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Fabio Rocha. Hebert aka HBT. Verdade, um SbSettings seria bem vindo. Algus Helm. Raphael Vinicius. Exatamente isso… espero que possamos desabilitar tal funcionalidade. Enquanto isso, o siri…. It has also added many new tools and interface elements of its own. We take usability very seriously, and we often knowingly depart from the AI paradigms because we consider our approaches better. If you came from Adobe Illustrator and are having trouble with Inkscape, please read and maybe eventually contribute to the Inkscape for Adobe Illustrator users document on our Wiki.

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 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 developers 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. See also SMIL. 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.

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If you can compile a recent version of Inkscape and help us with testing it would be very useful. With the help of extensions, Inkscape can open a number other vector formats. For formats of Dia, XFig, or Sketch, you need to have these programs installed. See FileTypes for discussion about file formats that people would like to see supported, and third-party tools that can be used to convert files to or from SVG.

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In Inkscape 0. 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. To work around it, in Inkscape open the XML Editor and remove the non-SVG elements everything not with the svg: prefix in its name, usually towards the end of the tree. If you need to do this job repeatedly you may consider using some XSLT -based automation.

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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.


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Just don't mention Qt. 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. You can start with the Doxygen documentation. 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.

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. 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. Currently we use our own renderer called livarot. We plan to migrate to Cairo when it is mature enough. Most developers work on Linux. However it is also possible to compile Inkscape on Windows; this page provides detailed instructions for this as well as for cross-compiling Windows binaries on Linux.

Generic directions are under the Bazaar link on the Inkscape home page. Many developers become involved because they wish to "scratch an itch", so of course if they wish to work on a particular feature, then by definition that one will receive implementational attention. This is the primary mechanism by which features get implemented.

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Inkscape also strives to take user requests for features seriously, especially if they're easy to do or mesh with what one of the existing developers already wants to do, or if the user has helped the project in other ways. If you have a feature that you'd really like to see implemented, but others aren't working on, the right thing to do is delve into the code and develop it yourself.

We put great importance on keeping the development process open and straightforward with exactly this in mind.