This isn't a very complete answer, not having either of the relevant
devices, but a couple of observations may be worthwhile:

 

1.       Androids purchased last summer, like mine, apparently will not run
SVG. I didn't realize that Droids became obsolete so quickly, but I'm told
one needs the Ice Cream Sandwich OS to run SVG and that my machine will
never do that. (I asked at the store, before purchasing, btw.) 

2.       Some of the web-interface goodies like (mousedown, mouseup, drag,
click) are rather hi-jacked on the i-phone by the interface. I remember
trying to run some of my web apps on an i-phone I had a couple of years ago,
and to my horror, it appeared that Apple misunderstood the advice I offered
them in 1986 about how to create multi-touch devices (they poo-pooed the
idea at the time, and now, it appears they claim to own it!). What you're
seeing could be an "Apple thing" with their whole user-interface thingy.
Attempts to reconcile application-relevant events across platforms are, as I
understand it, underway. 

3.       Your page works fine in Windows for Opera, Firefox, Safari and
Chrome, but not for IE9. I suspect getting it to work in IE9 would be
prerequisite for a Windows phone. It is usually not very difficult to get
code working in IE9, and what you're doing is pretty straightforward, so I
think it should be within reach.

4.       It looks like you have many more lines of code than would be
required for what you're doing: cloning and then putting in motion with
script.

5.       If you ran the animations with SMIL and the object creation through
script, you could probably reduce the code by a substantial fraction. If
you're not targeting Windows, anyhow, then SMIL oughta be there - at least
the primitive stuff is supported by Safari and Chrome. There are also, I
gather, some hundreds of millions of devices out there that run SMIL but not
script, so if the cloning were not so important as the animation (and the
DOM overloading isn't too big an issue) then you might actually get better
performance out of SMIL on some devices, particularly if they were running
Opera mobile. 

Some of these points can be argued half a dozen ways apiece, and they are
presented more as possibilities to consider than as beliefs or truths.

 

Cheers

David

 

From: [email protected] [mailto:[email protected]]
On Behalf Of Brennan
Sent: Wednesday, March 28, 2012 4:52 PM
To: [email protected]
Subject: [svg-developers] Issues with iOS and Android

 

  

Hullo! This is my first post here.

I am just discovering SVG. I am particularly interested in interactive SVG,
using javaScript.

I made a little demo based on code from carto:net, which works rather nicely
on PCs, but has some problems on mobile devices:

http://bgay.monline.dk/clone.svg

Android loads, but doesn't render the source code. You only see the code in
the browser window. Is this a MIME type issue? Or does Android require SVG
to be wrapped in HTML?

iOS (iPad) loads and renders the file, but clicking on the 'button' does
nothing but spit out my console.log messages. I don't get the nice moving
'clones' at all. Why? I've tried hunting for any documentation about iOS
limitations with SVG, but have found nothing.

I don't have access to a windows phone 7 device, but I am assuming
in-browser SVG doesn't work on that system. Is that correct?

Thanks in advance!





[Non-text portions of this message have been removed]



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