I tend to fall on Apple's side when it comes to not wanting to be forced to support a technology that it is against. That being said, seeing the CPU usage on these simple HTML5/JS games was a bit shocking - no idea if that is due to sub-standard coding, or if it's inherent in JS, but it seems to blow a hole in the "Flash is a resource hog" argument.
I am wondering if better developer tools for creating graphical HTML5/JS and/or JIT compilation will help with this. Clearly an iPhone is capable of amazing things graphically, but that's all been on the native app side.
How is that Apple's side? Allowing something to be installed is not by any means the same as being "forced to support" it.
Right now there is not a way to "install" something on iPhone OS that would then become available to Safari and other apps. To do that, they'd have to build a plug-in architecture for iPhone OS.
You mean like anything else? Thank you for admitting you didn't have a point. Most people can't do that.
Do you really think their code is that bad?