On Wed, Apr 11, 2012 at 12:55 AM, Ricky Clarkson
<[email protected]> wrote:
> And a pretty negative perspective on at least some of those:
>
> http://java.dzone.com/articles/multi-platform-frameworks-0
>
> Still, nothing conceptually against the concept of a multi-platform
> framework that holds water.  They don't actually *have* to cater to the
> lowest common denominator, even though perhaps the current crop do just
> that.  A winner in this space could be very successful.

Of course, from the article:

"Sure, they can work in marginal use cases for the overly simplistic
or the feature weak engagements, but if you are trying to build real
mobile experiences that challenge the processing power, memory and
resolution capabilities of the best mobile devices and OS's on the
planet, then they simply SNAP."

How many applications that you download are actually that intensive?
Looking at the list of applications I have downloaded, I don't expect
many of them are "challenging the processing power, memory, or
resolution" capabilities of my device.  Games, maybe, but I didn't
think these frameworks were for games.  (And, amusingly, if you are
writing games you are probably using something like Unity, which is
specifically designed for this.)

This is akin to thinking you should shy away from some frameworks
because they don't scale as well as others.  Obviously don't pick one
that cripples your ability to ever scale, but I question making that
priority number one.

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