Mobile trends, web and native
slideshare.net
slideshare.net
Obviously, 95% of graphics- or CPU-intensive apps (eg. games, graphics utilities) are going to be native, but this isn't implied in the slide deck -- indeed it almost suggests (somewhat disingenuously) that the "trend" toward non-native includes games, which is silly.
The Unity engine has 98% of its hardware-intensive functionality compiled natively on the device, with only a small percentage of the remainder being interpreted code. Once again, it's hard not to call such an app "native" since there's no interpreter layer between the instructions and the bare metal of the device.
I worry that by suggesting these examples are "non-native" you're placing them on the same bar as HTML5 / JavaScript which is largely interpreted. I think a distinction needs to be made between languages/engines whose code is largely native and / or compiled at runtime, and languages / engines whose code is largely interpreted while running. There's huge performance implications between these two categories.
With Unity and the Epic Unreal Engine, the goal is to be able to build games that will be able to run anywhere in a web/WebGL context: https://blog.mozilla.org/blog/2013/03/27/mozilla-is-unlockin...
I believe it's also about finding ways to make interpreted code much more optimized as well. We also fairly recently had a blog post about asm.js and where it's going: https://hacks.mozilla.org/2014/05/asm-js-performance-improve...
What? This must be the most obscure factor of a success I've ever heard...
Basically, the definition of tools is third party tools such as: ad networks, cloud computing, cross-platform (e.g. PhoneGap), games (Unity etc) and more.
"Only the largest software houses, who can justify the investment required to build their own toolset, can afford to ignore all third party tools. Smaller developers choosing to create their own tools are likely to be left behind with uncompetitive apps or too much time wasted."
The way I understood it, it's an interesting observation that might lead you to wonder what then is the cause: something that causes both profit and tool use.
[1] http://qz.com/253527/these-are-the-25-most-popular-mobile-ap...
That said, for obvious reasons, most research is being done in the US. I'd love to see more surveys and studies target more markets and globally.
With that said, I enjoyed the slides.
And thanks, glad you liked the slides!