Desktop Apps in a Javascript World - ElectronMarc MacLeod
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This document discusses JavaScript desktop applications and compares different frameworks for building them, including Electron, Node-Webkit, and MacGap. It outlines key differences between web and desktop applications, such as access to the operating system and native functionality. The document provides an overview of features like the main and render processes in Electron, communicating between them, and options for storage, distribution, and other tasks in JavaScript desktop applications.
Desktop Apps in a Javascript World - ElectronMarc MacLeod
?
This document discusses JavaScript desktop applications and compares different frameworks for building them, including Electron, Node-Webkit, and MacGap. It outlines key differences between web and desktop applications, such as access to the operating system and native functionality. The document provides an overview of features like the main and render processes in Electron, communicating between them, and options for storage, distribution, and other tasks in JavaScript desktop applications.
Electron - Build desktop apps using javascriptAustin Ogilvie
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This document is a presentation about Electron, an open-source framework that allows developers to build desktop applications using JavaScript, HTML, and CSS. It discusses how Yhat, the company founded by Greg Lamp, uses Electron to build their code editor app Rodeo. The presentation covers how Electron works, common use cases, building a basic "Hello World" app, and packaging/distributing Electron apps. It also provides resources for learning more about developing with Electron.
This document summarizes a presentation about single-page applications (SPAs). It discusses what SPAs are, some user experience challenges with SPAs like navigation and accessibility, and solutions to those challenges including server-side rendering and preloading resources. Links are provided to additional resources on topics like accessibility in SPAs and using service workers and prefetching to improve performance. The document concludes by thanking attendees of the presentation.
The document discusses effective user experience (UX) design for smartphones at GREE. It emphasizes the importance of providing immediate feedback to users, allowing mistakes to be easily corrected, and maintaining the user's context. The presentation also covers challenges like transitioning designs from feature phones, creating distinctly smartphone-like interfaces, supporting offline usage, and balancing cross-platform and operating system-specific UX approaches. The goal is to design effective UX that avoids disrupting the user's context. In closing, the author invites others to help design social media UX at GREE.