http://www.webmonkey.com/2010/03/internet-explorer-9-shows-u...
IE9 is a big improvement for Microsoft. However, if they included more support for HTML5, developers could get "all their wood behind one arrow."
http://www.webmonkey.com/2010/03/internet-explorer-9-shows-u...
IE9 is a big improvement for Microsoft. However, if they included more support for HTML5, developers could get "all their wood behind one arrow."
SVG is great for vector graphics but for fast bitmap-based graphics you need <canvas>.
You do not want to handle bitmaps where each pixel is an object.
One huge example is games - vast majority of games use bitmap graphics.
Or if you want to do some pretty data visualizations like heatmaps.
----
Edit: Here are some examples showing what fast canvas bitmap graphics can do (and what would be very very hard to do with SVG):
http://29a.ch/2010/3/24/normal-mapping-with-javascript-and-c...
http://mrdoob.com/lab/javascript/effects/fire/01/
http://mrdoob.com/lab/javascript/effects/water/00/
http://www.nihilogic.dk/labs/canvas_music_visualization/
http://www.nihilogic.dk/labs/strange_attractors/
http://www.p01.org/releases/512b_jspongy/jspongy.htm
http://www.p01.org/releases/20_lines_hypno_trip_down_the_fra...
Adobe used canvas probably because you can redo vector graphics with a decent performance in canvas, while it doesn't work the other way around.
Flash exporter to SVG could be marginally better for vector parts of what Flash can do, but it would lose all bitmap capabilities, while Flash exporter to canvas can potentially replicate everything what Flash can do.
----
[1] Flash bitmap graphics is fast enough to do pretty decent full-screen 3d graphics with textures and shading:
An aside, bizzarely I find it's often faster to redraw some graphics "vector style" (calling the lineTo/bezierCurveTo etc methods again) on canvas than it is to use drawImage and use a cached version of the same graphics.