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."
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.
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
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!
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...
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...
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.
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.
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.
Goood Morning VietNam!
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