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Mobile application smackdown
NATIVE APPLICATIONS vs WEB APPLICATIONS vs WIDGETS




 Patrick H. Lauke / openMIC / Bath / 11 February 2010
Web Evangelist at Opera
1. native applications
2. web applications
3. widgets
Not an expert – musings…
1. native applications
2. web applications
3. widgets
native applications – advantages

● direct access to all phone features
● fast processing and graphics

● native controls

● can run standalone – all resources loaded
native applications – disadvantages

● coded specifically to each platform
● maintenance/development cost of multi-


platform porting
● app stores for distribution?
1. native applications
2. web applications
3. widgets
new technologies you can start using today
HTML5
<!DOCTYPE html>
HTML5 does not replace HTML 4.01
HTML5 has more bling!
“...extending the language to better support Web
applications, since that is one of the directions the Web is
going in and is one of the areas least well served by HTML
so far. This puts HTML in direct competition with other
technologies intended for applications deployed over the
Web, in particular Flash and Silverlight.”

Ian Hickson, Editor of HTML5
http://lists.w3.org/Archives/Public/public-html/2009Jan/0215.html
HTML5 is umbrella term:
markup elements and JavaScript APIs
new elements for more accurate semantics
HTML5 elements for a typical blog
HTML5 – unambiguous and machine readable
current and old browsers
“support” these new elements
    (although some need a little extra help)
webforms – more powerful form elements
standardise commonly-used
rich form elements – without JavaScript
built-in validation
(of course you should still validate on the server)

          Demonstration of webforms
<canvas>
canvas = “scriptable images”
canvas has standard API methods for drawing
ctx = canvas.getContext("2d");
ctx.fillRect(x, y, width, height);
ctx.beginPath();
ctx.moveTo(x, y);
ctx.lineTo(x, y);
ctx.bezierCurveTo(x1, y1, x2, y2, c1, c2);
canvas mixing things up with external graphics
ctx = canvas.drawImage(…)

Demonstration of canvas
<video>
<object width="425" height="344">
  <param name="movie"
value="http://www.youtube.com/v/9sEI1AUFJKw&hl=en
&fs=1&"></param>
  <param name="allowFullScreen"
value="true"></param>
  <param name="allowscriptaccess"
value="always"></param>
  <embed
src="http://www.youtube.com/v/9sEI1AUFJKw&hl=en&f
s=1&" type="application/x-shockwave-flash"
allowscriptaccess="always" allowfullscreen="true"
width="425" height="344"></embed>
</object>
<video src="video.ogv"
  controls
  autoplay
  poster="poster.jpg"
  width="320" height="240">
    <a href="video.ogv">Download movie</a>
</video>
video as native object...why is it important?

● “play nice” with rest of the page
● keyboard accessibility built-in

● API for controls



Demonstration of video
video format debates – MP4 vs OGG Theora
<video controls autoplay poster="…" width="…" height="…">
   <source src="movie.ogv" type="video/ogg" />
   <source src="movie.mp4" type="video/mp4" />
   <!-- fallback content -->
</video>


       still include fallback for old browsers
            http://camendesign.com/code/video_for_everybody
video and canvas on any device
        without plugins
     (Java / Flash / Silverlight not ubiquitous)
offline support
detect if a browsers goes offline
window.addEventListener('online', function(){ … }, true);
window.addEventListener('offline', function(){ … }, true);
storage
localStorage/sessionStorage
like cookies...
document.cookie = 'key=value; expires=Thu, 11 Feb 2010
23:59:59 UTC; path=/'
…
localStorage/sessionStorage
like cookies...on steroids!
localStorage.setItem(key, value);
localStorage.getItem(key);
localStorage.clear();
localStorage.key = value;
if (localStorage.key == '…') { … }
…
Web Database – full relational DB / SQL
var db = openDatabase(dbName, version, displayName,
expectedSize);

db.transaction(function(tx) {
   tx.executeSql(sqlStatement, [], function (tx, result) {
      /* do something with the results */
   });
});
application cache
cache UI/resource files for offline use
<html manifest=”blah.manifest”>

CACHE MANIFEST
# send this with correct text/cache-manifest MIME
images/sprites.png
scripts/common.js
scripts/jquery.js
styles/global.css
and many more...
(geolocation, drag and drop, web workers)
Approaches to cross-device development:

● do nothing – use standards, defensive design
● separate site (m.mysite.com, mysite.mobi)

●
  single site, but optimised for cross-device
CSS 2.1 Media Types:

● print, screen, handheld, projection, tv, …
● partially supported

● lump all devices into single categories



http://www.w3.org/TR/CSS21/media.html
CSS 2.1 Media Types:

<link rel="stylesheet" ...
media="print" href="...">

@import url("...") print;

@media print {
  // insert CSS rules here
}
CSS 3 Media Queries:

● build and extend CSS 2.1 Media Types
● more granular control of capabilities

● width, height, orientation, color, resolution, …



http://www.w3.org/TR/css3-mediaqueries/
CSS 3 Media Queries:

@media screen and
       (max-device-width: 480px) {

    // insert CSS rules here

}

Demonstration of Media Queries
CSS 3 Media Queries and SVG:

● SVG already resolution independent
● ideal for device interfaces, maps, graphs, …

● combination with CSS 3 Media Queries



Demonstration of Media Queries + SVG
web applications – advantages

● work on all phones with modern browser
● write once (with graceful degradation /


progressive enhancement) deploy anywhere
● no app store rules and regulations

● offline support / storage make them almost


standalone
web applications – disadvantages

● but it runs inside the browser
● controls don't look native

● no direct access to device features (and rightly


so in most cases)
● not suited to graphics / processing intensive

● no app store … so what?
1. native applications
2. web applications
3. widgets
Widgets are nothing new
Yahoo! Widgets (aka Konfabulator), OS X Dashboard, Windows Sidebar,
              Adobe Air, iPhone Apps, Android Apps, …
“…the browser run-time is
perfect…you’re out of writing for
Windows Mobile, Android, S60,
each of which require testing...we
want to abstract that.

All the cool innovation is
happening inside the browser –
you don’t need to write to the
native operating system
anymore.”

Mobile Entertainment Market , June, 2009
W3C Widgets – application development filled
      with web standards goodness,
    using browser engine as platform
Widgets on desktop, mobile, TV … fridge?
Anatomy of a widget
index.html + config.xml
Configuration file
<widget>
  <widgetname>MyFirstWidget</widgetname>
  <description>A demo widget</description>
  <icon>images/widget.png</icon>
  <width>320</width>
  <height>240</height>
</widget>

Demonstration of basic widget
Opera had widget capability for a long time …
10.20 alpha first widgets as standalone apps
      dev.opera.com/articles/view/widgets-as-standalone-applications
Standardised JavaScript APIs
to access device-specific capabilities
          (JIL / BONDI / W3C Devices API)
widget – advantages

● work on all phones with widget manager
● write once (with graceful degradation /


progressive enhancement) deploy anywhere
● distribution – ad-hoc, website or store

● standalone – all resources wrapped and


downloaded together
● depending on widget manager engine, all the


goodness of new web standards for free
widget – disadvantages

● not all widget managers are the same
● current device access confusion


(JIL/BONDI/DAP)
● not suited to graphics / processing intensive
1. native applications
2. web applications
3. widgets

who would win in a fight?
native applications
good for graphics / processor intensive stuff

web applications
if doesn't require device integration, good solution for
most common tasks
(provided browsers all support features like offline / storage)


widgets
the future(?) combines best of both worlds
www.opera.com/developer
people.opera.com/patrickl/presentations/openMIC_11.02.2010/openMIC_11.02.2010.pdf
                       patrick.lauke@opera.com

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openMIC barcamp 11.02.2010

  • 1. Mobile application smackdown NATIVE APPLICATIONS vs WEB APPLICATIONS vs WIDGETS Patrick H. Lauke / openMIC / Bath / 11 February 2010
  • 3. 1. native applications 2. web applications 3. widgets
  • 4. Not an expert – musings…
  • 5. 1. native applications 2. web applications 3. widgets
  • 6. native applications – advantages ● direct access to all phone features ● fast processing and graphics ● native controls ● can run standalone – all resources loaded
  • 7. native applications – disadvantages ● coded specifically to each platform ● maintenance/development cost of multi- platform porting ● app stores for distribution?
  • 8. 1. native applications 2. web applications 3. widgets
  • 9. new technologies you can start using today
  • 11. HTML5 does not replace HTML 4.01
  • 12. HTML5 has more bling!
  • 13. “...extending the language to better support Web applications, since that is one of the directions the Web is going in and is one of the areas least well served by HTML so far. This puts HTML in direct competition with other technologies intended for applications deployed over the Web, in particular Flash and Silverlight.” Ian Hickson, Editor of HTML5 http://lists.w3.org/Archives/Public/public-html/2009Jan/0215.html
  • 14. HTML5 is umbrella term: markup elements and JavaScript APIs
  • 15. new elements for more accurate semantics
  • 16. HTML5 elements for a typical blog
  • 17.
  • 18.
  • 19. HTML5 – unambiguous and machine readable
  • 20. current and old browsers “support” these new elements (although some need a little extra help)
  • 21. webforms – more powerful form elements
  • 22. standardise commonly-used rich form elements – without JavaScript
  • 23. built-in validation (of course you should still validate on the server) Demonstration of webforms
  • 26. canvas has standard API methods for drawing ctx = canvas.getContext("2d"); ctx.fillRect(x, y, width, height); ctx.beginPath(); ctx.moveTo(x, y); ctx.lineTo(x, y); ctx.bezierCurveTo(x1, y1, x2, y2, c1, c2);
  • 27. canvas mixing things up with external graphics ctx = canvas.drawImage(…) Demonstration of canvas
  • 29. <object width="425" height="344"> <param name="movie" value="http://www.youtube.com/v/9sEI1AUFJKw&hl=en &fs=1&"></param> <param name="allowFullScreen" value="true"></param> <param name="allowscriptaccess" value="always"></param> <embed src="http://www.youtube.com/v/9sEI1AUFJKw&hl=en&f s=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed> </object>
  • 30. <video src="video.ogv" controls autoplay poster="poster.jpg" width="320" height="240"> <a href="video.ogv">Download movie</a> </video>
  • 31. video as native object...why is it important? ● “play nice” with rest of the page ● keyboard accessibility built-in ● API for controls Demonstration of video
  • 32. video format debates – MP4 vs OGG Theora <video controls autoplay poster="…" width="…" height="…"> <source src="movie.ogv" type="video/ogg" /> <source src="movie.mp4" type="video/mp4" /> <!-- fallback content --> </video> still include fallback for old browsers http://camendesign.com/code/video_for_everybody
  • 33. video and canvas on any device without plugins (Java / Flash / Silverlight not ubiquitous)
  • 35. detect if a browsers goes offline window.addEventListener('online', function(){ … }, true); window.addEventListener('offline', function(){ … }, true);
  • 37. localStorage/sessionStorage like cookies... document.cookie = 'key=value; expires=Thu, 11 Feb 2010 23:59:59 UTC; path=/' …
  • 38. localStorage/sessionStorage like cookies...on steroids! localStorage.setItem(key, value); localStorage.getItem(key); localStorage.clear(); localStorage.key = value; if (localStorage.key == '…') { … } …
  • 39. Web Database – full relational DB / SQL var db = openDatabase(dbName, version, displayName, expectedSize); db.transaction(function(tx) { tx.executeSql(sqlStatement, [], function (tx, result) { /* do something with the results */ }); });
  • 41. cache UI/resource files for offline use <html manifest=”blah.manifest”> CACHE MANIFEST # send this with correct text/cache-manifest MIME images/sprites.png scripts/common.js scripts/jquery.js styles/global.css
  • 42. and many more... (geolocation, drag and drop, web workers)
  • 43. Approaches to cross-device development: ● do nothing – use standards, defensive design ● separate site (m.mysite.com, mysite.mobi) ● single site, but optimised for cross-device
  • 44. CSS 2.1 Media Types: ● print, screen, handheld, projection, tv, … ● partially supported ● lump all devices into single categories http://www.w3.org/TR/CSS21/media.html
  • 45. CSS 2.1 Media Types: <link rel="stylesheet" ... media="print" href="..."> @import url("...") print; @media print { // insert CSS rules here }
  • 46. CSS 3 Media Queries: ● build and extend CSS 2.1 Media Types ● more granular control of capabilities ● width, height, orientation, color, resolution, … http://www.w3.org/TR/css3-mediaqueries/
  • 47. CSS 3 Media Queries: @media screen and (max-device-width: 480px) { // insert CSS rules here } Demonstration of Media Queries
  • 48. CSS 3 Media Queries and SVG: ● SVG already resolution independent ● ideal for device interfaces, maps, graphs, … ● combination with CSS 3 Media Queries Demonstration of Media Queries + SVG
  • 49. web applications – advantages ● work on all phones with modern browser ● write once (with graceful degradation / progressive enhancement) deploy anywhere ● no app store rules and regulations ● offline support / storage make them almost standalone
  • 50. web applications – disadvantages ● but it runs inside the browser ● controls don't look native ● no direct access to device features (and rightly so in most cases) ● not suited to graphics / processing intensive ● no app store … so what?
  • 51. 1. native applications 2. web applications 3. widgets
  • 52.
  • 53. Widgets are nothing new Yahoo! Widgets (aka Konfabulator), OS X Dashboard, Windows Sidebar, Adobe Air, iPhone Apps, Android Apps, …
  • 54. “…the browser run-time is perfect…you’re out of writing for Windows Mobile, Android, S60, each of which require testing...we want to abstract that. All the cool innovation is happening inside the browser – you don’t need to write to the native operating system anymore.” Mobile Entertainment Market , June, 2009
  • 55. W3C Widgets – application development filled with web standards goodness, using browser engine as platform
  • 56. Widgets on desktop, mobile, TV … fridge?
  • 57. Anatomy of a widget index.html + config.xml
  • 58. Configuration file <widget> <widgetname>MyFirstWidget</widgetname> <description>A demo widget</description> <icon>images/widget.png</icon> <width>320</width> <height>240</height> </widget> Demonstration of basic widget
  • 59. Opera had widget capability for a long time … 10.20 alpha first widgets as standalone apps dev.opera.com/articles/view/widgets-as-standalone-applications
  • 60. Standardised JavaScript APIs to access device-specific capabilities (JIL / BONDI / W3C Devices API)
  • 61. widget – advantages ● work on all phones with widget manager ● write once (with graceful degradation / progressive enhancement) deploy anywhere ● distribution – ad-hoc, website or store ● standalone – all resources wrapped and downloaded together ● depending on widget manager engine, all the goodness of new web standards for free
  • 62. widget – disadvantages ● not all widget managers are the same ● current device access confusion (JIL/BONDI/DAP) ● not suited to graphics / processing intensive
  • 63. 1. native applications 2. web applications 3. widgets who would win in a fight?
  • 64. native applications good for graphics / processor intensive stuff web applications if doesn't require device integration, good solution for most common tasks (provided browsers all support features like offline / storage) widgets the future(?) combines best of both worlds