anchor.diff:        return null;
       }
   
  -    Paint? definitionPaint;
       Color? strokeColor;
       String? shaderId;
       bool? hasPattern;
  
positive.code:     return SvgStrokeAttributes._(
        _definitions,
        shaderId: shaderId,
        color: (strokeColor ?? currentColor ?? definitionPaint?.stroke?.color)
            ?.withOpacity(opacity),
        cap: _parseCap(rawStrokeCap, definitionPaint?.stroke),
        join: _parseJoin(rawLineJoin, definitionPaint?.stroke),
        miterLimit:
            parseDouble(rawMiterLimit) ?? definitionPaint?.stroke?.miterLimit,
        width: parseDoubleWithUnits(rawStrokeWidth) ??
            definitionPaint?.stroke?.width,
        dashArray: _parseDashArray(rawStrokeDashArray),
        dashOffset: _parseDashOffset(rawStrokeDashOffset),
        hasPattern: hasPattern,
  
negative.code:   final Map<String, List<Node>> _clips = <String, List<Node>>{};
  
    bool _sealed = false;
  
    void _seal() {
      assert(_deferredShaders.isEmpty);
      _sealed = true;
  