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by jasonkester
5689 days ago
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I guess it depends on the app, but be warned that performance of HTML5 on mobile devices such as the iPad is orders of magnitude worse than in native apps. So even something straightforward like, say, smoothly animating a pinch zoom on an image, is just shy of impossible on a mobile browser. Add any complexity to your scene, then try to animate it and you'll quickly start reconsidering building a native app. Sound is another non-starter in an HTML5 app. iPhone (& iPod touch) will only play audio fullscreen. iPad's Safari will play one audio clip at a time, but only as a direct result of a user action. Video is also out, since Apple devices will only play it fullscreen. Depending on what you're building, you might not need any form of animation or sound. But if you do, now is not the time to make the move to HTML5 if you want your thing to work on mobile devices. |
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Animation is as fast as lightning, with expert timing. In fact it's a little bit frighting what you can do with it. If you use js setTimer based animation it's not that great though. You need to use the css animation stuff really.
Audio can be played with no user action - again I know this from direct experience.
Only the small devices play video full screen (currently... I can't comment on upcoming IOS releases ;). The ipad can play them without going fullscreen.
You can't just use links, with click events. Understanding how touch input works with multiple fingers moving on the screen, not waiting for releases is different than understanding interfaces with a big screen and one accurate mouse pointer.
Expect to pay top £/$ for good iOS html5/css/js/svg/canvas developers that also have experience on iOS/android/nokia/palm... if you can find them.