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What is the most useful feature in HTML5 standard?


Question

hey dudes, I am making a new webapp and wanted to share with all of you here, but i dont know if i can do it with the guideline in NEOWIN.

Any way, I am also interested in this topic question:

What is the most useful feature in HTML5 standard as you suppose?

* Vedio&Audio Tags

* tons of new input types

* websocket

* offline sets

* You name it in reply~

above 5 were almost all the famous HTML5 feature are in use, and they are quite mature.

as far as i know, offline sets are most widely used in a lot webs but ... few are totally offline supported

17 answers to this question

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The fact we now have a truly semantic way to describe layouts using <article>, <header>, <footer etc. Granted, maybe not as initially exciting as <canvas> etc but none the less we'll be seeing this in everything from complicated web apps to single page landing sites.

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The fact we now have a truly semantic way to describe layouts using <article>, <header>, <footer etc. Granted, maybe not as initially exciting as <canvas> etc but none the less we'll be seeing this in everything from complicated web apps to single page landing sites.

for me and my team, we gave up using <canvas>this time

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for me and my team, we gave up using <canvas>this time

Why give up using <canvas>? It isn't all that difficult to understand really. Here is a sample I grabbed from another site:


<!DOCTYPE HTML>
<html>
<head>
<style>
body {
margin: 0px;
padding: 0px;
}
#myCanvas {
border: 1px solid #9C9898;
}
</style>
<script>
window.onload = function() {
var canvas = document.getElementById("myCanvas");
var context = canvas.getContext("2d");
context.moveTo(100, 150);
context.lineTo(450, 50);
context.stroke();
};
</script>
</head>
<body>
<canvas id="myCanvas" width="578" height="200"></canvas>
</body>
</html>
[/CODE]

Source: http://www.html5canvastutorials.com/tutorials/html5-canvas-lines/

All you do is define the canvas tag, give it an id, and reference that id in javascript to work with (get the drawing context and draw) the canvas.

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killing adobe flash!!!

That won't happen anytime soon. No matter what browser you're using, Flash is still heaps and heaps faster than HTML5 for almost anything (aside video). And at least one Flash file works exactly the same in all browsers.

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That won't happen anytime soon. No matter what browser you're using, Flash is still heaps and heaps faster than HTML5 for almost anything (aside video). And at least one Flash file works exactly the same in all browsers.

This.

Also, from a game dev point of view JavaScript (and therefore HTML5) is a pain in the ass to work with. I'd rather repeatedly punch myself in the nuts than write an entire game using JavaScript and the pseudo OOP programming it employs.

JavaScript needs to be replaced with a truly OOP language. Flash, despite it's short comings, has AS3 which is miles ahead of JavaScript as a language.

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That won't happen anytime soon. No matter what browser you're using, Flash is still heaps and heaps faster than HTML5 for almost anything (aside video). And at least one Flash file works exactly the same in all browsers.

Adobe Crash Player

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That won't happen anytime soon. No matter what browser you're using, Flash is still heaps and heaps faster than HTML5 for almost anything (aside video). And at least one Flash file works exactly the same in all browsers.

Video too now and especially in 3D and new features.

But for me HTML5 best stuff is:

1. Canvas 2D / SVG support (hopefully we get Canvas 3D in the final spec)

2. Video tag

3. Web sockets

4. Local offline storage / Web SQL

6. WebRTC (following this closely)

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