适用于网络浏览器和 Mac 设备的跨平台绘画程序
我需要实现一个绘画类型程序,该程序可以在所有主要浏览器上运行,并且可以打包为 iPad/iPhone 上的应用程序。经过一番调查,我了解到以下事实(如果有任何错误,请纠正我):
- Javascript 本身处理这种类型的应用程序太慢了
- HTML5 似乎是一个很好的解决方案,它有一个 canvas 标签和一切,并且可以很容易地打包到 Cocoa 应用程序的 UIWebView 中。然而,我需要能够接触到大多数网络用户市场,不幸的是,其中包括大多数没有使用 IE 9 公开测试版的 IE 用户。
- Flash 与 Apple
现在我正在争论是否制作两个完全独立的应用程序,一个是用于 iPad/iPhone 的 OpenGL ES,另一个是用于 Web 浏览器的 Flash 等。我只是想知道是否有人有立即解决方案来制作一个应用程序?
I need to implement a paint type program that will run on all major browsers as well as can be packaged as an app on the iPad/iPhone. After some investigation I have learned the following facts (correct me if any are wrong):
- Javascript is entirely too slow to handle an app of this type by itself
- HTML5 seems like a good solution, it has a canvas tag and everything and can easily be packaged into a UIWebView for a Cocoa app. However, I need to be able to reach the majority market for web users, which unfortunately includes most IE users who aren't using the public beta for IE 9.
- Flash vs. Apple
Right now I'm debating just making two completely separate apps, one in OpenGL ES for iPad/iPhone and another in something like Flash for web browsers. I was just wondering if anyone had an immediate solutions in mind to make one app instead?
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我质疑你的第一点的准确性(Javascript 太慢)。由于可以在纯 Javascript 中运行 Quake II,因此您的绘制很可能应用程序占用资源较少,因此也可以运行。当然,有人可能会问,编写这一标准的高性能 Javascript 需要多少优化工作和/或经验 - 我无法在那里给你答案。
但我确信,在任何现代浏览器中,有可能从 Javascript 中获得足够的性能来实现这样的绘制工具。但这并不排除其他选择;使用 JS 和 HTML 5 听起来像是“开箱即用”跨平台兼容性的理想解决方案。
I'd question the accuracy of your first point (Javascript is too slow). Since it's possible to run Quake II in pure Javascript, it's likely that your paint application is less resource-intensive and thus could also run. Of course, one could ask how much optimisation effort and/or experience is required to write performant Javascript of this standard - I can't give you an answer there.
But I'm certainly sure that it's possible to get enough performance out of Javascript to implement such a paint tool, in any modern browser. That doesn't preclude the other options, though; using JS along with HTML 5 sounds like the ideal solution here for "out of the box" cross-platform compatibility.