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It's already in the web browser.
No it's not - unlike iPhone, Android WebKit does not have SVG support.
I did want to add though: does anyone know why this is, or if it's slated for a future (2.2?) release?
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Earlier quoted context omitted.
It's already in the web browser.
No it's not - unlike iPhone, Android WebKit does not have SVG support.
I did want to add though: does anyone know why this is, or if it's slated for a future (2.2?) release?
Assuming you don't care about IE, what's the Pros/Cons for SVG vs Canvas? Canvas seems to be pretty nice from what I've used it for so far...
Earlier quoted context omitted.
No it's not - unlike iPhone, Android WebKit does not have SVG support.
Accidentally voted you down - sorry (last time I try to do that mobile before zooming down). I did want to add though: does anyone know why this is, or if it's slated for a future (2.2?) release?
Assuming you don't care about IE, what's the Pros/Cons for SVG vs Canvas? Canvas seems to be pretty nice from what I've used it for so far...
It is also more likely to get faster in the future, as browsers might implement GPU acceleration for it. I wouldn't hold my breath waiting for GPU acceleration for SVG, since SVG is not as easily mapped to drawing primitives, like Canvas is.
Assuming you don't care about IE, what's the Pros/Cons for SVG vs Canvas? Canvas seems to be pretty nice from what I've used it for so far...
SVG is better supported and has some content creation tools already such as Illustrator and Inkscape. Also: SVG stuff can be used on IE (aparently...) via a flash conversion tool.
There's also gRaphael specifically for charting: http://g.raphaeljs.com/ Also, the article mentions that IE doesn't support the tag. While this is true, you only need to add the excanvas JS library to use in IE.
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I agree - I tried Raphael but actually found it a bit limiting. I can live without IE support (I can use Flex for that) so jQuery SVG looked like the better choice. The only criticism I could make of jQuery SVG is that the docs often assume that you know a lot about SVG, but that is pretty minor.
I find that it is true in general. It seems too hard to learn about svg.
Assuming you don't care about IE, what's the Pros/Cons for SVG vs Canvas? Canvas seems to be pretty nice from what I've used it for so far...
Canvas is significantly faster for animation: http://www.themaninblue.com/writing/perspective/2010/03/22/ It is also more likely to get faster in the future, as browsers might implement GPU acceleration for it. I wouldn't hold my breath waiting for GPU acceleration for SVG, since SVG is not as easily mapped to drawing primitives, like Canvas is.
Assuming you don't care about IE, what's the Pros/Cons for SVG vs Canvas? Canvas seems to be pretty nice from what I've used it for so far...
So if you want to do an online image editor I'd probably go with canvas. For something that needs multiple objects with their own individual event handling - SVG looks a lot easier to me.
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Canvas is significantly faster for animation: http://www.themaninblue.com/writing/perspective/2010/03/22/ It is also more likely to get faster in the future, as browsers might implement GPU acceleration for it. I wouldn't hold my breath waiting for GPU acceleration for SVG, since SVG is not as easily mapped to drawing primitives, like Canvas is.
What makes you say that? SVG is pretty much standard drawing primitives wrapped in a XML-based syntax.
When you animate an SVG image, you update the DOM. The browser then needs to parse the DOM (attributes) again, then clear the screen and draw each element again. This is a lot more work than just mapping the drawing primitives of Canvas to the lower-level GPU functions.
Check this presentation for the two technologies compared in terms of how much work is required for animation: http://www.slideshare.net/madrobby/i-cant-believe-its-not-fl...