I liked JavaFX although it did have some need of refinements. I think
it is a shame the technology did not work out as planned.

As regards the software vs hardware buttons issue. There are some
cases where a hardware button is preferable. The take picture button
to make it easier to line up the picture without messing it up again
when you poke the phone to take the picture.

I have been noticing running the SNES emulator on Android that these
kinds of games are so clunky to play if you do not have some real
buttons. Want to run forward to pick up that koopa shell and hold it
to then throw it up at the box to release the climbing vine
thingy.....It is too much for on screen buttons. This is too much for
soft buttons.
This case of course is a very narrow used case where games are being
emulated which were never designed with touch in mind. Still for games
in general, being really precise using touch buttons doesn't really
work. Usually games designed for touch screen alter the game to make
this precision less important or perhaps use it to their advantage to
make the game harder.

On Feb 10, 4:49 pm, Karsten Silz <[email protected]> wrote:
> On Feb 10, 2:44 pm, Casper Bang <[email protected]> wrote:
>
> > > Even leaving aside the unmitigated disaster that is "JavaFX Mobile", I
> > > think Sun followed the wrong strategy for JavaFX by chasing the
> > > consumer ("all the screens of your live") and Flash.
>
> > What's funny is that this was clear to everybody but Sun, this is not
> > even a hindsight 20-20 moment.
>
> Maybe they just panicked - Flex was becoming popular in the Java
> crowd, Silverlight was out in preview in 2006, the iPhone may threaten
> JME revenue down the line by moving expectations at least, and Swing
> had been neglected for years.  So they probably thought the could
> change all that at one fell swoop.

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