Kandidaatintyön Loppuraportti

Total Page:16

File Type:pdf, Size:1020Kb

Kandidaatintyön Loppuraportti Lappeenrannan teknillinen yliopisto LUT Kauppatieteet ja tuotantotalous Tietotekniikan koulutusohjelma Kandidaatintyö Kimmo Bordi MOBIILIPELIEN KEHITYS JA JULKAISU MONIALUSTAKEHITYSTYÖKALUJA HYÖDYNTÄEN Työn tarkastaja: TkT Jussi Kasurinen Työn ohjaaja: TkT Jussi Kasurinen TIIVISTELMÄ Lappeenrannan teknillinen yliopisto LUT Kauppatieteet ja tuotantotalous Tietotekniikan koulutusohjelma Kimmo Bordi Mobiilipelien kehitys ja julkaisu monialustakehitystyökaluja hyödyntäen Kandidaatintyö 2015 69 sivua, 13 kuvaa, 4 taulukkoa Työn tarkastaja: TkT Jussi Kasurinen Hakusanat: Android, iOS, Windows Phone, HTML5, pelikehitys, monialustatyökalut Keywords: Android, iOS, Windows Phone, HTML5, game development, cross-platform tools Tässä kandidaatintyössä esitellään mobiilimarkkoiden pirstaloitumisongelma, ja se millaisia haasteita kehittäjät voivat kokea kehittäessään sovelluksia, jotka tukevat useampia mobiilialustoja. Lisäksi työssä esitellään erilaisia mobiilisovelluksissa käytettäviä monetisaatiomalleja. Työssä tarkastellaan myös monialustakehitystyökalujen ja HTML5- tekniikan soveltuvuutta mobiilialustojen kehityshaasteiden ratkaisemiseen. Työn lopuksi toteutetaan ja julkaistaan käytännön pelisovellus monialustatyökalulla eri alustoja tukien. Tämän demosovelluksen avulla perehdytään julkaisuprosesseihin käytännössä, tuoden esille eri alustojen asettamia vaatimuksia kehittäjälle. ii ABSTRACT Lappeenranta University of Technology LUT School of Business and Management Degree Program in Computer Science Kimmo Bordi Development and publishing of mobile games using cross-platform tools Bachelor’s Thesis 2015 69 pages, 13 figures, 4 tables Examiner: D.Sc. (Tech.) Jussi Kasurinen Keywords: Android, iOS, Windows Phone, HTML5, game development, cross-platform tools This Bachelor's thesis examines the fragmentation problem present in the current mobile markets and the problems that mobile developers are facing when developing mobile apps supporting multiple mobile platforms. This thesis also covers different monetization methods that are widely used in the current mobile apps. This thesis also brings forward ways on how cross-platform tools and techniques like HTML5 alleviate the problems present in mobile app development. As a part of this thesis, a simple mobile game supporting multiple platforms is implemented and published to the platforms' marketplaces. This demo app is used to get first hand experience in the publishing processes, observing the different requirements of the platforms that are set for the app developers. iii ALKUSANAT Tämä kandidaatintyö on tehty osana opintojani Lappeenrannan teknillisen yliopiston tietotekniikan koulutusohjelmassa. Haluan kiittää kaikkia, jotka ovat olleet tukenani opintojeni aikana. Lisäksi haluan kiittää Suomen ilmaista koulutusjärjestelmää, joka on mahdollistanut kaikki huolettomat opintovuoteni tähän mennessä. iv SISÄLLYSLUETTELO 1 JOHDANTO.............................................................................................................................4 1.1 Tausta................................................................................................................................4 1.2 Työn tavoitteet ja rajaukset...............................................................................................5 1.3 Työn rakenne.....................................................................................................................6 2 MOBIILIALUSTAT JA NIIDEN EKOSYSTEEMIT.............................................................8 2.1 Android.............................................................................................................................8 2.2 iOS...................................................................................................................................10 2.3 Windows Phone..............................................................................................................11 2.4 Markkinaosuudet.............................................................................................................12 3 MOBIILISOVELLUSTEN MONETISAATIOMALLIT......................................................15 3.1 Premium-malli.................................................................................................................15 3.2 Freemium-malli...............................................................................................................16 3.3 Tilauspohjainen malli......................................................................................................17 3.4 Mainosratkaisut...............................................................................................................18 3.5 Sovelluspaikkojen tuki monetisointimalleille.................................................................19 3.6 Yhteenveto monetisaatiomalleista...................................................................................20 4 MONIALUSTAKEHITYSTYÖKALUJEN KÄYTTÖ PELINKEHITYKSESSÄ...............22 4.1 Mobiilialustojen monimuotoisuus...................................................................................23 4.2 Monialustakehitysratkaisujen perustyypit.......................................................................27 4.3 HTML5-teknologia.........................................................................................................31 4.4 Monialustatyökaluratkaisujen tehtävät............................................................................33 5 ALUSTOJEN ASETTAMAT VAATIMUKSET KEHITTÄJÄLLE.....................................38 5.1 Laitteiston pirstaloituneisuus...........................................................................................38 5.2 Kehitysympäristövaatimukset.........................................................................................40 5.3 Laskutus ja monetisaatiotoiminnot..................................................................................42 5.4 Alustakohtaiset suunnitteluperiaatteet.............................................................................43 6 KÄYTÄNNÖN PELIPROJEKTIN ESITTELY.....................................................................44 6.1 GameMaker: Studio........................................................................................................44 6.2 Peli-idea ja toteutus.........................................................................................................44 1 6.3 Käytännön vaatimukset monialustajulkaisua ajatellen...................................................49 7 JULKAISUPROSESSIN KULKU KÄYTÄNNÖSSÄ..........................................................52 7.1 Google Play -julkaisu......................................................................................................52 7.2 App Store -julkaisu.........................................................................................................54 7.3 Windows Phone Store -julkaisu......................................................................................56 7.4 Julkaisuprosessien yhteenveto ja vertailu.......................................................................57 8 YHTEENVETO......................................................................................................................59 LÄHTEET..................................................................................................................................60 2 SYMBOLI- JA LYHENNELUETTELO APK Android Application Package CSS Cascading Style Sheets DVM Dalvik Virtual Machine HTML Hypertext Markup Language IPA Apple Application Package JDK Java Development Kit JS JavaScript JVM Java Virtual Machine OHA Open Handset Alliance OpenGL Open Graphics Library URL Uniform Resource Locator W3C World Wide Web Consortium WHATWG Web Hypertext Application Technology Working Group XAP Windows Phone Package 3 1 JOHDANTO Tässä johdanto-osiossa esitellään lyhyesti työn aihealueeseen liittyviä taustaseikkoja. Lisäksi osiossa rajataan työlle asetetut tavoitteet ja rajaukset, sekä käydään läpi työn rakenne osiokohtaisesti. 1.1 Tausta Mobiililaitteet ovat kehittyneet hurjasti viimeisen vuosikymmenen aikana. Nykyisin mobiililaitteiden suorituskyky ja käytettävyys mahdollistavat yhä monipuolisempien sovellusten, sekä etenkin pelien suorittamisen laitteilla. ICT-alan konsultointiyritys Gartner arvioi, että vuoteen 2017 mennessä mobiilisovellusmarkkinoiden liikevaihto ylittää 77 miljardia Yhdysvaltain dollaria [1]. Tässä valossa ei olekkaan hankala ymmärtää miksi sovellusten kehittämisestä on muodostunut erittäin suosittu ja kannattava bisnesalue. Huomattavaa mobiilipelaamisen yleistymisessä on se seikka, etteivät mobiilipelit keskimäärin ole monimutkaisuudeltaan perinteisiä mittavia työpöytä- tai konsolipelejä vastaavalla tasolla. Tämä johtuu enimmäkseen siitä, että käyttäjien odotukset mobiilipeleistä ja niiden massiivisuudesta eivät ole läheskään yhtä vaativia. Laajuudeltaan yksinkertaisempien pelien suosio on tuonut alalle sen mullistuksen, ettei pelien kaupallisen potentiaalin valjastamiseen enää välttämättä tarvita suuria kehitystiimejä tai nimekkäitä julkaisijoita, vaan myös pienemmillä toimijoilla on mahdollisuuksia menestyä markkinoilla. Siinä missä mobiilisovellusmarkkinat olivat vielä ennen, viimeisen vuosikymmenen aikana tapahtunutta mobiililaitteiden buumia, olleet hyvin pirstaloituneita – ovat nykyisin markkinoiden suuret pelurit kuten Apple, Google ja Microsoft muodostaneet omia ekosysteemejään menestyneiden laite- ja palvelutarjontansa ympärille. Näiden suurien ekosysteemien muodostuminen
Recommended publications
  • Simulationsprogramm Zur Visualisierung Der Vorgänge in Einem Computer
    Simulationsprogramm zur Visualisierung der Vorgänge in einem Computer Masterarbeit zur Erlangung des Master of Advanced Studies ZFH in Informatik vorgelegt von Christian Kaegi geboren am 05.01.1969 von Bauma, Kanton Zürich eingereicht Dipl. Ing. Walter Eich Stetten, 28.8.2015 ZHAW - Masterarbeit - Christian Kaegi - 28.8.2015 - v2.0.3 Inhaltsverzeichnis 1. Zusammenfassung 9 2. Einleitung 11 2.1 Ausgangslage 11 2.2 Motivation 12 2.3 Fragestellungen 12 2.4 Abgrenzung 12 2.5 Zielsetzung 12 3. Von der abstrakten Theorie zur erleb- und fassbaren Simulation 13 3.1 Problemanalyse 13 3.1.1 Definition der Zielgruppe 13 3.1.2 Personas 14 3.1.3 Beispiele von existierenden Lösungen und Lösungsansätzen 15 3.1.3.1 Little Man Computer 15 3.1.3.2 Der Bonsai-Modellrechner 16 3.1.3.3 Der Murmelrechner 17 3.1.3.4 Paper Processor 18 3.1.3.5 WDR-1-Bit-Computer 19 3.1.3.6 Ein 8-Bit Computer Marke Eigenbau 19 3.1.3.7 Ein einfacher 4-Bit Computer für den Klassenraum 20 3.1.3.8 Visuelle Simulation einer 6502 CPU auf Transistorebene 21 3.1.3.9 Simulationen mit Logisim 22 3.1.3.10 Weitere Simulationsprogramme 22 3.1.4 Fazit 23 3.2 Lösungsansatz 24 3.3 Die Komponenten 25 3.3.1 Befehls-, Daten- und Adressbus 26 3.3.2 Logikgatter 26 3.3.3 Speicher 27 3.3.4 Auswahlschaltungen 30 3.3.5 Arithmetik 32 3.3.6 Taktgeber 36 3.4 Simulation in Logisim bauen 36 3.4.1 Befehlssatz 38 3.4.1.1 Erläuterung der Befehle 40 3.4.1.2 Zeichencode 41 3.5 Anforderungen an das Simulationsprogramm 43 3.6 Technologie-Evaluation 44 3.6.1 Zielplattform 44 3.6.2 Java 44 3.6.3 Actionscript 44 3.6.4
    [Show full text]
  • Thoughts on Flash
    Apple has a long relationship with Adobe. In fact, we met Adobe’s founders when they were in their proverbial garage. Apple was their first big customer, adopting their Postscript language for our new Laserwriter printer. Apple invested in Adobe and owned around 20% of the company for many years. The two companies worked closely together to pioneer desktop publishing and there were many good times. Since that golden era, the companies have grown apart. Apple went through its near death experience, and Adobe was drawn to the corporate market with their Acrobat products. Today the two companies still work together to serve their joint creative customers – Mac users buy around half of Adobe’s Creative Suite products – but beyond that there are few joint interests. I wanted to jot down some of our thoughts on Adobe’s Flash products so that customers and critics may better understand why we do not allow Flash on iPhones, iPods and iPads. Adobe has characterized our decision as being primarily business driven – they say we want to protect our App Store – but in reality it is based on technology issues. Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true. Let me explain. First, there’s “Open”. Adobe’s Flash products are 100% proprietary. They are only available from Adobe, and Adobe has sole authority as to their future enhancement, pricing, etc. While Adobe’s Flash products are widely available, this does not mean they are open, since they are controlled entirely by Adobe and available only from Adobe.
    [Show full text]
  • Talk Nerdy to Me January 2021 Microsoft Says Solarwinds Hackers Accessed Some of Its Source Code
    1 Talk Nerdy To Me January 2021 Microsoft Says SolarWinds Hackers Accessed Some of Its Source Code Microsoft revealed that the threat actors behind the SolarWinds supply chain attack were able to gain access to a small number of internal accounts and escalate access inside its internal network. The “very sophisticated nation-state actor” used the unauthorized access to view, but not modify, the source code present in its repositories, the company said. “We detected unusual activity with a small number of internal accounts and upon review, we discovered one account had been used to view source code in a number of source code repositories,” the Windows maker disclosed in an update. “The account did not have permissions to modify any code or engineering systems and our investigation further confirmed no changes were made. These accounts were investigated and remediated.” The development is the latest in the far-reaching espionage saga that came to light earlier in December following revelations by cybersecurity firm FireEye that attackers had compromised its systems via a trojanized SolarWinds update to steal its Red Team penetration testing tools. During the course of the probe into the hack, Microsoft had previously admitted to detecting malicious SolarWinds binaries in its own environment but denied its systems were used to target others or that attackers had access to production services or customer data. Several other companies, including Cisco, VMware, Intel, NVIDIA, and a number of other US government agencies, have since discovered markers of the Sunburst (or Solorigate) malware on their networks, planted via tainted Orion updates. The Redmond-based company said its investigation is still ongoing but downplayed the incident, adding “viewing source code isn’t tied to elevation of risk” and that it had found evidence of attempted activities that were neutralized by its protections.
    [Show full text]
  • Distributed Tuning of Boundary Resources: the Case of Apple's Ios Service System
    Ben Eaton, Silvia Elaluf-Calderwood, Carsten Sørensen and Youngjin Yoo Distributed tuning of boundary resources: the case of Apple's iOS service system Article (Published version) (Refereed) Original citation: Eaton, Ben, Elaluf-Calderwood, Silvia, Sorensen, Carsten and Yoo, Youngjin (2015) Distributed tuning of boundary resources: the case of Apple's iOS service system. MIS Quarterly, 39 (1). pp. 217-243. ISSN 0276-7783 Reuse of this item is permitted through licensing under the Creative Commons: © 2015 The Authors CC-BY This version available at: http://eprints.lse.ac.uk/63272/ Available in LSE Research Online: August 2015 LSE has developed LSE Research Online so that users may access research output of the School. Copyright © and Moral Rights for the papers on this site are retained by the individual authors and/or other copyright owners. You may freely distribute the URL (http://eprints.lse.ac.uk) of the LSE Research Online website. SPECIAL ISSUE: SERVICE INNOVATION IN THE DIGITAL AGE DISTRIBUTED TUNING OF BOUNDARY RESOURCES: THE CASE OF APPLE’S IOS SERVICE SYSTEM1 Ben Eaton Department of IT Management, Copenhagen Business School, Copenhagen, DENMARK {[email protected]} Silvia Elaluf-Calderwood and Carsten Sørensen Department of Management, The London School of Economics and Political Science, London, GREAT BRITAIN {[email protected]} {[email protected]} Youngjin Yoo Fox School of Business, Temple University, Philadelphia, PA 19140 UNITED STATES {[email protected]} The digital age has seen the rise of service systems involving highly distributed, heterogeneous, and resource- integrating actors whose relationships are governed by shared institutional logics, standards, and digital technology.
    [Show full text]
  • Security Considerations Around the Usage of Client-Side Storage Apis
    Security considerations around the usage of client-side storage APIs Stefano Belloro (BBC) Alexios Mylonas (Bournemouth University) Technical Report No. BUCSR-2018-01 January 12 2018 ABSTRACT Web Storage, Indexed Database API and Web SQL Database are primitives that allow web browsers to store information in the client in a much more advanced way compared to other techniques such as HTTP Cookies. They were originally introduced with the goal of enhancing the capabilities of websites, however, they are often exploited as a way of tracking users across multiple sessions and websites. This work is divided in two parts. First, it quantifies the usage of these three primitives in the context of user tracking. This is done by performing a large-scale analysis on the usage of these techniques in the wild. The results highlight that code snippets belonging to those primitives can be found in tracking scripts at a surprising high rate, suggesting that user tracking is a major use case of these technologies. The second part reviews of the effectiveness of the removal of client-side storage data in modern browsers. A web application, built for specifically for this study, is used to highlight that it is often extremely hard, if not impossible, for users to remove personal data stored using the three primitives considered. This finding has significant implications, because those techniques are often uses as vector for cookie resurrection. CONTENTS Abstract ........................................................................................................................
    [Show full text]
  • V´Yvoj Hernıho Editoru Na Platformˇe Flash
    MASARYKOVA UNIVERZITA F}w¡¢£¤¥¦§¨ AKULTA INFORMATIKY !"#$%&'()+,-./012345<yA| Vyvoj´ hern´ıhoeditoru na platformˇeFlash DIPLOMOVA´ PRACE´ Bc. Martin Jakubec Brno, jaro 2014 Prohl´aˇsen´ı Prohlasuji,ˇ zeˇ tato diplomova´ prace´ je mym´ puvodn˚ ´ım autorskym´ d´ılem, ktere´ jsem vypracoval samostatne.ˇ Vsechnyˇ zdroje, prameny a literaturu, ktere´ jsem priˇ vypracovan´ ´ı pouzˇ´ıval nebo z nich cerpal,ˇ v praci´ rˇadn´ eˇ cituji s uveden´ım upln´ eho´ odkazu na prˇ´ıslusnˇ y´ zdroj. Vedouc´ıpr´ace: RNDr. Barbora Kozl´ıkova,´ Ph.D. ii Podˇekov´an´ı Rad´ bych podekovalˇ Ba´reˇ Kozl´ıkove´ za skvelˇ e´ veden´ı diplomove´ prace´ a za vsechenˇ cas,ˇ ktery´ mi venovala.ˇ Dale´ chci podekovatˇ Michalu Gab- rielovi za konzultace a odborne´ rady a celemu´ tymu´ CUKETA, s.r.o. za po- skytnut´ı zazem´ ´ı priˇ vyvoji´ hern´ıho editoru. iii Shrnut´ı C´ılem diplomove´ prace´ je navrhnout a implementovat jadro´ hern´ıho en- ginu a editoru pro konfiguraci hern´ıch mechanismu˚ na platformeˇ Flash. Hern´ı engine bude modularn´ ´ı, aby jej bylo moznˇ e´ rozsiˇ rovatˇ a vyuzˇ´ıvat pro ruzn˚ e´ typy her. Soucˇast´ ´ı prace´ bude ukazka´ hry nakonfigurovane´ v tomto editoru. V neposledn´ı radˇ eˇ se budu snazitˇ prezentovat prakticke´ zkusenostiˇ z vyvoje´ realn´ e´ hry. iv Kl´ıˇcov´aslova hern´ı editor, level editor, hern´ı engine, vyvoj´ her, Adobe Flash, game en- gine, Flash Player, hern´ı prumysl,˚ hern´ı navrh,´ game design v Obsah 1 Uvod´ ................................... 3 2 Historie hern´ıhopr ˚umyslu ...................... 5 2.1 50.–60. leta´ ............................. 5 2.2 60.–70.
    [Show full text]
  • Csound on the Web
    Csound on the Web Victor LAZZARINI and Edward COSTELLO and Steven YI and John FITCH Department of Music National University of Ireland Maynooth, Ireland, [email protected], [email protected], [email protected], jpff@codemist.co.uk g Abstract 2 Audio Technologies for the Web This paper reports on two approaches to provide a The current state of audio systems for world- general-purpose audio programming support for web wide web applications is primarily based upon applications based on Csound. It reviews the cur- three technologies: Java1, Adobe Flash2, and rent state of web audio development, and discusses HTML5 Web Audio3. Of the three, Java is the some previous attempts at this. We then introduce oldest. Applications using Java are deployed via a Javascript version of Csound that has been crea- the web either as Applets4 or via Java Web ted using the Emscripten compiler, and discuss its Start5. Java as a platform for web applications features and limitations. In complement to this, we has lost popularity since its introduction, pri- look at a Native Client implementation of Csound, which is a fully-functional version of Csound running marily due to historically sluggish start-up ti- in Chrome and Chromium browsers. mes as well as concerns over security breaches. Also of concern is that major browser vendors have either completely disabled Applet loading Keywords or disabled them by default, and that NPAPI plugin support, with which the Java plugin for Music Programming Languages; Web Applications; browsers is implemented, is planned to be drop- ped in future browser versions6. While Java sees 1 Introduction strong support on the server-side and desktop, its future as a web-deployed application is te- The web browser has become an increasingly nuous at best and difficult to recommend for viable platform for the creation and distributi- future audio system development.
    [Show full text]
  • 2012 the Year of HTML5 White Paper V1 (Reviewed) (ID 2899).Indd
    A CAPLIN WHITE PAPER 2012: The Year of HTML5 BY PAUL CAPLIN www.caplin.com FEBRUARY 2012 One of the most striking things about the coming year is its unpredictability. What’s going to happen to the Eurozone? Who is going to be in the White House? Will the global economy recover? What will happen in Iran? There is uncertainty everywhere you look. But in the world of software at least, one thing looks like a safe bet: in 2012, HTML5 will emerge as the world’s favourite GUI technology and, in particular, the tool of choice for building Web trading applications. This white paper explains why this is going to happen, and why it’s a good thing. Paul Caplin, CEO of Caplin Systems Ltd. founded the company in 2000 BACK TO THE FUTURE The Web first took off in the early 1990s and on, which is the reason that traditional failings – or, more cynically, to get a propri- as a way of publishing text, and was soon applications don’t stand a chance in areas etary lock on a key area of Web functional- extended to include images. Later script- where the Web works well. ity. Each was successful for a time. ing was added, so that Web pages could be Two areas in which the Web did not But they all suffered from being closed, interactive, and then multimedia content. work well in the past were graphical ani- private technologies that didn’t integrate With each additional capability, the Web mation and rich interactive applications. at all nicely with the rest of the Web.
    [Show full text]
  • Thoughts-On-Flash.Pdf
    Thoughts on Flash Apple has a long relationship with Adobe. In fact, we met Adobe’s founders when they were in their proverbial garage. Apple was their first big customer, adopting their Postscript language for our new Laserwriter printer. Apple invested in Adobe and owned around 20% of the company for many years. The two companies worked closely together to pioneer desktop publishing and there were many good times. Since that golden era, the companies have grown apart. Apple went through its near death experience, and Adobe was drawn to the corporate market with their Acrobat products. Today the two companies still work together to serve their joint creative customers – Mac users buy around half of Adobe’s Creative Suite products – but beyond that there are few joint interests. I wanted to jot down some of our thoughts on Adobe’s Flash products so that customers and critics may better understand why we do not allow Flash on iPhones, iPods and iPads. Adobe has characterized our decision as being primarily business driven – they say we want to protect our App Store – but in reality it is based on technology issues. Adobe claims that we are a closed system, and that Flash is open, but in fact the opposite is true. Let me explain. First, there’s “Open”. Adobe’s Flash products are 100% proprietary. They are only available from Adobe, and Adobe has sole authority as to their future enhancement, pricing, etc. While Adobe’s Flash products are widely available, this does not mean they are open, since they are controlled entirely by Adobe and available only from Adobe.
    [Show full text]
  • The Mobile Web and More Topics
    RESPONSIVE WEB DESIGN THE MOBILE WEB AND MORE TOPICS • Web Page Layout: a historical perspective • Grid Layouts • The Mobile Web / Mobile First • Responsive Design NO STYLE! yahoo.com circa 1995 NO STYLE! craigslist.org circa 1998 See: Why the Web Hasn't Birthed a Prettier Craigslist EARLY ATTEMPTS AT STYLING • Images: introduced in HTML 2.0 (1994) • Image maps: • Mosaic 1.1: server side image maps (1995) • HTML 3.2 client side image maps. (1996) CLIENT SIDE IMAGE MAPS • Used to be used on almost every web page! • Used to implement navigation schemes IMAGE MAPS - BAD IDEA • Problems • Longer load times (think mobile) • Horrible from an accessibility perspective. • Painful to create. • Really out of style from a design perspective. MORE ATTEMPTS AT STYLING • Adobe Flash (introduced in 1996) • required a browser plug-in • allowed complex highly interactive websites to be built. • broke HTTP concept of addressability Apple struck a very controversial chord when they banished Adobe Flash from their iOS platform. Was this primarily a technical decision or a business decision? See Thoughts on Flash by Steve Jobs. MODERN FLASH SITE EXAMPLES • Flash is still being used… some interesting sites: • http://cloudsovercuba.com/ • http://wechoosethemoon.org/ YET MORE ATTEMPTS AT STYLING • Tables: introduced in “HTML 3.0” for display of tabular info. Quickly subverted for page layout. (1995) • fonts, colors, background images, etc. HTML 3.2 (1996) LAYOUT WITH TABLES (Note that CSS wasn’t widely used until years later.) PRIMITIVE LAYOUT WITH TABLES amazon.com circa 1996? VINTAGE GOOGLE! google.com circa 1999 DON’T USE TABLES FOR LAYOUT! • Using HTML Tables for layout purposes is NOT a best practice: • mixes presentational data in with your content.
    [Show full text]
  • The Role of HTML5 and Flash in Web Design
    The role of HTML5 and Flash in Web Design By Kaela SooHoo Graphic Communication Department College of Liberal Arts California Polytechnic State University San Luis Obispo, 2012 ‐ 1 ‐ Abstract Kaela SooHoo Graphic Communication Department, June 2012 Advisor: Xiaoying Rong The purpose of this study was to determine whether HTML5 will replace Flash in the web design industry. Using the information taken from the study, the researcher made a prediction to answer the former question. The researcher looked further into these programs and find information to determine what it is that makes each of these programs unique and possibly replaceable. The researcher also interviewed and surveyed those who used these programs to design or view online websites to gain insight on practicality and current trends in the web design industry. Through research and experimentation, the researcher decided that HTML5 may replace Flash in the web design industry because of the found trends in today’s society. HTML5 surely has much more work to go before being completely developed as a useable program, but once it is Flash will slowly disappear from the web. Adobe Flash may have lost its relevance in web design, but it is surely not disappearing completely any time soon due to the several other purposes it serves outside of the web. ‐ 2 ‐ Table of Contents Chapter 1 – Introduction 4 Chapter 2 – Literature Review 7 Chapter 3 – Research Methods and Procedures 20 Chapter 4 – Results 22 Chapter 5 – Conclusions 31 Appendix A – Questionnaire/Survey 34 Appendix B – Interview Questions 36 References 37 ‐ 3 ‐ Chapter 1 Introduction Statement of the Problem The web has become one of the most popular forms of media to share and communicate information throughout the world.
    [Show full text]
  • The Death of a Technical Skill
    The Death of a Technical Skill John J. Horton Prasanna Tambe∗ MIT Sloan and NBER Wharton, U. Penn October 17, 2020 Abstract In 2010, Steve Jobs announced that Apple would no longer support Adobe Flash|a popular set of tools for creating Internet applications. After the announcement, the use of Flash declined precipitously. We show there was no reduction in Flash hourly wages because of a rapid supply response: Flash specialists, especially those who were younger, were less specialized, or had good \fall back" skills quickly transitioned away from Flash; new market entrants also avoided Flash, leaving the effective supply per Flash job opening unchanged. As such, there was no factor market reason for firms to stay with Flash longer. ∗For the latest version, see https://www.john-joseph-horton.com/papers/ schumpeter.pdf. We acknowledge valuable feedback from seminar participants at the NBER IT and Digitization Summer Institute, the INFORMS Conference on Information Systems and Technology, Cornell University, Arizona State University, the Rotterdam School of Management, the University of Texas-Austin, the University of Maryland, and the University of Utah. Thanks to James Bessen, Apostolos Filippas, Richard Zeckhauser, Chis Stanton, David Autor, Rob Seamans, Jacques Cr´emer,Adam Ozimek, Sebastian Steffen, Andrey Fradkin, Emma van Ingwen, Joe Golden, and Daniel Rock for helpful comments and suggestions. Prasanna Tambe is grateful for financial support from the Alfred P. Sloan foundation. John Horton is grateful for financial support from the Up- john Institute. Thanks to Jeff Bigham and Elliot Geno for insight into the labor market for Flash skills. For a version of this paper with all code included as an appendix, see https://www.john-joseph-horton.com/papers/schumpeter_with_code.pdf.
    [Show full text]