Tue. Mar 19th, 2024

HTML5 Inline SVG

HTML5 has support for inline SVG.

SVG


What is SVG?

  • SVG stands for Scalable Vector Graphics
  • SVG is used to define vector-based graphics for the Web
  • SVG defines the graphics in XML format
  • SVG graphics do NOT lose any quality if they are zoomed or resized
  • Every element and every attribute in SVG files can be animated
  • SVG is a W3C recommendation

SVG Advantages

Advantages of using SVG over other image formats (like JPEG and GIF) are:

  • SVG images can be created and edited with any text editor
  • SVG images can be searched, indexed, scripted, and compressed
  • SVG images are scalable
  • SVG images can be printed with high quality at any resolution
  • SVG images are zoomable (and the image can be zoomed without degradation)

Browser Support

Internet Explorer 9+, Firefox, Opera, Chrome, and Safari support inline SVG.


Embed SVG Directly Into HTML Pages

In HTML5, you can embed SVG elements directly into your HTML page:

Example

<!DOCTYPE html>
<html>
<body><svg width=”300″ height=”200″>
<polygon points=”100,10 40,180 190,60 10,60 160,180″
style=”fill:lime;stroke:purple;stroke-width:5;fill-rule:evenodd;” />
</svg>

</body>
</html>


Differences Between SVG and Canvas

SVG is a language for describing 2D graphics in XML.

Canvas draws 2D graphics, on the fly (with a JavaScript).

SVG is XML based, which means that every element is available within the SVG DOM. You can attach JavaScript event handlers for an element.

In SVG, each drawn shape is remembered as an object. If attributes of an SVG object are changed, the browser can automatically re-render the shape.

Canvas is rendered pixel by pixel. In canvas, once the graphic is drawn, it is forgotten by the browser. If its position should be changed, the entire scene needs to be redrawn, including any objects that might have been covered by the graphic.


Comparison of Canvas and SVG

The table below shows some important differences between Canvas and SVG:

Canvas SVG
  • Resolution dependent
  • No support for event handlers
  • Poor text rendering capabilities
  • You can save the resulting image as .png or .jpg
  • Well suited for graphic-intensive games
  • Resolution independent
  • Support for event handlers
  • Best suited for applications with large rendering areas (Google Maps)
  • Slow rendering if complex (anything that uses the DOM a lot will be slow)
  • Not suited for game applications

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