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= Welcome to Inkscape! =
= Welcome to Inkscape! =


For quite a few years Inkscape has been successfully participating in [http://code.google.com/soc/ Google Summer of Code].
For quite a few years Inkscape has been successfully participating in [http://code.google.com/soc/ Google Summer of Code].


GSoC is a program where Google funds the development of specific features in open source software by university students. You don't need to be a Computer Science student to apply. Features to be developed are picked by Inkscape administrators from the pool of proposals submitted by students.
Google has opened up the program to students AND beginners to Open Source who are 18 years are older. Projects can be medium size (~175 hours) or large size (~350 hours). Finish times are flexible, 12 to 22 weeks (with agreement of mentor).
 
GSoC is a program where Google funds the development of specific features in open source software by university students and other new to open source. You don't need to be a Computer Science student to apply. Features to be developed are picked by Inkscape administrators from the pool of proposals submitted by applicants.


We've mentored about half a dozen students a year since GSoC started.  Many students enjoyed their work and continue to be involved; perhaps your mentor will be a past GSoC student!  We have a high rate of acceptance of student code into the core codebase. Indeed, GSoC projects have been a key source of some of Inkscape's best features in the past several releases.
We've mentored about half a dozen students a year since GSoC started.  Many students enjoyed their work and continue to be involved; perhaps your mentor will be a past GSoC student!  We have a high rate of acceptance of student code into the core codebase. Indeed, GSoC projects have been a key source of some of Inkscape's best features in the past several releases.


If you are interested in joining us this summer, it is time to get your proposal ready. You can choose a proposal from our list of suggestions or come up with one of your own. In either either case, you must give us a detailed outline of what you plan to do. It is highly recommended that you discuss your idea as early as possible with Inkscape developers. They not only can give you guidance as you flesh out your proposal but ultimately you must convince them that you can do the work planned in the time allotted.
If you are interested in joining us this summer, it is time to get your proposal ready. You can choose a proposal from our list of suggestions or come up with one of your own. In either either case, you '''must''' give us a detailed outline of what you plan to do. It is '''highly''' recommended that you discuss your idea as early as possible with Inkscape developers. They not only can give you guidance as you flesh out your proposal but ultimately you must convince them that you can do the work planned in the time allotted. '''If you have not discussed your proposal with Inkscape developers before you apply, your application will be rejected!'''


= Student Applications =
= Candidate Applications =


* Google program information:
* Google program information:
** [https://www.google-melange.com/gsoc/homepage/google/gsoc2014 Home page].
** [https://summerofcode.withgoogle.com/ Home page].
** Summer of Code Application form. Applications open at 19:00 UTC on March 10th.
** Summer of Code Application form. Applications open at 18:00 UTC on March 18th, 2024. -> https://developers.google.com/open-source/gsoc/timeline


* Inkscape-specific information:
* Inkscape-specific information:
** [[SOC Application Template]].
** [[SOC Application Template]].
** [[Roadmap | Inkscape Roadmap]] - to see our overall objectives.
** [[Roadmap | Inkscape Roadmap]] - to see our overall objectives.
** [[Projects | Inkscape Development Project Ideas]] - broader list of development ideas.
** [[SOC Writing Project Proposals]] - some guidelines for proposals.
** [[SOC Writing Project Proposals]] - some guidelines for proposals.
** [[SOC Selection Criteria]] - how we rate applications.
** [[SOC Selection Criteria]] - how we rate applications.


'''Student Applications for GSoC 2014 must be submitted to the GSoC site by 19:00 UTC on March 21st 2014.'''
'''Candidate Applications for GSoC 2024 must be submitted to the GSoC site by 18:00 UTC on April 2nd 2024.'''


= The "two patches" rule =
= The "two patches" rule =


We require two patches from each potential GSoC student, before accepting the student for GSoC participation (it is the same requirement as for obtaining rights to commit changes to the Bazaar code repository).
We require two patches from each potential GSoC student, before accepting the student for GSoC participation (it is the same requirement as for obtaining rights to commit changes to the code repository).
 
The reason for this requirement is that you can show us that you have succeeded in building Inkscape on your PC, and that you have understood a little piece of Inkscape's code and are able to improve it.  
The reason for this requirement is that you can show us that you have succeeded in building Inkscape on your PC, and that you have understood a little piece of Inkscape's code and are able to improve it.  
Inkscape is a large project, and you really should not try to understand all the code. Many (all?) developers know only parts of the program code!
Inkscape is a large project, and you really should not try to understand all the code. Many (all?) developers know only parts of the program code!
You can join our [http://inkscape.org/discussion.php jabber/IRC] channel and ask developers for help.
You can join our [https://inkscape.org/community/discussion/ IRC] channel or [https://chat.inkscape.org/channel/team_devel Rocket Chat] and ask developers for help.


== Suggested "easy" bug fixes or improvements ==
== Suggested "easy" bug fixes or improvements ==


To get you started on Inkscape development, you can find (probably) easy-to-fix bugs or small improvements that require very little knowledge of the whole program by searching our [https://bugs.launchpad.net/inkscape bug-tracker] for bugs tagged with 'easy-fix'.
To get you started on Inkscape development, you can find (probably) easy-to-fix bugs or small improvements that require very little knowledge of the whole program by searching our [https://gitlab.com/inkscape/inkscape/issues/ bug-tracker] for bugs tagged with 'easy-fix'.


= Performance Evaluation =
= Performance Evaluation =
Line 48: Line 53:
Remember: ''we want you to succeed!''
Remember: ''we want you to succeed!''


= Suggested Ideas =
= Suggested Project Ideas =
 
The following is a list of formal project suggestions, but do not feel limited to only these - some of our best contributions have been unique ideas that students had in mind from other sources!
 
See also [[Development Project Ideas]], [[Refactoring projects]], [[Projects]], and https://blueprints.launchpad.net/inkscape/


Please note that your project proposal must be realistic: if you promise too much, we will most likely think you have not understood at all what it is about and will reject your proposal.
==P5. UI-Free Inkscape ==


* Estimation of difficulty: Difficult - Long (350h)
* Potential mentors: Marc Jeanmougin
* Programming skills: C++, CMake
* Prerequisites: Minimal knowledge of build systems. Experience with GtkMM helpful.


== Internal work & Performance improvements ==
<u>Detailed Description</u>
Inkscape currently builds with X11 and gtk and a lot of graphical dependencies. But since it is allowed to run in commandline, and there are controlled environments (servers) that use it to convert svg to png and to perform actions, there should be no need to force it to build with those. The main goal of this project is to add a WITH_GUI compilation flag that when OFF, does *not* link Inkscape with any graphical dependency. While much work has been done towards this goal, much remains to be done. DONE <s>As a next step, Inkscape's "verbs" which are mostly GUI dependent (even if there is no reason to be) need to be converted to Gio::Actions.</s> More work needs to be done to separate out hidden GUI dependencies that remain after the Verb to Action transition.


This is a laundry-list of things which need doing. A SoC project would involve doing a few related things from this list.
<u>Use cases</u>
* Server installs, scripts


===General===
==P6. Refactoring==
* Estimation of difficulty: Moderate - Short or Long depending on scope (175h or 350h)
* Potential mentors: Tavmjong Bah
* Programming skills: C++
* Prerequisites: proficient C++.


* Improve startup time and initialization performance (i.e. improve font cache).
<u>Detailed Description</u>
* Improve icon cache: Convert the icon cache (widgets/icon.cpp) to create the PNGs with a directory structure and index file matching the icon theme specification. Use this to get rid of customized classes InkAction, SPIcon, and so on.
Inkscape began life as the C program Sodipodi. Sodipodi was mostly the work of one person who had a clear vision of how the code should work. A major motivation of the Inkscape fork was to allow others to easily contribute to development. This resulted in rapid development but at a cost: the code has become much messier and now lacks a clear vision. This project is to work on refactoring the code. Refactoring can take many forms. It could be creating a better directory structure with README's that describe the purpose and function of the code in each directory. This would include rewriting code to reduce dependencies across directories (which would help, for example, in achieving a headless version of Inkscape). It could be the continued transition from C to C++ which often results in major reductions in the number of code lines. Or it could be identifying and eliminating redundant code.
* Continue C++ migration:
** Use Glib::ustring for UTF-8 data and std::string for filenames and raw byte strings instead of C-strings (char*).
** Replace uses of GList and GSList with STL containers.
* Use a different data structure for Inkscape::Selection. Inkscape::Selection currently uses GSList as its data structure. This is suboptimal, since a very common operation is checking whether some object is selected. Change Inkscape::Selection so that its underlying structure is a boost::multi_index container which implements the same semantics as Java's LinkedHashSet.
* Extension system improvements: Refactor the extension API. Clean up the kludgy class hierarchy, possibly using multiple inheritance. Use GInputStream and GOutputStream as parameters instead of file paths, so that things like the clipboard can write data to memory without going through a temporary file.


=== XML tree ===
A particularly ambitious project would be to replace the Garbage Collector by smart pointers.


* SAX parser: Convert the current document parser from DOM to SAX, so that it creates our XML tree right away, instead of creating the libxml2 DOM tree, creating our tree to match it, then freeing the libxml2 tree. This should improve performance and allow more robust fixes for some problems.
Refactoring is an important skill of which many books have been written. Here's a chance to gain valuable experience!
* Typed XML tree: Improve XML tree so that it can store some attributes in parsed, binary form. The main target of this are the data URIs used to embed images, which could be stored as binary data only. This work should be done after completing the SAX parser, as this will make it easier.


=== 2Geom geometry library ===
See https://wiki.inkscape.org/wiki/index.php/Refactoring_projects for some ideas of projects.


* Rewrite of Geom::PathVector and Geom::Path:
==P8. Add Text and Image Support to Live Path Effect System ==
** Change PathVector to be a real object instead of a std::vector of Path, so that it can have useful methods, similar to curves.
* Estimation of difficulty: Hard - Short (175h)
** Move the copy-on-write idiom to the PathVector object, rather than using it in the Path.
* Potential mentors: Jabier Arraiza (Spanish, English(not native))
** Investigate whether it is possible to store subpath data in a more compact way and make the Curve objects only convenience facades. Right now, if the path has only linear segments, every point is stored twice.
* Programming skills: C++
** Apply the following renames to match SVG terminology:
* Prerequisites: Experience managing bitmaps
*** Path -> Subpath
<u>Detailed Description</u>
*** PathVector -> Path
Live Path Effects are non destructive effects applied to paths and shapes standalone or inside a group.<br />  
* Remove SPCurve: SPCurve is a thin wrapper around Geom::PathVector which exists for historical reasons. Its functionality should be added to PathVector, and SPCurve should be purged.
This is done keepeng a reference to the original data to reaply when needed.<br />
* Boolean operations and stroking: Add methods to PathVector objects:
But ignore text and image elements.<br />
** Set operators (& | - ^), which perform the relevant boolean operation on the paths. Use the algorithm from CGAL or devise a new robust algorithm.
Things to do:
** stroke(double line_width, LineJoin join, LineCap cap, double miter_limit), which performs the stroke-to-path operation.
* Study add image, text, both and maybe others SVG elements to the LPE system.
** stroke(double line_width, LineJoin join, LineCap cap, double miter_limit, std::vector<double> const &dasharray), which performs stroke-to-path with dashing.
* Create/adapt minimun one LPE for each new type of element acepted as reference. Suggestion Perspective-Envelope.
<u>Use cases</u>
* Apply live effects to images and text based in C++ code in a non destructive way even in groups with mixed elements types.


=== Object tree ===
==P9. Path Library Improvements ==
* Estimation of difficulty: Hard - Long (350h)
* Potential mentors: Tavmjong Bah, KK
* Programming skills: C++
* Prerequisites: Strong math skills, specifically in geometry.
<u>Detailed Description</u>
Inkscape relies on two geometry libraries for path manipulations: lib2geom and livarot. lib2geom is a generic modern library written specifically with Inkscape in mind. lib2geom is missing some functionality that Inkscape requires and that is found in livarot. This project is to move that functionality into lib2geom (or into separate files) using lib2geom path descriptions. A 2020 GSoC student did a significant amount of work understanding and documenting the issues involved. This project would be to build on his work.


* Improve the performance of layer visibility: Right now, toggling layer visibility causes massive changes in the display tree, because the entire toggled layer is invalidated at the XML level. This results in very bad performance for an action which should nearly instantaneous. Improve the control flow so that only the visibility of the object representing the layer is turned off, but the remainder of the display and object tree is leaved alone.
Specifically, the functionality needed is
* Robust ID handling: Currently ID clash resolution is implemented as a giant switch over object types, listing every possible dependency. Replace this with virtual methods on objects, which provide information on what each object refers to. Improve behavior when a dependency of an object is deleted, and when IDs are changed / deleted from the XML editor.
* Path offset/inset functions.
* Replace the print functions in the SPxxx classes with a generic "Visitor" pattern and port at least one export type (e.g. EMF, PDF, PS) to the new routines.
* Path simplify.
* Stroke to path function.
* Line scanning (used for flowing text into a shape).


=== User interface ===
==P11. Improvements to Paint Server Dialog ==
* Shape manipulators: The idea here is to rewrite shape tools in the same paradigm as the node tool. Instead of storing all information about the shape in knots which differ only by their callbacks, allow to store information in a higher-level manipulator object. This would enable things like dragging the side of a rectangle and consistent outlining / update preferences for all shapes.
* Provide more actions in the context menu depending on the content of the selection, e.g. show "Put on Path", "Flow into Frame" etc. when the selection contains the appropriate objects.
* When right-clicking a control point, show a transient dialog which would allow one to key in its coordinates.


=== Rendering ===
* Estimation of difficulty: Easy to Medium - Short (175h)
* [https://blueprints.launchpad.net/inkscape/+spec/icc-for-cairo ICC Color Management for cairo outputs] - Would allow Inkscape to produce CMYK PDFs and PSs with Cairo. <!-- Isn't this more of a Cairo project? -->
* Potential mentors: Tavmjong
* Box blur: Currently we always use a very accurate method to compute the Gaussian blur filter. Add an alternate method which approximates Gaussian blur using three stacked box blurs (simple averages). This is detailed in the SVG 1.1 SE specification.
* Programming skills: C++
* Prerequisites: Some knowledge of GTK and CSS.
<u>Detailed Description</u>
The ''Paint Server Dialog'' allows a user to visually select a pattern or hatch to use in painting the ''fill'' or ''stroke'' of an object. This project would be to expand the dialog to cover gradients, meshes, and solid colors as well as make other improvements to the dialog. Interaction with the Inkscape's ''UX'' team will be required.


=== Project infrastructure and platform support ===
== P13. Node-based filter editor ==


* Migrate argument parsing to GOption and remove the dependency on popt. Update the devlibs version of Glib to one where this bug is fixed: [https://bugzilla.gnome.org/show_bug.cgi?id=522131]. Once this is done, port argument parsing to GOption.
*Estimation of difficulty: Hard - Long (350h)
* Common build system for all platforms: Migrate the build system to Waf for all platforms. Alternatively, if there are important technical reasons why Waf is not suitable, port all necessary features to the CMake build system and remove Autotools.
* Potential mentors: Mc
* GTK3 on Windows: Rebuild the Windows devlibs so that they contain GTK3. Make the Windows port work with them, possibly sending the appropriate patches to the GTK maintainers.
* Programming skills: C++
* Prerequisites: Minimal knowledge of build systems


== Rendering Improvements ==
<u>Detailed Description:</u> The filter editor is kind of hard to understand and master based on its current UI. Using a node-based tool for it, such as what can be done with https://notabug.org/grindhold/libgtkflow would help people create and master the filter primitives easier.


* Unify the interactive and non-interactive renderers. (It would be desirable to have one codebase, but we need to investigate a little more whether this is practical.)
[https://gitlab.com/inkscape/ux/-/issues/40 '''Full poposal''']
* Pluggable renderers - allow writing rendering backends which use something other than Cairo, e.g, OpenGL, Skia, Mozilla Azure or GEGL.
==P14. Cached styles for inkex==
* OpenGL renderer - implement an OpenGL 3.x+ canvas which would render Beziers using this method: http://http.developer.nvidia.com/GPUGems3/gpugems3_ch25.html Investigate whether this generalizes to S-basis and circular arcs. Since the described method does not handle stroking, this work depends on implementing boolean operations and stroking. Also check how OpenGL path rendering is implemented in Qt, since apparently the performance there is very good. http://zrusin.blogspot.com/2011/09/nv-path-rendering.html


== Better SVG standard coverage ==
*Estimation of difficulty: Medium - Short (175h)
*Potential mentors: Jonathan
* Programming skills: Python, CSS
* Prerequisites: minimal knowledge of test-driven development


* Full SVG viewbox support
<u>Detailed Description:</u> When inkex, the Python library behind Inkscape's extension system, computes styles, this is relatively slow, especially for documents with either many style sheets or documents with many elements / highly nested documents. This is because for each element, the XPATH of each CSS rule is computed, and then it is checked whether the current element is in the XPATH result. Then, the same computation is repeated for the parent. Since Python is not very fast itself, such inefficiencies quickly make style evaluation unusable for big documents.
* [[multipage | Multiple Page support]]
* Improve SVG compliance. [http://tavmjong.free.fr/INKSCAPE/W3C_SVG_1.1F2/harness/htmlInkscapeApproved/index.html Current status of W3C test suite compliance].


== SVG 2 and CSS3 ==
With this project, we would explore ways to speed up those computations, mainly using caching and more intelligent ways of evaluating CSS rules. Some approaches might be taken from [https://hacks.mozilla.org/2017/08/inside-a-super-fast-css-engine-quantum-css-aka-stylo/ a recent firefox refactoring].


See: [[SVG2]].
Ideally, the caching will be tuned to support read-only (export), read-heavy (modify path), write-heavy (generate from path) and write-only (import) extensions, which have different caching needs.


This includes providing suitable GUI and SVG 1.1 fallbacks.
The work should be done in a test-driven development approach.


* Filling and Stroking
== P15. Import and Export extensions ==
** [http://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Stroke_position Stroke position]
** [http://www.w3.org/Graphics/SVG/WG/wiki/Proposals/Stroke_dash_adjustment Stroke dash adjustment]
** [https://svgwg.org/svg2-draft/painting.html#SpecifyingPaint Multiple fills]
** [https://svgwg.org/svg2-draft/painting.html#PaintOrder Paint order] (Rendering alread implemented, needs GUI and fallback.)
** Marker color matching stroke.
** Vector Effects (non-destructive boolean-ops would be a good start)
** [http://www.w3.org/TR/css3-color/ CSS3 color support]
** [http://dev.w3.org/fxtf/compositing-1/ CSS3 blend modes]


* Paint servers
*Estimation of difficulty: Flexible, usually easy to medium, Short or Long depending on scope (175h or 350h)
** [https://svgwg.org/svg2-draft/pservers.html#SolidColors Solid-color support] (Named colors, would deprecate the single-stop gradient approach we currently use)
*Potential mentors: Jonathan
** [https://svgwg.org/svg2-draft/pservers.html#MeshGradients Mesh gradient] (Basic implementation done, needs refinement and fallback.)
* Programming skills: Python, Ability to read technical documents, depending on the format: some reverse engineering
** [https://svgwg.org/svg2-draft/pservers.html#Hatches Hatched patterns]
* Prerequisites: minimal knowledge of test-driven development


* Text
<u>Detailed Description:</u> Inkscape is alway looking to improve compatibility! Some ideas of relevant file formats - each of them more than enough for one GSoC:*Refactor our '''DXF input and output''' extensions, and expand support towards binary DXF
** [https://svgwg.org/svg2-draft/text.html CSS based text flow]
*Write an as-complete-as-possible '''EPS export''', circumventing the internal information loss in ghostscript (EPS is still relevant for scientific papers, but more and more tools are dropping support, so this is a chance to grab market share - the results of Adobe Distiller are much better than ghostscript's...)
*Rewrite the '''XAML importer''' in Python (currenly XSLT) to match the capabilities of the new XAML exporter (i.e. support for different target frameworks, better text support...) - would have to select carefully what to support (drawing primitives) and what not (control elements) - the boundary is not as clear-cut as it seems.
* Update the '''Synfig export''' to support the latest Synfig developments
* '''Import or export of TikZ'''. There are a few abandoned extensions out there (from which we can borrow), but it's very widely used in science - both import and export could serve an important function in the scientific workflow.
*'''Import of the proprietary fileformats''' of Affinity Design, Vectornator, Vectorstyler (especially the last two seem in their infancy and users at some point will sit on a bunch of files that they can't open anymore because their SAAS model wasn't profitable) .
*'''Import of CGM''' - old, but ISO standardized. Was supported once and dropped when the uniconvertor extension was removed for 1.0.
* '''Python based EMF / WMF importer -''' the current (core Inkscape) C extension is unmaintained and Python would probably be the right way to get more collaboration on it. A lot of public archives sit on mountains of EMF files. Note that the Document Foundation recently did a lot of work properly importing those files, so we can learn from them / maybe even join forces...
*your favorite file format? - also have a look here: https://office.inkscape.org/nextcloud/index.php/s/Tq6cdDDGay6taCw
==P16. Gcodetools refactoring and documentation==


* Misc
*Estimation of difficulty: Easy- Short or Long depending on scope (175h or 350h)
** [http://www.w3.org/TR/css3-transforms/ CSS3 2d and 3d transforms]
*Potential mentors: Jonathan
* Programming skills: Python
* Prerequisites: Maker background / familiarity with the Maker community


<u>Detailed Description:</u> [https://gitlab.com/inkscape/extras/extensions-gcodetools/ Gcodetools] is a set of Inkscape extensions that deal with reading and creating Gcode files, mostly for use in laser cutters or plotters. For this project, ideally someone with a Makerspace background will
#query maker spaces on their needs regarding gcodetools,
#implement those needs together with unit tests,
# improve the test coverage of Gcodetools,
#write proper documentation for it. (doesn't really exist at the moment).
==P17. Packing / Nesting as an Inkscape extension==


Note: Some of the above items are somewhat low hanging fruit and would need a few of them to make a good proposal, others alone are worthy of a full GSoC project.
*Estimation of difficulty: Medium, Short or Long depending on scope (175h or 350h)
*Potential mentors: Jonathan
* Programming skills: Python
* Prerequisites: Computational geometry


== Improve Inkscape SVG for use on Web ==
<u>Detailed Description:</u> In this project, a set of packing / nesting algorithms will be implemented:
*[https://en.wikipedia.org/wiki/Cutting_stock_problem Linear nesting] is not too useful in SVG, but might be a good place to get acquainted with the problem. 2D cutting stock problem would be very interesting to have and would work great with the new multipage functionality.
*For efficient packing of free form objects, we might just re-implement [https://github.com/Jack000/SVGnest SVGNest] in Python. There are probably some more recent research papers which would be interesting to implement as a comparison.


A proposal should fix most if not all of these problems:
== P18. Improving UX of Node tool and Bezier tool ==
*Estimation of difficulty: Medium - Hard, Short or Long depending on scope (175h or 350h)
*Potential mentors: Tav, ??
* Programming skills: C++,
*Prerequisites: Computational geometry


* Fix "plain" SVG to not remove <script> section, etc.
<u>Detailed Description:</u> This project would improve workflow of editing of geometry of paths. Combining strengths of Pen tool and Node tool with modifiers and new behaviors. This improvement should benefit pro users but also beginners. Good example of this implementation is in blenders new pen tool.
* Add option to set viewbox attribute to Document Properties.
* Easily add/edit hyperlinks.
* Better CSS support.
* Option to add title to SVG (searchability and accessibility).
* Remove XML prolog/DOCTYPE.
* Move sodipodi namespace items to Inkscape namespace.


== Live Path Effects related ==
'''[https://gitlab.com/inkscape/ux/-/issues/5 Full Proposal here]'''[[File:Imageasdasd.png|thumb|184x184px]]


* [https://blueprints.launchpad.net/inkscape/+spec/lpe-blueprint More Live Path Effects] - There is a lengthy list of ideas to choose from here.
== P19. Improving UI of Live path effects ==
*Estimation of difficulty: Medium- Hard, Short or Long depending on scope (175h or 350h)
*Potential mentors: Mike, jabier ,??
* Programming skills: GTK 4, C++
*Prerequisites: Front end UI , familiarity with Live path effects
[[File:Imageasdasda qrq.png|thumb|146x146px]]


== Tools and shapes related ==
<u>Detailed Description:</u> This project Should implement Proposed UI clean up of Controls . LPE controls shoulbe be more user freindly and predictive,


* Multi shape editing - ability to edit more than 1 shape (like ellipse or star) at once, with extra features like resizing rectangles by dragging their edges.
[https://gitlab.com/inkscape/ux/-/issues/?sort=popularity&state=opened&label_name%5B%5D=Dialog%3A%3ALPE&first_page_size=100 '''Full Proposed designs''']
* [https://blueprints.launchpad.net/inkscape/+spec/transformation-anchors Transformation Anchors]
* Extend the Symbols dialog to include generic objects.
* [https://blueprints.launchpad.net/inkscape/+spec/inkscape-connectors Connector tool improvements] - Expose new libavoid functionality: orthogonal routing, connector ports, curved connectors. (Mentor: Michael Wybrow)
* [https://blueprints.launchpad.net/inkscape/+spec/fillet-tool Fillet/Chamfer tool]


<!-- All of these seem to be low priority for GSoC
[[File:Imageasd.png|right|frameless|466x466px]]
== P20. Recolor Artwork ==
* Estimation of difficulty: Variable - Short (90h or 175h)
* Potential mentors: Adam Belis ?
* Programming skills: usually C++
* Prerequisites:


== Import/export projects ==
<u>Detailed Description</u>
An easy and convenient way how to change any color from the selection. Useful for experimenting and tweaking colors.


* Importing of 3D scene files in 16 file formats using [http://assimp.sourceforge.net/ Open Asset Import Library]
* [https://blueprints.launchpad.net/inkscape/+spec/xar-to-svg-converter xar-to-svg converter] - Converter for Xara Xtreme to Inkscape
* [https://blueprints.launchpad.net/inkscape/+spec/kml-svg-translation KML SVG translation] - For use of Inkscape with Google Earth or Maps


[https://gitlab.com/inkscape/inbox/-/issues/6095 '''Full proposal Here''']


== Generic ideas ==


* Font editing and creation features, e.g. [https://blueprints.launchpad.net/inkscape/+spec/designing-svg-fonts-using-styles designing SVG fonts using styles]
<u>Use cases</u>
* [https://blueprints.launchpad.net/inkscape/+spec/kidscape-project kidscape] - Condensed version of Inkscape aimed at young kids and small form factor devices
* fast Editing color in whole project without of need for swatches
* [https://blueprints.launchpad.net/inkscape/+spec/cutter-control Cutter control] - Enable Inkscape's use with vinyl cutters.
*easier work for color harmonies in a project
-->
*Easier iteration and visioning of designs


Please do not feel limited to the above ideas - some of our best contributions have been unique ideas that students had in mind from other sources!
==Pxx. Your project ==
* Estimation of difficulty: Variable - Short or Long (175h or 350h)
* Potential mentors: Marc Jeanmougin
* Programming skills: usually C++
* Prerequisites: good ideas


For more ideas, please see https://blueprints.launchpad.net/inkscape/
<u>Detailed Description</u>
The most successful GSoC we had in the past were students coming with their own past, use cases and ideas for Inkscape. Many basic tools like 3d cubes or connectors you can see in Inkscape now have been brought by brilliant people (like you) with ideas. If we think that your project fits with Inkscape (ie: has its place with a vector graphic editor), we can help you refining your ideas and help bring shiny new stuff to life!
 
<u>Use cases</u>
* Amaze us!


= Successful SOC Projects from Previous Years =
= Successful SOC Projects from Previous Years =
Line 220: Line 267:
** A test suite
** A test suite
* 2009
* 2009
** [[GSoC 2009 Node Tool Rewrite|Node tool rewrite]]
** [[GSoC2009 Node Tool Rewrite|Node tool rewrite]]
** D-Bus scripting API
** D-Bus scripting API
** Connector tool improvements
** Connector tool improvements
Line 241: Line 288:
** New From Templates Dialog
** New From Templates Dialog
** New Raster to Vector Algorithm
** New Raster to Vector Algorithm
* 2014
** Better Support for SVG Paints
** Robust Boolean and Stroking Operations for 2Geom
* 2016
** [[GSoC 2016 Better data structure for selections|Better data structure for selections]]
** [[Style Editor|CSS Style Sheet Editor]]
* 2017
** SVG 2 Text Support
** Better CSS Style Sheet Support
* 2019
** Mesh gradient and hatches polyfills. Paint server dialog.
* 2020
** [https://gitlab.com/vanntile/inkscape-gsoc-2020 New dialog system.]
** [https://gitlab.com/rathod-sahaab/gsoc-2020-inkscape Command palette dialog.]
** Path operations.
* 2021
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/3420 On canvas marker editing.]
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/3328 Verbs to Gio::Actions.]
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/3294 On canvas alignment snapping.]
* 2022
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/4692 Tab Structure.]
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/4694 Font Collections.]
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/4756 Modernizing Memory Management.]
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/4504 OCR Support.]
* 2023
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/5335 GTK4 toolbar port preparation]
** [https://gitlab.com/inkscape/inkscape/-/merge_requests/5624 Customizable Appearance of Canvas Controls]
[[Category:Developer Documentation]]
[[Category:Developer Documentation]]
</div>

Latest revision as of 10:10, 17 March 2024

Welcome to Inkscape!

For quite a few years Inkscape has been successfully participating in Google Summer of Code.

Google has opened up the program to students AND beginners to Open Source who are 18 years are older. Projects can be medium size (~175 hours) or large size (~350 hours). Finish times are flexible, 12 to 22 weeks (with agreement of mentor).

GSoC is a program where Google funds the development of specific features in open source software by university students and other new to open source. You don't need to be a Computer Science student to apply. Features to be developed are picked by Inkscape administrators from the pool of proposals submitted by applicants.

We've mentored about half a dozen students a year since GSoC started. Many students enjoyed their work and continue to be involved; perhaps your mentor will be a past GSoC student! We have a high rate of acceptance of student code into the core codebase. Indeed, GSoC projects have been a key source of some of Inkscape's best features in the past several releases.

If you are interested in joining us this summer, it is time to get your proposal ready. You can choose a proposal from our list of suggestions or come up with one of your own. In either either case, you must give us a detailed outline of what you plan to do. It is highly recommended that you discuss your idea as early as possible with Inkscape developers. They not only can give you guidance as you flesh out your proposal but ultimately you must convince them that you can do the work planned in the time allotted. If you have not discussed your proposal with Inkscape developers before you apply, your application will be rejected!

Candidate Applications

Candidate Applications for GSoC 2024 must be submitted to the GSoC site by 18:00 UTC on April 2nd 2024.

The "two patches" rule

We require two patches from each potential GSoC student, before accepting the student for GSoC participation (it is the same requirement as for obtaining rights to commit changes to the code repository).

The reason for this requirement is that you can show us that you have succeeded in building Inkscape on your PC, and that you have understood a little piece of Inkscape's code and are able to improve it. Inkscape is a large project, and you really should not try to understand all the code. Many (all?) developers know only parts of the program code! You can join our IRC channel or Rocket Chat and ask developers for help.

Suggested "easy" bug fixes or improvements

To get you started on Inkscape development, you can find (probably) easy-to-fix bugs or small improvements that require very little knowledge of the whole program by searching our bug-tracker for bugs tagged with 'easy-fix'.

Performance Evaluation

GSoC has two formal evaluation points, at the mid-term and at the end. These evaluations determine if you receive the stipend from Google. In order to receive a pass for the evaluations you will need to show adequate progress toward your project's goals.

To help you meet your goals and so that your mentor can better evaluate your progress you need to:

  • Have frequent, public discussions of your progress. (Don't rely on just your mentor for advice.)
  • Have a public Inkscape branch for your code to which you commit regularly.
  • Give weekly status reports.

For the final pass, you will normally be required to merge your code into Inkscape trunk.

Remember: we want you to succeed!

Suggested Project Ideas

The following is a list of formal project suggestions, but do not feel limited to only these - some of our best contributions have been unique ideas that students had in mind from other sources!

See also Development Project Ideas, Refactoring projects, Projects, and https://blueprints.launchpad.net/inkscape/

P5. UI-Free Inkscape

  • Estimation of difficulty: Difficult - Long (350h)
  • Potential mentors: Marc Jeanmougin
  • Programming skills: C++, CMake
  • Prerequisites: Minimal knowledge of build systems. Experience with GtkMM helpful.

Detailed Description Inkscape currently builds with X11 and gtk and a lot of graphical dependencies. But since it is allowed to run in commandline, and there are controlled environments (servers) that use it to convert svg to png and to perform actions, there should be no need to force it to build with those. The main goal of this project is to add a WITH_GUI compilation flag that when OFF, does *not* link Inkscape with any graphical dependency. While much work has been done towards this goal, much remains to be done. DONE As a next step, Inkscape's "verbs" which are mostly GUI dependent (even if there is no reason to be) need to be converted to Gio::Actions. More work needs to be done to separate out hidden GUI dependencies that remain after the Verb to Action transition.

Use cases

  • Server installs, scripts

P6. Refactoring

  • Estimation of difficulty: Moderate - Short or Long depending on scope (175h or 350h)
  • Potential mentors: Tavmjong Bah
  • Programming skills: C++
  • Prerequisites: proficient C++.

Detailed Description Inkscape began life as the C program Sodipodi. Sodipodi was mostly the work of one person who had a clear vision of how the code should work. A major motivation of the Inkscape fork was to allow others to easily contribute to development. This resulted in rapid development but at a cost: the code has become much messier and now lacks a clear vision. This project is to work on refactoring the code. Refactoring can take many forms. It could be creating a better directory structure with README's that describe the purpose and function of the code in each directory. This would include rewriting code to reduce dependencies across directories (which would help, for example, in achieving a headless version of Inkscape). It could be the continued transition from C to C++ which often results in major reductions in the number of code lines. Or it could be identifying and eliminating redundant code.

A particularly ambitious project would be to replace the Garbage Collector by smart pointers.

Refactoring is an important skill of which many books have been written. Here's a chance to gain valuable experience!

See https://wiki.inkscape.org/wiki/index.php/Refactoring_projects for some ideas of projects.

P8. Add Text and Image Support to Live Path Effect System

  • Estimation of difficulty: Hard - Short (175h)
  • Potential mentors: Jabier Arraiza (Spanish, English(not native))
  • Programming skills: C++
  • Prerequisites: Experience managing bitmaps

Detailed Description Live Path Effects are non destructive effects applied to paths and shapes standalone or inside a group.
This is done keepeng a reference to the original data to reaply when needed.
But ignore text and image elements.
Things to do:

  • Study add image, text, both and maybe others SVG elements to the LPE system.
  • Create/adapt minimun one LPE for each new type of element acepted as reference. Suggestion Perspective-Envelope.

Use cases

  • Apply live effects to images and text based in C++ code in a non destructive way even in groups with mixed elements types.

P9. Path Library Improvements

  • Estimation of difficulty: Hard - Long (350h)
  • Potential mentors: Tavmjong Bah, KK
  • Programming skills: C++
  • Prerequisites: Strong math skills, specifically in geometry.

Detailed Description Inkscape relies on two geometry libraries for path manipulations: lib2geom and livarot. lib2geom is a generic modern library written specifically with Inkscape in mind. lib2geom is missing some functionality that Inkscape requires and that is found in livarot. This project is to move that functionality into lib2geom (or into separate files) using lib2geom path descriptions. A 2020 GSoC student did a significant amount of work understanding and documenting the issues involved. This project would be to build on his work.

Specifically, the functionality needed is

  • Path offset/inset functions.
  • Path simplify.
  • Stroke to path function.
  • Line scanning (used for flowing text into a shape).

P11. Improvements to Paint Server Dialog

  • Estimation of difficulty: Easy to Medium - Short (175h)
  • Potential mentors: Tavmjong
  • Programming skills: C++
  • Prerequisites: Some knowledge of GTK and CSS.

Detailed Description The Paint Server Dialog allows a user to visually select a pattern or hatch to use in painting the fill or stroke of an object. This project would be to expand the dialog to cover gradients, meshes, and solid colors as well as make other improvements to the dialog. Interaction with the Inkscape's UX team will be required.

P13. Node-based filter editor

  • Estimation of difficulty: Hard - Long (350h)
  • Potential mentors: Mc
  • Programming skills: C++
  • Prerequisites: Minimal knowledge of build systems

Detailed Description: The filter editor is kind of hard to understand and master based on its current UI. Using a node-based tool for it, such as what can be done with https://notabug.org/grindhold/libgtkflow would help people create and master the filter primitives easier.

Full poposal

P14. Cached styles for inkex

  • Estimation of difficulty: Medium - Short (175h)
  • Potential mentors: Jonathan
  • Programming skills: Python, CSS
  • Prerequisites: minimal knowledge of test-driven development

Detailed Description: When inkex, the Python library behind Inkscape's extension system, computes styles, this is relatively slow, especially for documents with either many style sheets or documents with many elements / highly nested documents. This is because for each element, the XPATH of each CSS rule is computed, and then it is checked whether the current element is in the XPATH result. Then, the same computation is repeated for the parent. Since Python is not very fast itself, such inefficiencies quickly make style evaluation unusable for big documents.

With this project, we would explore ways to speed up those computations, mainly using caching and more intelligent ways of evaluating CSS rules. Some approaches might be taken from a recent firefox refactoring.

Ideally, the caching will be tuned to support read-only (export), read-heavy (modify path), write-heavy (generate from path) and write-only (import) extensions, which have different caching needs.

The work should be done in a test-driven development approach.

P15. Import and Export extensions

  • Estimation of difficulty: Flexible, usually easy to medium, Short or Long depending on scope (175h or 350h)
  • Potential mentors: Jonathan
  • Programming skills: Python, Ability to read technical documents, depending on the format: some reverse engineering
  • Prerequisites: minimal knowledge of test-driven development

Detailed Description: Inkscape is alway looking to improve compatibility! Some ideas of relevant file formats - each of them more than enough for one GSoC:*Refactor our DXF input and output extensions, and expand support towards binary DXF

  • Write an as-complete-as-possible EPS export, circumventing the internal information loss in ghostscript (EPS is still relevant for scientific papers, but more and more tools are dropping support, so this is a chance to grab market share - the results of Adobe Distiller are much better than ghostscript's...)
  • Rewrite the XAML importer in Python (currenly XSLT) to match the capabilities of the new XAML exporter (i.e. support for different target frameworks, better text support...) - would have to select carefully what to support (drawing primitives) and what not (control elements) - the boundary is not as clear-cut as it seems.
  • Update the Synfig export to support the latest Synfig developments
  • Import or export of TikZ. There are a few abandoned extensions out there (from which we can borrow), but it's very widely used in science - both import and export could serve an important function in the scientific workflow.
  • Import of the proprietary fileformats of Affinity Design, Vectornator, Vectorstyler (especially the last two seem in their infancy and users at some point will sit on a bunch of files that they can't open anymore because their SAAS model wasn't profitable) .
  • Import of CGM - old, but ISO standardized. Was supported once and dropped when the uniconvertor extension was removed for 1.0.
  • Python based EMF / WMF importer - the current (core Inkscape) C extension is unmaintained and Python would probably be the right way to get more collaboration on it. A lot of public archives sit on mountains of EMF files. Note that the Document Foundation recently did a lot of work properly importing those files, so we can learn from them / maybe even join forces...
  • your favorite file format? - also have a look here: https://office.inkscape.org/nextcloud/index.php/s/Tq6cdDDGay6taCw

P16. Gcodetools refactoring and documentation

  • Estimation of difficulty: Easy- Short or Long depending on scope (175h or 350h)
  • Potential mentors: Jonathan
  • Programming skills: Python
  • Prerequisites: Maker background / familiarity with the Maker community

Detailed Description: Gcodetools is a set of Inkscape extensions that deal with reading and creating Gcode files, mostly for use in laser cutters or plotters. For this project, ideally someone with a Makerspace background will

  1. query maker spaces on their needs regarding gcodetools,
  2. implement those needs together with unit tests,
  3. improve the test coverage of Gcodetools,
  4. write proper documentation for it. (doesn't really exist at the moment).

P17. Packing / Nesting as an Inkscape extension

  • Estimation of difficulty: Medium, Short or Long depending on scope (175h or 350h)
  • Potential mentors: Jonathan
  • Programming skills: Python
  • Prerequisites: Computational geometry

Detailed Description: In this project, a set of packing / nesting algorithms will be implemented:

  • Linear nesting is not too useful in SVG, but might be a good place to get acquainted with the problem. 2D cutting stock problem would be very interesting to have and would work great with the new multipage functionality.
  • For efficient packing of free form objects, we might just re-implement SVGNest in Python. There are probably some more recent research papers which would be interesting to implement as a comparison.

P18. Improving UX of Node tool and Bezier tool

  • Estimation of difficulty: Medium - Hard, Short or Long depending on scope (175h or 350h)
  • Potential mentors: Tav, ??
  • Programming skills: C++,
  • Prerequisites: Computational geometry

Detailed Description: This project would improve workflow of editing of geometry of paths. Combining strengths of Pen tool and Node tool with modifiers and new behaviors. This improvement should benefit pro users but also beginners. Good example of this implementation is in blenders new pen tool.

Full Proposal here
Imageasdasd.png

P19. Improving UI of Live path effects

  • Estimation of difficulty: Medium- Hard, Short or Long depending on scope (175h or 350h)
  • Potential mentors: Mike, jabier ,??
  • Programming skills: GTK 4, C++
  • Prerequisites: Front end UI , familiarity with Live path effects
Imageasdasda qrq.png

Detailed Description: This project Should implement Proposed UI clean up of Controls . LPE controls shoulbe be more user freindly and predictive,

Full Proposed designs

Imageasd.png

P20. Recolor Artwork

  • Estimation of difficulty: Variable - Short (90h or 175h)
  • Potential mentors: Adam Belis ?
  • Programming skills: usually C++
  • Prerequisites:

Detailed Description An easy and convenient way how to change any color from the selection. Useful for experimenting and tweaking colors.


Full proposal Here


Use cases

  • fast Editing color in whole project without of need for swatches
  • easier work for color harmonies in a project
  • Easier iteration and visioning of designs

Pxx. Your project

  • Estimation of difficulty: Variable - Short or Long (175h or 350h)
  • Potential mentors: Marc Jeanmougin
  • Programming skills: usually C++
  • Prerequisites: good ideas

Detailed Description The most successful GSoC we had in the past were students coming with their own past, use cases and ideas for Inkscape. Many basic tools like 3d cubes or connectors you can see in Inkscape now have been brought by brilliant people (like you) with ideas. If we think that your project fits with Inkscape (ie: has its place with a vector graphic editor), we can help you refining your ideas and help bring shiny new stuff to life!

Use cases

  • Amaze us!

Successful SOC Projects from Previous Years