适用于网络浏览器和 Mac 设备的跨平台绘画程序

发布于 2024-09-30 18:38:01 字数 421 浏览 3 评论 0原文

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):

  1. Javascript 本身处理这种类型的应用程序太慢了
  2. 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。
  3. 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):

  1. Javascript is entirely too slow to handle an app of this type by itself
  2. 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.
  3. 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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遗忘曾经 2024-10-07 18:38:01

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.

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