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Flowed text is created by clicking and dragging in the Text tool, while simple click creates plain SVG 1. If however you really need flowed text, you will have to convert it to regular non-flowed text by the "Convert to text" command in the Text menu. This command fully preserves the appearance and formatting of your flowed text but makes it non-flowed and SVG 1. Inkscape SVG files use the Inkscape namespace to store some extra information used by the program. Other SVG programs will not understand these extensions, but this is OK because the extensions only affect how the document is edited , not how it looks.

Extensions must not cause any rendering problems in SVG-compliant renderers. However, some non-compliant renderers may have trouble with the presence of the extensions, or you may want to save some space by dropping the Inkscape information if you're not planning to edit the file in Inkscape again. This is what the "Plain SVG" option is provided for.

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The rest mostly works, though of course there are bugs that we're always fixing. There is ongoing work to allow Inkscape to better preserve hand-created SVG markup but it is a very difficult task requiring a lot of infrastructure work and will happen very gradually - but help is always appreciated. That depends on X. This may not be true for other renderers. So if you are having a problem with some renderer, please try the same file with either Batik or Adobe, or better yet, with both they are free and cross-platform.

If you still see a discrepancy with Inkscape rendering, we want to look into it.

Please submit a bug ; don't forget to attach a sample of the problem file to the bug report, and ideally include screenshots too. Inkscape started as a code fork of Sodipodi. The main reasons were differences in objectives and in development approach. Inkscape's objective is to be a fully compliant SVG editor, whereas for Sodipodi SVG is more a means-to-an-end of being a vector illustration tool. Inkscape's development approach emphasizes open developer access to the codebase, as well as using and contributing back to 3rd party libraries and standards such as HIG, CSS, etc.

Reusing existing shared solutions helps developer to focus on the core work of Inkscape. For background, it may also be worth reviewing Lauris' Sodipodi direction post from Oct , and his thoughts on SVG, licensing, and the value of splitting the project into two independent branches. Dia is for technical diagrams like database charts, class diagrams, etc. SVG is a useful format for creating diagrams, though, so we hope as Inkscape grows as a fully-featured SVG editor, it will also be useful for making attractive diagrams too.

Several of us hope Inkscape will become a useful technical drawing tool and work on features with that goal in mind. However, Dia provides a number of useful capabilities such as support for UML, autogeneration of diagrams, etc. Ideally both Inkscape and Dia can share various bits of code infrastructure and third party libraries. Replacing Flash is not one of Inkscape's primary intents.

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See also SMIL. In most cases, no. They're used for two very different things. Inkscape is used for creating vector drawings, such as laying out a poster or creating a fancy logo, whereas bitmap editors are for working on raster images, such as touching up a photograph. In many projects, you would need to use both Inkscape and a bitmap editor such as GIMP , for example, to add bitmap effects to an image exported from Inkscape. However, currently bitmap editors are often used for common tasks they are not well equipped for, such as creating web page layouts, logos, or technical line art.

In most cases, this is because users are not aware of the power or even the existence of the modern vector editors. Inkscape wants to amend this situation, and to raise a vector editor to the status of an essential desktop tool for everyone, rather than an exotic specialized tool that only professionals use.

Inkscape will need to mature a bit further before this can be considered. Specifically, better support for embedding Bonobo is needed, and the Gnome-Print subsystem needs to be tested more thoroughly help very much appreciated here. If you can compile a recent version of Inkscape and help us with testing it would be very useful.

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That's because Adobe cheats. Inkscape, of course, edits the SVG part of the image and leaves the encoded binary untouched. Therefore, any SVG changes are lost. Inkscape wants to be a complete SVG-compliant vector graphics editor. Apart from standards compliance, our primary goals are stability, performance, state of the art vector graphics features, and an efficient and innovative user interface.

The ultimate goal is to simplify the code and make it more maintainable. We invite you to join us. Just don't mention Qt.

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Yes, sharing of code libraries with other projects is highly desirable, provided the right conditions exist. A good candidate for a library will be mature, widely distributed, well documented, and actively maintained. It should not introduce massive dependency problems for end-users and should be stable, powerful, and lightweight. It should strive to do one thing, and do it well.

Libraries that don't meet all the criteria will be considered on a case-by-case basis. You don't need to know much, if anything, about Inkscape internals to create a useful extension. Aaron Spike, the author of most Python extensions that come with Inkscape, wrote a helpful web page including a series of tutorials on creating extensions in Python Perl and Ruby are also supported. You can start with the Doxygen documentation.

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There you can find not only the usual Doxygen stuff but also different categorized views into the inkscape source. In the Documentation section of the Inkscape website you can find some high-level diagrams and links to other documentation that's been produced such as the man page. Historically, this codebase has not been kept well documented so expect to find many areas where the only recourse is to work through the code itself. However, we place importance on working to change this, and to flesh out the documentation further as we go.

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Some developers have found that testing patches is a good way to quickly get exposure to the code, as you see how other developers have approached making changes to the codebase. Other developers like to pick an interesting feature request or perhaps a feature wish of their own and focus on figuring out how to implement it.


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Occasionally we also have large scale grunt-work type changes that need to be applied to the codebase, and these can be easy ways to provide significant contributions with very little experience. Getting beyond initial exposure, to the next stage of understanding of the codebase, is challenging due to the lack of documentation, however with some determination it can be done. Some developers find that fixing a crash bug by tracing execution through the various subsystems, brings good insights into program flow.

Sometimes it is educational to start from an interesting dialog box and tracing function calls in the code. Or perhaps to start with the SVG file loader and follow the flow into and through the parser. Other developers have found that writing inline comments into the code files to be highly useful in gaining understanding of a particular area, with the fringe benefit of making that bit of code easy for future developers to pick up, too.

Once you feel far enough up the learning curve, implementing features will firm up your experience and understanding of the codebase. Be certain to also write test cases and documentation, as this will be of great help to future developers and thus ensure the longevity of the codebase. The latest statistics are available at this page. This app allows me to pack my laptop away and use my iPhone, saving me time, space and money.

As the iPad unfortunately lacks the ability to edit documents due to its operating system, you need one of these to be able to work quickly.

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