Freescale’s 7-inch tablet runs Android, Chromium OS or Linux, costs $200 (video)

Remember the $200 smartbook reference design that we saw at CES this year? Well, it’s back, it’s holding on to that same price and 7-inch enclosure, but this time it’s also showing off an expanded OS compatibility. Adapting the open source Chromium OS and another Linux variant to the ARM architecture of the prototype device was apparently not much of a hurdle for Freescale, who has an Android option in the works as well and claims to be just optimizing and enhancing the user experience at this point. Presumably one of the enhancements will be the installation of a capacitive touchscreen as the present demonstration requires either a mouse and keyboard or a resistive torture test to operate, but we’ll accept the company’s explanation that this is just a proof of concept and not the final product. Slide past the break to see some HTML5 video running on this bargain bin tablet, and hope that your friendly neighborhood OEM picks these designs up for some retail action.

Continue reading Freescale’s 7-inch tablet runs Android, Chromium OS or Linux, costs $200 (video)

Freescale’s 7-inch tablet runs Android, Chromium OS or Linux, costs $200 (video) originally appeared on Engadget on Tue, 09 Mar 2010 05:36:00 EST. Please see our terms for use of feeds.

Permalink thechromesource  |  sourceARMdevices.net  | Email this | Comments

Steve Jobs: Flash Video Would Make the iPad Battery Life 1.5 Hours

According to Steve Jobs, running Flash video on the iPad would cut its battery life from 10 hours to a measly 1.5. At least, that was his pitch to Wall Street Journal execs recently. But could it possibly be true?

Well, yes and no. Jobs is picking and choosing here between hypothetical versions of Flash. If the iPad version of Flash were to have hardware acceleration, which Flash 10.1 offered up for desktops (though not OS X), that wouldn’t be remotely the case. If Flash on the iPad were to support hardware video decoding where available, it wouldn’t require nearly as much CPU. You’d lose battery life, sure, the same way you lose battery life watching any type of video on any system, but nothing near as dramatic as 85%.

Of course, that hardware acceleration isn’t currently possible on Macs, because Adobe doesn’t have access to the appropriate APIs. So Jobs can easily on a imaginary version of Flash that doesn’t have hardware acceleration and come up with an imaginary battery life impact.

Jobs’s bigger fib might be his description of ditching Flash as “trivial.” It’s not. While HTML5 is good, it’s not great—yet. And even when it becomes great, it’ll take major sites years to make the switch—however long it takes for the majority of internet users to stop using outmoded browsers. And that won’t be for a very long time. Certainly longer than the first few generations of the iPad.

So. Would Flash make the iPad’s battery life only 1.5 hours? Maybe, maybe not. But the bigger question is: will we ever get the chance to find out for ourselves? [Gawker]

Giz Explains: Why HTML5 Isn’t Going to Save the Internet

The beardier parts of the web-o-sphere have been abuzz about HTML5, the next version of the language that powers our internet. Will it revolutionize web apps? Will it kill Flash video? Will it fix our gimpy iPads? Yes… and no.

The tech press has transformed HTML5 from a quiet inevitability to an unlikely savior: When YouTube and Vimeo started testing it, it’s was invoked as a Flash-killer, and the emancipator of web video. When Google used it to design a new Google Voice web app, among others, it was framed as the murderer the of the OS-specific application. When the iPad was announced with no Flash support, HTML5 was immediately pegged as a salve, not to mention a way to get around the “closed system” of Apple’s App Store.

It doesn’t take much imagination to draw these stories into an appealing narrative about how the app-less, plugin-free, totally web-based future is just a browser update away. The thinking goes, somewhere in this impenetrable 125,000-word published standard, you’ll find the answer to the internet‘s every ailment: its clunky, proprietary plugins, its stunted web apps, its fundamental shortcomings as a platform for rich media. At the heart of each of these theories lies a grain of truth, but none of them are totally—or even mostly—true.

Here’s what’s really going on. HTML 5 is already working its way into the underpinnings of web apps you use every day, making them faster and more stable than those relying on Java or other plugins. They’re more like real apps. It’s helping us inch closer to the dream of having real applications available at all times, on any platform.

HTML is also setting forth a vision of media—specifically video—that doesn’t rely on crashy, resource-intensive proprietary plugins. Look in your plugins folder, you will probably see four video plugins at a minimum. HTML is a standard with an optimistic view of the future: You launch your browser, and whatever site you visit, whatever media you choose to play, your browser just magically supports it, without the frustration, confusion and added instability of a plug-in.

But at heart HTML is just a framework, a glimpse, and an ideal: Its real effect on the internet continues to be defined by the companies and web developers who choose to adopt its many pieces—and it is further shaped by those who don’t.

The Basics

Before we get into what HTML5 means, we have to talk about what it is, and to talk about what it is, we need to talk about what it’s built upon.

Hypertext markup language, or HTML, is the language underneath every web page you’ve ever been to. The language, along with its various complementary technologies (see: CSS, Javascript), has become immensely complex over the years, but the concept is simple. HTML is what turns this:

<u><em><strong><a href=”http://gizmodo.com”>Hello!</a></strong></em></u>

Into this:

Hello!

It’s basically a set of instructions that a website hands to a browser, which the browser then reads and converts into a formatted page, full of text, images, links and whatever else.

Here, try this: Right-click anywhere on this webpage, and click “View Page Source,” or “View Source,” or something to that effect. Your eyes will be assaulted with a wall of inscrutable text. You’ll see evidence of syntax, but your brain won’t be able to parse it. Your eyes will glaze over, and you will close the window. This, my friends, is HTML. But you probably already knew that, because it’s 2010, basic web languages are basically in our drinking water. So what’s this “5” business?

Somewhere in the central command center basement of the internet, there’s a group of guys who maintain the standard, or the rules, of HTML. In the case of HTML5, the buck stops with the Web Hypertext Application Technology Working Group (WHATWG), and to a lesser extent, the World Wide Web Consortium (W3C). It is through these independent standards organizations that new features are codified and presented to the public, and later—in theory—supported by various browsers, no matter what company is behind them.

In the early nineties, the W3C and a few influential torchbearers would collect various new web features thought up by different browser makers, publishing these standards with the hope that we didn’t end up with different internets for different browsers. By the mid to late nineties, the standards had grown in both size and stature, then serving as the de facto guide for browser makers and developers alike. (If this sounds a bit rosy, the reality was far grimmer—just ask any seasoned web developer about Internet Explorer, version 6 or earlier.)

Despite an occasionally rocky road, HTML standards went beyond being just a record of changes in web technology; eventually they became the blueprint to push them forward. Still, standards are guides, not laws, and no browser maker has to adopt each and every revision.

The last major revision of the HTML standard, version 4.01, was published in 1999. HTML5 hasn’t yet been formally codified, but it was born in 2004 and has been undergoing steady work and maintenance since. In the ’90s, HTML discussion centered around topics like font coloration, or tables, or buttons, or something more esoteric. Today, a new HTML version means deep-down support for the modern web, namely web apps and video.

The New Features

The HTML5 spec is more than just new tags and tools, but for users and developers, they’re what matter most. Specifically, I’m talking about APIs, or application programming interfaces. It’s because of these APIs (usually manifested as tags like <VIDEO> or <IMG>) that we’ll soon be treated to a richer internet. And it’s because of these APIs that when work on HTML5 started, it was called “Web Applications 1.0.” Today, if you pick apart HTML5, these are the biggest pieces:

Video. If you watch video on the internet, you’re watching it through a plugin—a piece of software that works within your browser, but which isn’t technically a part of it. A decade ago, this plugin may have been clunky RealPlayer software, semi-reliable Windows Media Player controls, or a QuickTime plugin that you were better off skipping altogether. Today, it’s probably Flash or Microsoft Silverlight, or a newer, subtler Quicktime or Windows Media plugin. Whether you’re playing a YouTube movie embedded on a web page, or just viewing a .mov file as you download it, your browser has to use the plugin.

HTML5 includes support for a simple tag that lets developers embed video in a page just like they’d embed a JPEG or other image, with a pointer to a file on a server. Packed along with the ability to read that video tag are a few rendering engines, which would decode the video without any kind of plugin. Embedding a video with HTML5 is as easy as embedding an image, provided the video codec is compatible with the browser’s rendering engine. In terms of code, it can be as simple as this:

<video src=”video.mp4″ width=”320″ height=”240″></video>

Boom. Video. Here’s what some of the current rudimentary players look like:

SublimeVideo (Safari 4, Chrome)
YouTube (Safari 4, Chrome)
Vimeo (Safari 4, Chrome)
DailyMotion (Firefox, Safari 4, Chrome, Opera)

In theory, eliminating the video plugins means no extra CPU overhead, fewer crashes, and wider compatibility—if HTML 5 video was standard now, we wouldn’t be stuck waiting for Adobe to port their plugin to our mobile phones, and Mac users wouldn’t bring their systems to a crawl every time they tried to watch a YouTube video in HD. As a general rule, playing a video file through an extra plugin like Flash is going to be slower, buggier, and more resource-intensive than playing it through a browser’s native decoder. That’s why people are excited about HTML5 video.

Offline storage: Remember Google Gears? It was a set of plugins for various browsers that let web apps, like Gmail or Zoho Writer (an online text editor), store content locally on your computer, so they could behave more like native apps. Gmail, for example, could then work without an internet connection. It wouldn’t retrieve your new emails while offline, obviously, but it’d at least have a working interface and a database of your old emails, just like Outlook or Mail.app would. Well, Google abandoned Gears, because HTML5 basically supports the same thing, again, without a plugin.

-Here’s a basic demo (Firefox 3.6, Safari 4, Chrome, Opera)
-And a more complex one, including lots of other tricks (Firefox 3.6, Safari 4, Chrome, Opera)
-Or, try Gmail on your iPhone or Android phone

Drag-and-Drop Elements, and Document Editing. You know how you can drag and drop emails in Gmail? And how you type into text boxes, to post or send everything from Tweets to emails to forums posts? As it stands, these systems are built on a delicate, complicated stack of ad-hoc code tricks, which have worked fine up until now, but which could stand to be simplified. Even if you’re not a developer, just know that this, in theory, translates to increased stability. And that’s exactly what HTML5 proposes: Super-simple implementations of editable documents boxes, drag-and-drop page elements, and drawing surfaces.

-A helpful, ugly demo(Firefox 3.6, Chrome, Safari, Opera)
-And an exceedingly pretty one(Firefox 3.6, Chrome, Safari

Locations services. Now a web app can tell where you are, if you choose to let it. Here‘s how that works. (Firefox 3.6, Chrome, Safari 4, Opera, iPhone)

There’s a clear trend here. HTML5 is about video, and it’s about far more stable yet complex web apps. These are the sources of excitement right now, but they’re also the sources of confusion.

Hopes and Dreams

On the desktop, the transition to HTML5 will be largely seamless, though you’ll notice an uptick in the quality, speed and richness of some apps you use all the time—think webmail, document editors, and text entry applications for starters. On mobile, the results will definitely be more pronounced. Remember Google’s new Voice web app for the iPhone and Pre? Take away the browser controls, and it’s almost indistinguishable from a native app.

The hope—and it’s a realistic one—is that certain categories of web apps will supplant native apps. The advantages are obvious: If your document editor is online, it’ll work consistently whether you’re on an iPad or a Windows desktop; if your email client is a website, your messages are always available, and your read/unread status is always in sync. Web apps like Google Documents will get faster, more consistent, and more universally compatible. Still, you’re not going to see Photoshop or Final Cut in your browser window anytime soon. If this dream sounds familiar, it’s because it’s very old, and already realized in many ways: Ancient services like Hotmail mark its genesis, and the app-less Chrome OS is its eventual, if limited, endpoint.

The second dream, and the one you’ve probably been hearing the most about lately, is that HTML5 video could kill Flash. As in, render Adobe’s plugin, which most internet-connect computers already have installed, completely obsolete, simultaneously making Apple’s iPad and other mobile devices more capable of getting at all the media the web has to offer.

Vimeo, DailyMotion and YouTube (YouTube!) have all recently launched pilot programs for HTML5 video technology. On the surface this is very exciting. Their players are basic, but they work, and there are some rather spectacular demos of more advanced HTML5 video players doing the rounds right now. The latest builds of the WebKit rendering engine, which comprises the guts of both Mac OS and iPhone/iPad (mobile) Safari, Google’s Chrome OS, the Pre’s browser and the Android browser, among others, support full-screen HTML5 video. The iPad notoriously won’t ship with Flash, but Apple’s desktop (Mac OS) Safari is one of the first browsers to fully support the HTML5 video discussed here, the natively rendered video used by YouTube and Vimeo in their tests. So the stars are aligning for an HTML5 video takeover, right? No, they’re really not.

Managing Expectations

As I mentioned, the WHATWG and W3C can publish as many standards as they want, but in order for any to actually matter, browsers have to support them—and by browsers, I mean all major browsers, from nimble, rapidly-developed apps like Opera and Chrome to Internet Explorer, which, by the way, is still globally the most popular dashboard to the internet. Take the <VIDEO> tag as an example: Safari and Chrome do support it, both the HTML code and the native rendering of a couple of associated video formats. Firefox supports the tag, but doesn’t support decoding of the key video format currently used by YouTube and Vimeo. Internet Explorer doesn’t support it at all without a plugin, and isn’t the whole point of HTML5 to get rid of plugins?

Just as different browsers update their rendering engines at different speeds, users of browsers update their software even less predictably, and some don’t update at all. Despite Microsoft’s aggressive IE8 evangelism, IE6 was only just bumped from being the Number One browser in the world. It was released in 2001, when HTML 4 was just learning to walk and HTML5 was but a glint in the W3C’s eye. IE6 will never work with HTML5 video. But it plays video just fine with Flash.

Even on the cutting edge, there are serious roadblocks to widespread adoption of HTML5 video, the most dangerous being video codecs. Because HTML5 supports video embedding natively, browsers will have to be able to decode embedded video files in lieu of the plugin that use to do it for them. The current working HTML5 standard doesn’t explicitly define a video format to be used with the tag—and as luck would have it, there are now two formats vying for the job.

Ogg Theora is a free codec standard—free as in open source—which most browsers that support HTML5 video support right now. It’s an attractive option on paper, because browser companies don’t have to pay any licensing fees to include the ability to decode it in their software. The trouble is, it’s notoriously inefficient, and, perhaps because of this, it’s not too popular. Google’s standards guru Chris DiBona infamously said:

If [YouTube] were to switch to Theora and maintain even a semblance of the current quality, it would take up most available bandwidth across the internet.

True or not, as a codec standard Ogg Theora isn’t gonna cut it, even though from a business point of view, it’s ideal.

h.264 video suffers from pretty much the opposite situation. Based on a codec standard that’s natively supported in many mobile phones, it’s what Vimeo and YouTube are running in their respective experiments. These video sites’ already store their mobile-quality libraries in h.264—what do you think streams to your iPhone YouTube app, since Flash isn’t supported? So enabling h.264 streaming is as simple as developing a player interface, which takes no time and even less resources. It’s also efficient—that’s why it’s popular in the first place. One problem though: It’s proprietary.

Yes, if you want to build a browser that plays back h.264-based video with HTML5, you need to be prepared to pay millions of dollars to the companies that own the format’s patents. Beyond the basic cost issue, some deem it risky to put the internet’s entire video ecosystem into the hands of some obscure rightsholders, whose whims could change down the road. (Who, exactly? These guys!)

Google and Apple have so far been okay with the royalties, but Mozilla, creator of Firefox, is taking a more conservative longview. As Mozilla’s Chris Blizzard insists, there’s a precedent for these worries:

Because it’s still early in H.264’s lifespan it’s extremely advantageous to lightly enforce the patents in the patent pool. MP3 and GIF both prove that if you allow liberal licensing early in a technology’s lifespan, network effects create much more value down the road when you can change licenses to capture value created by delivering images and data in those formats. Basically wait for everyone to start using it and then make everyone pay down the road.

So, while h.264 is a shoo-in for the job, it would probably be unbelievably perilous to sign it up.

If this seems like a lot to digest, don’t worry! Despite the thousands of urgent words spilled on this subject, it doesn’t really matter. Flash is here for a while, because nobody can get their act together.

First let’s talk about DRM, a sore subject, but something you can’t not talk about. Flash video supports it. HTML5 video doesn’t, as it stands. Could you imagine a Hulu on which every video is a right-click away from saving to your computer? A Netflix where you keep what you stream? I mean, sure, you can imagine this, but there’s not enough Tums in Los Angeles for Hollywood execs to stomach that discussion. No DRM, no movies or TV shows. Simple as that. And if the fight over a basic HTML5 video standard is fraught, just imagine how tough it’d be to get Mozilla, Apple, Google, Opera and Microsoft to agree on DRM.

Meanwhile, the test runs show, in reality, how little weight is being thrown behind HTML5 video at the moment. This is how YouTube describes their HTML5 initiative, which caused such a fuss last week:

In the last year our community has made it clear that they want YouTube to do more with HTML5. To meet this demand we recently rolled out HTML5 support in TestTube, a destination on YouTube where we routinely experiment with different products. Some of the products in TestTube are successful and rolled out to the wider community. Others, however don’t make it beyond TestTube. We’re still in the early stages, but our hope is to continue this active and ongoing discussion around emerging Web standards.

Can you feel the enthusiasm? YouTube’s HTML5 test is just that, a test. There’s no convincing evidence of idealistic shift in the works. YouTube’s future hinges on the ability to integrate ads into their videos, to sell access to DRM’d content, and to reach the largest audience possible. Until HTML5 video can pull this off, Google and YouTube are going to keep on doing what they’ve been doing—using Flash.

Lastly, Adobe has interests in this discussion too, and is working frantically to push Flash to virtually all mobile smartphone platforms that don’t already have it. Meanwhile HTML video tag support on smartphones is barely the discussion phases—it’s plagued with as many problems, if not more, than desktop HTML 5 video.

And we haven’t even talked about the other holes in the HTML5 Murders Flash! narrative. What about the spec’s glaring lack of ability to replace Flash’s other, non-video functions? Sure, increasing browser support for scaled vector graphics and HTML5’s Canvas tag go a short way to creating vivid, visual web applications without plugins, as does the wide array of Javascript tools already available to web developers.

But what about games? And more importantly for developers who like paychecks, what about animated, interactive ads (some which are overlaid on the aforementioned YouTube videos)? The internet’s not going to give up on those anytime soon, and the non-Flash web technologies we have now aren’t going to cut it for years.

What’s Really Going to Happen to Your Internet

As I said way back at the beginning, part of the job of an HTML spec is to codify what’s already being done by developers and browser makers. As such, there’s a very good chance that HTML5 is partially supported by your desktop browser. If you have a smartphone with a WebKit-based browser, you already use web apps that leverage the technology. This will simply become more common, in a mundane, linear way: Google, Apple, WebKit, Mozilla, Opera, and yes, even Microsoft will continue to include new features in their software, and developers will begin to leverage it as soon as they can. Web apps will get smarter, faster and more powerful, even if you don’t really notice it. You’ll worry less about having a constant internet connection, and you’ll probably install few native applications on your phone or laptop.

For the foreseeable future, video on the internet is going to remain almost exactly as-is. If anything, Flash will become more entrenched in the short term, as the YouTubes and Hulus of the world expand their catalogs with more DRM’d content, and continue building their desktop content platforms around the plugin. As for mobile devices like the iPhone and iPad, for whom Flash seems eternally out of reach, video delivery will move increasingly toward apps, which content companies can tightly control, and not toward HTML5 video, which—all other problems aside—they really can’t.

HTML5 has a place in online video, and I expect companies to continue testing it, playing with it, and expanding their uses for it. I expect browsers to continue increasing support for it—hey, maybe even mobile Safari!—but don’t stake your hopes, or a specific gadget purchase, on its immediate promise. An internet where native web languages have killed all plugins, including Flash, is just too far away to talk about coherently.

HTML5 is infiltrating the web, not tearing it down and building it back up. Like the standard itself, the HTML5 web will evolve slowly, with web technologies gradually supplanting tools you use now. You’ll notice it, but you’ll have to watch closely.

Hat tip to Lifehacker, for noticing—and explaining—the groundswell all the way back in December

Still something you wanna know? Does some other tech term have your fleshy processing unit in a tangle? Send questions, tips, addenda or complaints to tips@gizmodo.com, with “Giz Explains” in the subject line

CE-Oh no he didn’t? Part LXVII: Steve Jobs lashes out at Google, calls Adobe ‘lazy’

According to a report in Wired (and a source whom the publication says “could not be named”), Steve Jobs spoke to an audience of Apple employees at a town hall in Cupertino and… pulled zero punches. If you believe what you read, Jobs tackled a handful of major issues that have been buzzing the company lately, namely its run-ins with Google on a number of topics, and the lack of Flash support in its mobile devices (most notably in the upcoming iPad). On Google, Jobs had this to say: “We did not enter the search business. They entered the phone business. Make no mistake they want to kill the iPhone. We won’t let them.” According to the attendee, another topic was brought up but Steve wouldn’t let the Google issue go, stating his thoughts on the company’s famous ‘Don’t be evil’ line. In Steve’s words? “It’s bullshit.”

Furthermore Jobs had a handful of choice words for Adobe, calling the company “lazy” and claiming that “Apple does not support Flash because it is so buggy. Whenever a Mac crashes more often than not it’s because of Flash. No one will be using Flash. The world is moving to HTML5.” Of course, these amazing nuggets of wisdom come from a source which Engadget cannot verify, so it’s possible there are misquotes or items taken out of context, though from the sounds of things, this kind of talk falls right in line with what we’d expect from the man who said Microsoft “had no taste” and makes “really third-rate products.” We eagerly await Eric Schmidt’s response.

CE-Oh no he didn’t? Part LXVII: Steve Jobs lashes out at Google, calls Adobe ‘lazy’ originally appeared on Engadget on Sun, 31 Jan 2010 14:08:00 EST. Please see our terms for use of feeds.

Permalink   |  sourceWired  | Email this | Comments

Google Voice comes to iPhone and webOS, as a web app

FCC investigation be damned, Google has finally managed to bypass the App Store and release Google Voice to the iPhone (and webOS, too) the same way it pulled off Latitude, i.e. via a HTML5-based web app. According to Senior Product Manager Vincent Paquet, it should work with any HTML5-compliant device, although the formatting at this point has been tailored to Apple and Palm’s platforms. So here’s how it works: much like with its mobile Gmail site, the app caches your contacts list in a browser page. All the usual GV functionality is there, writing SMS messages, checking your inbox, and even listening to voicemails (although that latter functionality wasn’t working for us yet in our trials). Placing phone calls is an interesting trick: as pictured above, after you choose the recipient, the app prompts you to call one of Google’s local numbers via the native dialer — even for international calls, hence the lower rates by paying through Google. The recipient will see your proper GV digits, and upside with this method is you’ll still be able to utilize call waiting and background usage. The catch, of course, is a call history littered with random numbers. It’s not a perfect solution by any means — if anything, take solace in an assortment of home screen icons for each section of the app — but it’s probably the best we’re gonna get for the time being. The page should be up and running later today, so if you’re anxious, direct your mobile browser to voice.google.com and just keep hitting refresh.

Google Voice comes to iPhone and webOS, as a web app originally appeared on Engadget on Tue, 26 Jan 2010 10:04:00 EST. Please see our terms for use of feeds.

Permalink   |   | Email this | Comments

Google Voice Finally Heads to iPhone, Palm Pre With HTML5 Webapp

What’s the solution to Apple’s stinginess about Google getting an official Google Voice app on the iPhone App Store? A webapp that has about all the functionality, but usable on any HTML5-capable smartphone.

The webapp mimics the functionality of hitting up Google Voice on your desktop. You can make calls, send texts, listen to voicemails, change your settings and access your contacts all from your phone’s browser. It syncs up with your Google account’s contact list—not your iPhone’s contact list—so you’ll have to make sure to sync your contacts to Google first. The Pre however, if you already have your GV account as one of your contacts, should have a more transparent process.

Unlike the Google Voice app now, which calls your phone first and then connects the other party, you actually dial out directly into the Google Voice service, which then hooks you up with who you’re trying to reach. It’s going to be like the 406 numbers that Google Voice users are used to using for shortcuts to their contacts, but possibly not 406, since Google has a pool of numbers they are using.

Google also tells us that you can add dialing credits directly from the phone if you want to make overseas calls, saving you the trouble of having to get on a computer.

All in all, the experience is solid and fluid, mimicking an iPhone app as best as possible on a web interface. If we had any gripes, it would be that when you’re texting someone from your contacts list, it only grabs the phone number and doesn’t display the name after it. Also, that you can’t text multiple recipients. But calling from your contact list is fluid and takes only one more step than regular dialing from your iPhone.

It’s not as good as a native app, but it’s more than adequate. [Google Voice]

Google halts development of Gears, makes room for HTML 5

Well, we’ve known for a while that Google was throwing considerable weight behind HTML 5, and that one of the purposes of the markup language is to do away with plug-ins for Internet apps, so it makes sense that eventually Gears would go the way of the Dodo. But so soon? Linus Upson, the man in charge of both the Chrome browser and Chrome OS engineering teams, has announced that the company is done developing the software. “We are not driving forward in any meaningful way [on Gears],” the man said in an interview with PC Magazine. “We are continuing to maintain it, so that applications will continue to work; we don’t want to break anything out there.” If you listen to this guy, it sounds like this was the plan, all along: “When we started the Gears project, three years ago… we did it because we couldn’t get the browser vendors interested in building offline applications.” He then details the mind trick: Google ships Gears, and suddenly browser vendors are “very interested in adding capabilities to build offline applications,” paving the way for the capabilities in the next version of HTML. Clever, Google. In the same interview, Upson stated the company’s plans to move all its apps to standards-based HTML 5 APIs. Now that it’s convinced the world that it wants — nay, needs — rich Internet applications, we hope that the company will promise to use its powers of persuasion for good, and not for evil.

Google halts development of Gears, makes room for HTML 5 originally appeared on Engadget on Tue, 01 Dec 2009 22:57:00 EST. Please see our terms for use of feeds.

Permalink   |  sourcePC Magazine  | Email this | Comments

Internet Explorer 9 to sport GPU acceleration and HTML5 support

Even if you don’t have a favored fighter in the browser wars, you have to admit Microsoft’s Internet Explorer has been looking mighty unfit over the last few years. Younger and fitter contenders like Mozilla’s Firefox and Google’s Chrome have arguably overtaken the old stalwart, and now Microsoft is making some much-needed noise about fighting back. The software giant has been giving developers and curious journalists a very early peek into its IE 9 progress at PDC, with its stated ambitions including faster Javascript (see table above), HTML5 support, and hardware acceleration for web content. By harnessing DirectX and your graphics processor, the new browser will offer improvements in text readability and video performance, as well as taking some of the load off the CPU. Development has only just got under way, mind you, so there’s still plenty of time to screw it all up. Or make it awesome.

Internet Explorer 9 to sport GPU acceleration and HTML5 support originally appeared on Engadget on Fri, 20 Nov 2009 05:11:00 EST. Please see our terms for use of feeds.

Permalink PC World  |  sourceIE Blog  | Email this | Comments

Google Wave dev preview hands-on and impressions

After an impressive debut at Google I/O, the company’s newest experiment and collaborative chat client has been making its way into the hands of developers in the lead-up to a torrent of new testers on September 30th. We had a chance to stop by Google’s San Francisco office last week for a guided tour of the latest build of Wave with creators Lars and Jens Rasmussen, and have since then spent the better part of our free time working through the ins and outs of the new communication platform. Does it live up to the hype, even in this bug-infested interim build? Read on to find out.

Continue reading Google Wave dev preview hands-on and impressions

Filed under:

Google Wave dev preview hands-on and impressions originally appeared on Engadget on Thu, 06 Aug 2009 13:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Neuros OSD 3 in development, makers want your input

Neuros has earned significant kudos with techies for its hackable OSD media player / recorder and its commitment to open source software. It’s no surprise then to see the company reaching out to its loyal community for input on what should be found in the third generation of the device. Yes, technically the OSD 2 isn’t even out of the developer kit stage yet, but Neuros is planning well ahead of time, with the 3.0 model unlikely to be seen for another 18 months. Founder Joe Born has confirmed a continuing partnership with Texas Instruments on an ARM-based unit, which should be able to play and record at 1080p / 60 with support for all the relevant formats and containers. There’ll be a minimum of 2GB DDR3 RAM, as well as a HTML5- and Flash-compliant browser, but the rest of the specs are up to you — if there’s some killer feature you simply must have, hit the read link and let Neuros know.

[Via Slashgear]

Filed under: ,

Neuros OSD 3 in development, makers want your input originally appeared on Engadget on Wed, 29 Jul 2009 11:22:00 EST. Please see our terms for use of feeds.

Read | Permalink | Email this | Comments