- From: Eduardo Casais <casays@yahoo.com>
- Date: Thu, 3 Sep 2009 14:42:50 -0700 (PDT)
- To: Jeff Sonstein <jxsast@rit.edu>
- Cc: public-bpwg@w3.org
> I think what I wrote is reasonable for the average > developer Let me try once more to paraphrase (in a somewhat extreme form) the text: "SVG and canvas provide different technical features. Look at the specifications of SVG and those of canvas and decide which one provides the functionality you need; then use the corresponding technology." Is that a best practice? > deliberately so... > there are a lot of other factors that go into making good > "do this server-side or client-side" decisions As presented, canvas seems a second choice -- one may use it if one does not need all the functionality of SVG. But actually, there is an even more obvious second choice: generating "fairly static graphics" on the server -- this is actually the default choice if one wants to cover less capable phones that do not support the new HTML 5 features as required by BP 3.6.4. So we are not looking at a general "server- side vs. client-side" decision process, but at the compelling grounds to use canvas vs. other major technologies to create mobile graphics. Ignoring the basic server-generated graphics is, in this respect, improper. > > The sum of these considerations would be that there > are > > compelling reasons NOT to use canvas > > I understand that this is your "bias" It is a logical conclusion from the little information there is in the text. Actually, I find SVG a bit complex, and I can see some advantages in canvas. For instance, and with reference to the MWABP document itself: Canvas is a markup element, and is "filled in" via Javascript code. Thus, we can apply the optimizations proposed in 3.4.5 "Minimize External Resources" by coalescing all canvas-scripts with other Javascripts, or even within the main markup page itself. This is not possible with SVG, which always requires its own file to be transmitted separately from the other resources. If network latency is a problem, consider using canvas instead of SVG. That's it. A reason to use canvas instead of SVG, that is based on a true best practice. > > To put the question in another light: what were the > > compelling reasons and use cases to include canvas > > in HTML 5 > > IMHO that is *way* beyond the scope of this document Well, W3C people took a decision to include canvas in HTML 5. Hence, there must have been a justification for it. Therefore, there must be compelling reasons to use canvas, which were deemed inadequately fulfilled by other available technologies such as SVG. Thus, we might learn about what those are to enlighten our work. Whence my question. > canvas is real > and it is being used > so we need to address it... > whether any one of us thinks canvas or HTML5 > is A Good Idea > or not Are you saying that since people have started using canvas, we must somehow find a way to construe its utilization as a best practice, even if we are unable to state any compelling argument for this, and even if we must ignore other serviceable technologies that fulfil the same role adequately? I strongly argue in favour of including Flash lite too, since Flash lite is real, and it is being used, so we need to address it -- whether any one of us thinks Flash lite is a Good Idea or not... E.Casais
Received on Thursday, 3 September 2009 21:43:38 UTC