Chaals writes:
>Actually, the activation should be defined by the User Agent (most of the
>touch devices we work with don't have ctrl- or alt- keys.
Well, yes, there are already plenty of places where touch devices can't handle
certain things, but then there are already plenty of places where the SVG spec
says things like "the User Agent must, if it can, do such and so this way," and
SVG-Tiny exists in part to handle differently abled devices. I'm not sure that
a plethora of bad and UI-inconsistent roll-your-own-zoom-and-pan-s in apps is
better than asking the implementers to work together here. Actually, I think I
understated that, since I think I may have some certainty about the issue,
after all.
I guess my sentiments here have changed since I've recently been teaching more
than a hundred talented web-professionals how to use SVG. Having taught shy
undergrads about SVG for most of a decade is different: they tend not to fuss
when things don't make sense. With this new crop of students, I find myself
scratching my head at times over the straightfoward questions they ask, that
alas, have no easy answers!
>But yes, it
>would be better than asking each app developer to make up their own (and
>building UI in an app that works cross platform is actually really really
>hard, as my example might show).
Yep! (an Americanism -- as I recall, you're fond ot those)
On a related issue, is there any way to drag SVG graphics in a web browser on
an i-phone? The safariites seem to have hijacked drag={onmousedown=onething;
onmousemove=another;} such that I can't figure out a way to make GUI SVG web
apps work there, at least not if said apps try to use the "Apple interface" as
detailed in "Inside Macintosh" c. 1984.
(Hi Chaals!)
David
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