TinyLine SVG Programming Guide
1 TinyLine SVG Overview
1.1 What is Mobile SVG
This is the official W3C overview of the Scalable Vector Graphics (SVG) format. SVG 1.1, SVG 1.0 and SVG Mobile Profiles are Web standards (W3C Recommendations). Work continues on SVG 1.2 and future profiles for Mobile and Printing.
In a relaxed way, Mobile SVG describes images in XML as shapes with attributes like colors, sizes, etc. In compare with other vector graphics formats, the advantages are that Mobile SVG is XML based, open and designed for wireless transmission and display. When a bitmap format, like JPEG or PNG, is perfect for photography or icons, Mobile SVG is more suitable for dynamic and interactive graphics.
Location-based and field services are well-suited to Mobile SVG because of the ability to zoom in on images without loss of quality. SVG maps with animated objects and hyperlinks provide views of different areas of maps or topographical layers. Field services also benefit from Mobile SVG by using technical drawings that can be viewed in full or in detail. The last example but not the least is entertainment applications. Games, cartoon animations can be developed using Mobile SVG.
1.2 What is TinyLine SVG Toolkit
TinyLine SDK is the mobile graphics engines and framework for Java platform. Using TinyLine SDK developers are easily able to incorporate high quality, scalable and platform-independent graphics into their Java applications.
TinyLine SDK includes TinyLine SVG Tiny 1.1+ engine for Java and Android platforms. TinyLine SVG for Android powered by Android SGL 2D drawing library.
1.3 Key features
TinyLine API consists of the three packages
All packages are extremely portable across Java flavors.
Here the set of Java classes TinyLine API uses:
Now, letís take a closer look on TinyLine packages.
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