate parts of it the whole in different ways, in other words SVG images can be treated like documents.

    11. Re:Why XML?? Just why? by sorotokin · · Score: 2, Interesting

      The main reason it is XML is so it integrates well with other W3C standards: SMIL, XHTML, XSLT, XSL:FO and CSS. Actually SVG itself relies a lot on these formats. For instance, styling is done with CSS, SVG can easily be generated with XSLT, a lot of SVG text layout attributes came from FO and SVG animation is basically an integration with the SMIL animation module. SVG is not supposed to do everything by itself, and, for instance in Adobe SVG Viewer v6 preview you can embed a pieces of XHTML in SVG and SVG in XHTML.

      And verbose it is not. Actually after gzip compression (support for gzip is mandated by the spec) it is one of the most compact graphics format.

    12. Re:Why XML?? Just why? by Anonymous Coward · · Score: 0

      It makes it very easy to parse SVG.

      Augh! No! XML is NOT very easy to parse. Flat text is easy to parse. Text with braces to indicate structure is easy to parse. XML is hard to parse.

      Now, in practice you can hide much of that difficulty behind libraries, but you'll still be hard pressed to get something easier than flat text. (and the computer still has to work harder)

      And that's not even comparing to binary formats, which you may not have to parse at all.

      It also them easier to transmit to different computers with varying byteorders and whatnot.

      Any text format has this property. It hasn't really been an issue for binary formats though, as the format will usually just specify a byte order and non-conforming platforms will swap the bytes around. It's a lot less work that way.

      There are reasons to use XML. These are not those reasons.

    13. Re:Why XML?? Just why? by be-fan · · Score: 1

      Network byteorder has nothing to do with this. When yous end binary info over the net, it gets sent as-is. You can convert it if you want, but the network link doesn't just go and change the byteorder of anything going in or out. And it wouldn't work anyway if you got some images on a CD. The byteorder problem is usually just resolved by saying "the data is in little-endian byteorder, deal with it." Putting things in XML gets rid of that problem.

      --
      A deep unwavering belief is a sure sign you're missing something...
    14. Re:Why XML?? Just why? by ebyrob · · Score: 1

      Hmm... that begins to make a bit of sense. Very combinable with other W3C standards. I suppose it works pretty well that way if most images are meant to be created by humans and easily readible by humans. Truly a "markup format" for images.

      As to verbose... Well, gzip certainly helps, but I keep hoping for a compression format tailored to handle XML, or a translated XML format designed for compactness and easy machine manipulation. (Hadn't there been some effort on this in the embedded space?)

    15. Re:Why XML?? Just why? by ebyrob · · Score: 1

      Actually it all depends, MIME formats all have a network defined byte order of some sort, and I can send certain "binary" files from MACS to PC's and back and they work on both. All of this was true long before XML came on the scene.

      In fact, JPEG, GIF and all the other image formats are "binary" and don't seem to suffer any bad side effects from being so. Ergo byte-order and machine compatability don't seem like good reasons.

    16. Re:Why XML?? Just why? by ebyrob · · Score: 1

      XML is good for some things, its just "highly hyped" at the moment, so it also gets used in places it probably shouldn't. (Like everywhere its been used at the company I work... XML would certainly be useful in my industry, but only on an industry-wide basis not within a single small company.)

      gzip is trivial? How many lines of code are in a typical gzip implementation? What is the memory profile during execution and typical speed of operation based on file size? Have you written gzip compressors and decompressors often enough you think it would be *easy* to re-create from scratch? If I were in an embedded system the overhead of supporting gzip might be very significant. (especially when combined with an XML parser)

      As to learning a new XML DTD, I'd rather not learn any arbitrary new formats if I can help it. It might be easier to learn one XML DTD than one "random text-based data format", but if I wind up learning 5 times the formats because each format is easier to create and propogate, then I've ultimately lost.

      Regular expressions are a great way to type in a search string and find something, but what if we used "XML based" search strings instead. I'd probably wind up typing in 4 times the characters to get the same work done. No fun at all on an interactive command line.

    17. Re:Why XML?? Just why? by ebyrob · · Score: 1

      I tend to be more lazy than anything else, so I try not to put the complexity there in the first place.

      The important thing to remember here is that both XML and gzip are complex to some degree, so they should only be added if they provide some important benefit.

      Also, proper requirements analysis and design, performed seperate from any coding, cannot be obsoleted by a "silver bullet" like XML. If you don't take pains to create useful, flexible, modularized software, at all stages, then the pains will find you instead.

    18. Re:Why XML?? Just why? by Anonymous Coward · · Score: 0

      TIFF viewers, for example, have to support both byte orders because someone forgot to standardize it.

      I agree that byte order is a lousy rationalization for XML. The real reason, I think, is to make the data more easily manipulatible from scripts.

    19. Re:Why XML?? Just why? by Anonymous Coward · · Score: 0

      How easy is it to create a TCP/IP implementation from scratch? Does that stop you from using TCP/IP in your applications? Or does that make you understand what a stupid argument you have?

    20. Re:Why XML?? Just why? by TummyX · · Score: 1


      I mean .png, .gif, and .jpg don't use verbose ascii storage formats do they


      Ofcourse all those examples you just gave are of bitmap and not vector graphics formats.

    21. Re:Why XML?? Just why? by Anonymous Coward · · Score: 0

      Ofcourse all those examples you just gave are of bitmap and not vector graphics formats. Ok, then, how about PostScript!? Is that an ASCII format!? Oh...nevermind. ;-)

    22. Re:Why XML?? Just why? by alienw · · Score: 1

      There are several reasons. Today's computers have plenty of disk space and memory. Doesn't really matter if 50 icons take up 25 MB or 30MB. In either case, it's a very high-level format, and even rather complex images should fit in much less space than an equivalent PNG or GIF. ASCII formats are easier to handle with fewer bugs. The fact that it's XML means the system can simply use a single library to handle parsing, which means fewer bugs, security holes, and so on. SVG can easily be stored in a database, encapsulated inside other XML, HTML, and even text documents. Hell, you can print it out on a piece of paper and actually read the image elements. Finally, it's future-proof. You could actually scribble it on some clay tablets and be able to figure it out 2000 years down the road.

      If you want to see why a binary format is bad, just look at SWF (Macromedia flash). Only one vendor has non-half-assed support for this open standard, and that's Macromedia.

    23. Re:Why XML?? Just why? by Thurn+und+Taxis · · Score: 1

      Can somebody tell me why SVG would be implemented using XML?

      Well, obviously it needs to be backwards-compatible with 7-bit teletype terminals!

      --
      On stereophonic equipment, the monaural sound obtained through multiple channels will enhance your listening pleasure.
    24. Re:Why XML?? Just why? by jtosburn · · Score: 1

      Apples:Oranges

      Raster files by definition are jsut a collection of dots, and so have no inherent meaning.

      Vector files are collections of vectors, objects with properties. Those objects can have meaning to other programs, and it's a GOOD idea to use XML as a way to communicate what object types and properties are present. Ascii data, accessible by any number of already existent parsers. And the fact that XML is verbose, well who gives a shit. Ascii can be compressed, either as it's stored ala OpenOffice's file format, or transparently when sent across the wire.

    25. Re:Why XML?? Just why? by ebyrob · · Score: 1

      We-ell... TCP/IP *is* complex, but I understand what it gives me. Also, some embedded systems use "partial" TCP implementations (with varying success).

      So, in any program or application/device whatever I design, I have to weigh out benefits and drawbacks of every component I add, and every bit of processing requried in the "critical path". TCP/IP doesn't become wholly exempt from this process just because it is a standard...

      I thought this was all CS 101. (or 202 at worst)

    26. Re:Why XML?? Just why? by ebyrob · · Score: 1

      Well, ya. As a human-human communication format XML tromps on JPEG, PNG, GIF and friends.

      And I'm beginning to see where vector graphics are all about alternative interpretations, addons and the like...

  46. Interoperability vs Speed by Interruach · · Score: 1

    I would say "Yay! Interoperability! Gnome and KDE going the same way on something". Except I can't see how SVG is any faster, unless the X protocol makes vector operations much more efficient than just slapping bitmaps about. *sigh* Well, at least there are more than just 2 linux window manager / desktop environments. /me goes back to icewm. Makes my P233 linux box look like a DX4 ...

    1. Re:Interoperability vs Speed by WWWWolf · · Score: 1
      Except I can't see how SVG is any faster, unless the X protocol makes vector operations much more efficient than just slapping bitmaps about.

      I constantly use Lush SVG theme for GTK+/GNOME (using rSVG), and I have to say it's not at all slower than any bitmap-based theme. It's quite surprising, really. I wouldn't even be surprised if it turned out to be faster than bitmap themes, especially if it'll one day use the X11 vector extensions.

      Yeah, I too believed bitmaps were automatically faster. But then again, I still have a Commodore64 mind =)

  47. YES! by Anonymous Coward · · Score: 0

    Then we can run in 1600x1280 on a 15" monitor with SUPERSMOOTH everything! That would be so awsome. Just scale up on the graphics for the high-res small screen! Woot!

  48. Re:Holy Freaking Slashdotting batman! (Unixcode.or by Rob+Kaper · · Score: 1

    Ezri (the server) is doing fine and somehow my ISP is decent enough that my downstream barely seems affected. But true enough, outgoing bandwidth (200kbit/s, pretty much dedicated at this hour of the European day) is fully used at the moment, so loading might take a while. Of course this only applies to the Atlantik URL, KSVG is hosted on one of those neat KDE servers.

    Will adjust the stylesheet not to load the marble background images, that should help a bit.

  49. GNOME has had complete SVG themes since 2.2... by Anonymous Coward · · Score: 0

    ...at least as I recall, and support for this probably even sooner.

    Of course not all themes are completely SVG, but the functionality is there, and excellent complete SVG themes do already exist for GNOME.

    We've been expecting this to pop up in KDE for a while now.

  50. Re:Holy Freaking Slashdotting batman! (Unixcode.or by LordKazan · · Score: 1

    that should help

    --
    If you cannot keep politics out of your moderation remove yourself from the Mod Lottery.. NOW!
  51. Re:Thats not good enough! We need an SVG interface by Anonymous Coward · · Score: 0

    One step at a time please. There is already some talk on the mailinglists about this. Probably something for KDE 4.

  52. Yes, it is just you by Jameth · · Score: 1
    Is it just me but the interface looks very polished?
    Yes, it is just you. Those screenshots look no better or worse than regular KDE, although the SVG scaling is nice. However, all it does is ICONS and FONTS. That's kind of missing the WIDGETS.
    1. Re:Yes, it is just you by Anonymous Coward · · Score: 0

      That's already a step ahead of quartz, which uses vector scaling for neither icons nor widgets (nor anything, it's all raster based!.. they just have large enough rasters that they can scale down)

  53. Re:Thats not good enough! We need an SVG interface by mariox19 · · Score: 1
    We need...

    Gee, I read on the KDE page that they currently have 3 developers and would welcome help. I say "thank you" and lending a hand, if possible, is more appropriate than criticizing their efforts as "not good enough" and demanding more.

    It's open source. Be glad for what you get -- or go ahead and ask for your money back!

    --

    quiquid id est, timeo puellas et oscula dantes.

  54. *cough* vapor *cough* by pebs · · Score: 1

    I'll believe it when I see it.

    --
    #!/
  55. CairoGraphics by Adolph_Hitler · · Score: 1

    Thats what CairoGraphics is for, its supposed to fix that problem.

    --
    People don't exist to serve systems, systems exist to serve people.
    1. Re:CairoGraphics by Anonymous Coward · · Score: 0

      cairo and current vector API's (based on XDraw functions) both use xrender for hardware acceleration when possible.

      The main point of cairo isn't for hardware acceleration for rather for a easy to use API. There are other easy to use API's out there (libart and qt's painting classes)

  56. don't be a dick. by geekoid · · Score: 1

    It is not bad to have someone point out what is needed with a project, in fact it is a good thing.

    You don't have to do anything about it, bu if enough people say the same thaing, the people that are developing it can see whether ot not there efforts will be wasted because no one will use what they are developing.

    I wonder if you complain about politics?

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  57. Re:Thats not good enough! We need an SVG interface by iantri · · Score: 1

    God no! It's slow enough as it is. I'm not trolling. I find it virtually unusable due to it's lackluster speed. Wouldn't rendering everything by SVG just make it worse?

  58. SVG going the way of PNG & VRML? by maggard · · Score: 1
    Sadly Adobe has quietly stopped much of it's SVG evangelizing & development and now seems more interested in supporting the defacto Flash standard. This is probably their just being pragmatic as the Flash plugins have at least a magnitude greater market penetration then SVG support but it doesn't bode at all well for SVG.

    History has shown folks are loathe to download plugins to view content, and without a market for content there's little for content creation tools, leading to little content etc. Thus SVG may suffer the same fate as PNG & VRML: Better formats ignored by an indifferent market, relegated to a niche arena of hard-core standards & web technology geeks.

    Using SVG, or indeed any vector-based GUI, is indeed a probable long-term win and "the right thing" to do. However there's also the strong possibility that SVG may remain stillborn and this could all be a dead end. Time will tell but right now SVG isn't the obvious next big thing it was a year or two, is following a trajectory disturbingly similar to, again, PNG, VRML, and many other also-rans.

    ps. Yes there amy be folks out there using PNG & VMRL but let's be honest they're not exactly common formats, and they don't seem to be becoming any more so in proportion to everything else.

    --
    I don't read ACs: If a post isn't worth so much as a nom de plume to its author then I wont bother either.
    1. Re:SVG going the way of PNG & VRML? by WindBourne · · Score: 1

      If SVG was about plugins for browser, I would agree with you. But, this is being folded into the very fabric of the GUIs on Linux/*nix and I think Mac. That means it will be everything against MS. Think internet. MS will not want to allow others to push forward and they will adopt it.

      --
      I prefer the "u" in honour as it seems to be missing these days.
    2. Re:SVG going the way of PNG & VRML? by Anonymous Coward · · Score: 0

      Being "folded into the very fabric of GUIs" puts it on the level of Mac PICT, Windows ICO, and XWindows PBM.

      In short, it means that it will live on in those Save As dialogs, but it does not ensure that it will be used as a interchange or an internet format.

    3. Re:SVG going the way of PNG & VRML? by WindBourne · · Score: 1

      Almost certainly, it will become as ambigous as PICTs, ICOs, and XPM/XBM/PBMs. The fact that Gnome and KDE will be using these for icons will ensure that it will happen. In fact, I have been thinking about writing a command to convert from svg -> xpm/xbm for inclusion in code.

      --
      I prefer the "u" in honour as it seems to be missing these days.
  59. Re:Don't have a dick? by Anonymous Coward · · Score: 0

    hey asshole, its still legible
    don't be a twat over semantics

  60. Re:Holy Freaking Slashdotting batman! (Unixcode.or by Anonymous Coward · · Score: 0

    Ah, ok. I'll only click reload twice then, instead of four or five times like I usually do.

  61. Re:Thats not good enough! We need an SVG interface by fault0 · · Score: 1

    > The KDE team needs to do more than just adapt SVG as a plugin, they need to render the whole interface via SVG. Maybe cairographics could be used as the backend, and KDE's UI, Icons, Widgets

    Who said that they aren't doing this? The story links to Atlantik, which is being rewritten to use SVG for it's UI. The preview shows icons being rendered with SVG. KSVG also makes making Qt widget styles using SVG possible.

    Please read the article before commenting. =)

  62. Not necessarily by Anonymous Coward · · Score: 1, Insightful
    Wouldn't rendering everything by SVG just make it worse?

    TrueType fonts are scalable, but they render very quickly. That's because they are actually cached as bitmaps. The KDE team will likely do the same thing with icons, and if they extend SVG to the inteface, they could do the same thing there.

  63. The Croczilla demos: Mozilla vs. Konqueror by Micah · · Score: 1

    Ok, I've been following SVG for a little while and I'm excited about its prospects.

    Most of you have probably seen the SVG demos at Croczilla.

    I once had a Mozilla 1.3 Alpha with SVG build, and it rendered these files perfectly. I was using Red Hat at the time.

    Now I'm using Gentoo, and I emerge Mozilla with mozsvg in my USE flags, which of course builds an SVG enabled Mozilla. Cool.

    Except that the croczilla files look like crap. They are rendered B&W, all color is gone. AND the image gets corrupted every time 1) you open a menu over it, or 2) part of it is manipulated with DOM. None of this was a problem with that old build I had.

    I also just downloaded the latest SVG build from Mozilla's site, in case there was something wrong with the ebuild process. It had the same problems.

    My questions:

    1. Is everyone else getting the same screwed up results when viewing SVG in Mozilla? If not, I'm wondering if there's a problem with a library I have installed.

    2. Has anyone tried the Croczilla files with a recent Konqueror CVS? Do they work? Including the DOM transformations?

    Thanks!

    1. Re:The Croczilla demos: Mozilla vs. Konqueror by Anonymous Coward · · Score: 0

      See bug 111152. It appears at a glance that they are working on hacking libart to support web-safe colors and it broke higher color depths.

  64. Anyone remember RIP from the BBS days? by StandardCell · · Score: 1

    I remember that RIP was the first vector graphics interpreter for dial-up BBS' in the late 80s/early 90s. It required a special client but it made the BBS experience that much nicer.

    It makes me wonder: why it took so long for it to be incorporated in some fashion as a web standard?

  65. Minor nitpick by Anonymous Coward · · Score: 0
    KDE is GPL

    The core KDE libraries are LGPL'd while most KDE applications are GPL'd.

    But Mozilla is licenced under GPL, LGPL, *and* the Mozilla Public License, which is not GPL/LGPL compatible. (Correct me if I'm wrong; that's a possibility.)

    The Mozilla Project only accepts code if the author distributes it under all three licenses. I believe someone could make a branch of Mozilla and only license it under the GPL or LGPL, thus eliminating the licensing issue.

  66. Re:Gnome has had it since gnome 2.0! by Anonymous Coward · · Score: 0

    Too bad nobody gave a shit about svg until recently (unlike antialiased text, which kde had for more than a year and a half before gnome did)

    Of course, svg will never take off until IE gains support for it (png took off when IE 6 added that)

    Too bad IE doesn't have any competition left, I doubt MS will release a new major version of IE before longhorn.

  67. Re:Thats not good enough! We need an SVG interface by LiquidCoooled · · Score: 1

    Currently on their examples page, they have a pretty complex map generated in SVG:
    Our speed testcase. 1.8 MB. The fastest rendering time was around 6 seconds on a 1,4 GHz Athlon. WITH progressive rendering. (At the bottom of the page)

    Rendering so much XML data that quickly is commendable, but to push the envelope it really needs to go into hardware - maybe this would make a nice addition to the Graphics cards of the future?

    Also the other anonymous poster who replied to you is correct - they WILL find ways to optimise the rendering, and then we will all benefit.

    --
    liqbase :: faster than paper
  68. I thought it was Stinking Vegetable Gonads by Anonymous Coward · · Score: 0

    Nice to know it's Something Very Good.

    1. Re:I thought it was Stinking Vegetable Gonads by Anonymous Coward · · Score: 0

      DAMN. Yer clever!

  69. Scalable vectors are nice but... by jmichaelg · · Score: 1

    ...they're slow. Postscript gets around the speed issue by caching a glyph once it's rendered at a specific resolution and then using the rendered bitmap instead of re-rendering the vectors. It's kind of pointless to re-render every icon on a desktop every time it's exposed.

    1. Re:Scalable vectors are nice but... by be-fan · · Score: 1

      That's what these icon engines do.

      --
      A deep unwavering belief is a sure sign you're missing something...
    2. Re:Scalable vectors are nice but... by spitzak · · Score: 1

      And exactly why are you seem convinced this obvious idea won't be done by KDE?

  70. whooptie fvckin' doo by Eat+My+Turds+Guy · · Score: 0

    So, you cock-smokers have a web browser the rest of the free world had in fuckin' 1993, yeah, I'm all out of gold stars and parades. what's next, the fuckin' thing sends mail, too? there are Turkistani mud ovens with better browser functionality than this. go run 'uptime' and 'sasteroids' and fprot your tarballs.

  71. ugh, KDE by Eat+My+Turds+Guy · · Score: 0

    ugh, KDE

  72. Reminder: RAND licenses on W3C standards by ezy · · Score: 1


    Before talking about this as the "future" of linux desktops, you may want to take a look at the license restrictions on SVG itself.

  73. Re:Don't have a dick? by Anonymous Coward · · Score: 0

    You'd better be glad I don't know your home address! Your mom's hot, too.

  74. Re:Thats not good enough! We need an SVG interface by be-fan · · Score: 1

    Really? What kind of machine are you on? On my 2GHz P4, its right up there with XP (like that's saying much :), but then again, this is 3.2 CVS on a 2.6-test kernel...

    --
    A deep unwavering belief is a sure sign you're missing something...
  75. Re:MUAUAUAHAHAHHAHHA by Ingolfke · · Score: 1

    Please use SVG to describe the field and location of the players.

  76. I hate KDE. by mantera · · Score: 1

    First, everything is named with a letter K, then, what's with that juvenile aquafied icons look! This is almost 2004 now, we're well over the late-1990s OS X cheap clones.

    1. Re:I hate KDE. by mantera · · Score: 1

      gee... even Apple got over aqua! they're phasing it out of panther and switching to the aluminum look. Funny, i can predict what KDE's next look will be like!

    2. Re:I hate KDE. by 10Ghz · · Score: 1
      First, everything is named with a letter K


      And everything in GNOME is named with letter G. OK, not in same extent as with KDE, but still.

      what's with that juvenile aquafied icons look


      You lack the intelligence to change the way the desktop looks? That's what I thought.... It's not rocket-science you know.
      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
  77. Quick question... by LnxAddct · · Score: 1

    What theme did they have in those screenshots, or is that how the new KDE is gonna look? I think it was awesome and I want to have mine look like that, I just need to know whether or not I have to upgrade or just go to themes.kde.org. Cheers, Steve

  78. it's important, but it's not a panacea by penguin7of9 · · Score: 1

    Lastly, rendering speed improvements could be realized. Aside from dedicated HW doing the rendering, if the OS did it in a trusted manner then it could be faster than many libraries and/or programmer hacks.

    Yeah, right, let's put everything into the kernel. You can see how well that worked for Windows.

    Both Linux and Macintosh have client/server GUI systems that do rendering not in the OS but in user mode processes. That's the right way to do it. Something as complex as a GUI does not belong into the kernel (the "OS"). However, display-side SVG rendering in X11 would be a welcome addition, and that is being planned. That will give people the same kind of features that Apple gets with DisplayPDF, but with a somewhat cleaner and far more standards-compliant graphics language (SVG vs. PDF).

    The smaller reasons include much less data - if a graphics card rendered SVG, then the connection between the computer and the card could be slow and very long distance. Hard drives space isn't an issue, except in power-conscious embedded areas where smaller graphics files could make a difference.

    Pretty much all graphics cards these days have 2D acceleration. Therefore, computers already communicate them using vector graphics operations.

    Objects can be clearly rendered in SVG regardless of the output device resolution.

    You're confusing representation with graphics model. SVG gives you a text-based representation of an object-based graphics model. You don't need that for geometric scaling. Postscript, DisplayPostscript, OpenGL, GDI+, and XRENDER all give you geometric scalability without anything like SVG.

    Furthermore, rescaling GUI objects is not simply scaling them geometrically. Support for scaling graphics in the the window system will help somewhat with scaling over a limited range, but it won't magically make a UI or even an icon scale from PDA to huge screen sizes.

    SVG is useful and it will come. But it isn't the panacea that you seem to think it is, and it isn't all that new either.

    1. Re:it's important, but it's not a panacea by Anonymous Coward · · Score: 0

      OS != kernel, shithead.

      Example: an XFree video driver runs with completely trusted privledges and is essentially part of the core operating system.

    2. Re:it's important, but it's not a panacea by Anonymous Coward · · Score: 0

      OS != kernel

      Well, if "OS != kernel", then the SVG stuff is already "in the OS" in Gnome.

      shithead.

      Uh, huh: you are giving us the level of argument we can expect from a Windows programmer.

      Example: an XFree video driver runs with completely trusted privledges and is essentially part of the core operating system.

      You know about as much about XFree86 as you do about operating systems.

  79. KDE is late for this one by penguin7of9 · · Score: 1

    SVG is already widely used and supported in Gnome.

  80. major change by penguin7of9 · · Score: 1

    That would be a major change for KDE, given that Qt is such an integral part. However, it might actually be a good way for KDE to eliminate their dependency on TrollTech and replace Qt with something LGPL'ed--the Qt license has been a major obstacle to KDE's acceptance I believe.

  81. Colorblind by michiel.h · · Score: 1

    Right, so...
    What the hell happened to the guy's taskbar?

    1. Re:Colorblind by Anonymous Coward · · Score: 0
      What the hell happened to the guy's taskbar?

      Well, it apparently appeared out of nowhere and burned the retinas of thousands of Slashdotters!

      The police is still investigating the massive eye damage from the color of the task bar, and the mysterious disappearance of scandinavic letters from the map of Denmark.

  82. Re:Don't have a dick? by Anonymous Coward · · Score: 0

    Syntax dicksnap. Semantics is the meaning which as you say is ascertainable.

  83. Why not unify SVG icons and outline fonts? by Ed+Avis · · Score: 1

    It seems that there is some duplication of work. One group of people is working (with some success) to replace the older X11 bitmap fonts with outline fonts drawn at the right resolution, anti-aliased, and (modulo legal obstacles) hinted. Another group is replacing pixmap icons with SVG files rendered at the right resolution and again probably anti-aliased. Couldn't there be a single piece of code to do both? Why not use SVG to describe glyphs?

    --
    -- Ed Avis ed@membled.com
  84. Re:Thats not good enough! We need an SVG interface by binary+paladin · · Score: 1

    I hear a lot of people complain about KDE because it's "too slow." As I recently left Gnome in favor of KDE 3.1.x (since its file manager isn't a component of the goatse dude like nautilus) and I've found that on my Athlon XP 1600+ and my Duron 650 that it runs just fine. It runs as well as Windows as far as speed goes.

    I mean, KDE isn't going to run well on an old Pentium (my assumption anyway) but OS X and new versions of Windows aren't going to run on yesterday's hardware either.

    Generally if you use yesterday's hardware, you better get used to yesterday's software. The nice thing about Linux is that I have a choice. Fluxbox, Xfce, Gnome, KDE, Rat Poison, etc.

  85. Re:KDE configuration will be a snap by Malcolm+Scott · · Score: 1

    I believe you've Missed The Point Entirely. SVG is a graphics file format, so generally end-users won't have to write SVG, in the same way that you don't need to know the format of a BMP file to get a wallpaper on your Windows desktop.

  86. It's also going to adopt by Rogerborg · · Score: 1

    BFG, TLA, ETLA and WTF.

    As in: WTF is SVG?

    --
    If you were blocking sigs, you wouldn't have to read this.
  87. Who cares? Konqueror still crashes all the time. by plinius · · Score: 1

    I mean really, you all can doodads galore but if the stupid thing crashes, what's the point?

  88. If only scalable vector graphics actually scaled.. by cardpuncher · · Score: 1
    Of course, they don't, or at least they don't adequately when drawn at a scale which is small compared with the pixel resolution of a raster display device.

    Which is why TrueType has (proprietary) font hinting: fonts are just scalable vector graphics and they don't scale small and stay readable.

    Don't put away your bitmap icon editor just yet...

  89. GOOD NEWS! by JBv · · Score: 1

    I am hoping that SVG will do to kde/linux what wmf, pict and displayPS do in other platforms.

    Although copy/paste/edit of text in X is very good, the same cannot e said for graphic data, where one has sometimes to resort to a plethora of conversion tools to put the odd graphic on a document.

  90. I can eat glass? by Axe · · Score: 1
    One of the screenshots, with a demo of international font rendering, has a sample sentence that is trnaslated:

    "I can eat glass, that does not hurt me."

    WTF?

    --
    <^>_<(ô ô)>_<^>
    1. Re:I can eat glass? by jovlinger · · Score: 1

      http://hcs.harvard.edu/~igp/glass.html

  91. Compact binary inmage formats by Millennium · · Score: 1

    But there is a compact binary image format for SVG. It's called SVGZ.

    Seriously; have you ever seen XML compress? It's a thing of beauty, man.

    1. Re:Compact binary inmage formats by ebyrob · · Score: 1

      SVGZ. Is that just gzipped SVG or is it something else?

      Ya... XML *does* compress well, that's one of the reasons I consider it verbose. (part of the definition of verbose IMHO.)