Safari on iOS 4.2: Accelerometer, WebSockets, SVG, AJAX2 & better HTML5 support
mobilexweb.com
mobilexweb.com
After a bit of digging around I found this:
http://lists.w3.org/Archives/Public/public-geolocation/2010A...
> We can't use
> acceleration & gravity in place of acceleration &
> accelerationIncludingGravity as some devices are unable to determine
> the acceleration without the effects of gravity - that's the
> motivation for the property....oh drat!
A big complaint is about the -webkit prefix, despite the fact that A List Apart and Zeldman champion it as reducing the amount of browser hacks needed due to the inconsistencies in rendering. (Think how wonderful an -ie6 prefix would be. Now, think about a CSS parser that doesn't fail in specific ways allowing the dev to target it. border-top-left-radius can't be targeted to a specific render, but screws up in different browsers, so it has to be rendered through JS or conditional stylesheets.)
I can't find the actual topical discussion in google, so here's one that links to a news article about the quote in relation to Facebook:
Only until one has a monopoly like position will we know their true motivations... I prefer not to know any of their motivations. :-)
Now, if only web apps on iOS could enter into full-screen mode like native apps...
They can. You need to add some additional metadata to the header, and the user needs to save that url to their homescreens (homescreens? does that even make sense?), but once done the web app looks like a native one. You can even define a splash screen to display while the page loads.
Edit: here's the line you need (from http://raphaelcaixeta.com/blog/2010/08/13/meta-tags-to-help-...)
<meta name="apple-mobile-web-app-capable" content="yes" />Thanks for pasting the code & a link.
It's generally called Springboard.
So until WebGL, even then, OpenGL ES will still be needed for most games/interactives/apps until we hit 2GHz and about 1GB of RAM or higher.
Then things like Flash also start to perform reasonably enough, same with html5 animation. If they were hardware rendered now then they would be reasonable but still wouldn't be compared to compiled, native apps on the device. Just like desktop now only the current mobile hardware is the desktop hardware of the late 90's.
WebSocket support, canvas, svg etc is awesome for games though.
Well, Safari (including the iOS version) does support HW-accelerated CSS transitions / transforms.
IE9 will use GPU hardware acceleration http://blogs.msdn.com/b/ie/archive/2010/03/16/html5-hardware...
It will still be a couple years before this is mainstream. Where on mobile OS updates and browser updates on iOS at least are faster to be adopted (about a 6 month OS adoption rate which is much better than even browser updates on desktop).
I'd like to see the default browser get more frequent updates, though.
Android is innovating heavily, and your comment is way off base.
window.ondevicemotion = function(event) {
// event.accelerationIncludingGravity.x
// event.accelerationIncludingGravity.y
// event.accelerationIncludingGravity.z
}I hope Webkit has a mechanism for that, and even more so, that the W3C writes a standard for it.
On a different note, WebKit sure is dragging its feet about adapting Object.freeze. Please, for the love of JavaScript, give us immutable objects.