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Re:WebUSB API: draft spec to safely expose USB device servic... by kuschku on Sunday April 10, 2016 @01:11PM (#11467103)
Okay, this is getting ridiculous.

Seriously, this is the moment where we should just stop, kill all existing browsers, and start from scratch.

This is NOT acceptable, and this is probably the dumbest thing I’ve ever seen.

WebBluetooth, WebUSB, WebGL?

God I hope that this shit will never appear on any of the websites I visit, as I’ll make sure to patch it out of my browser.

Re:WebUSB API: draft spec to safely expose USB device servic... by breakingcups on Sunday April 10, 2016 @01:53PM (#11467329)
This is just Google trying to reinforce their everything-in-the-cloud-as-web-app model, which they are in a position to do considering they make one of the leading browsers, especially amongst developers.

It's shoehorning everything into ancient technology ill-suited for any of these applications, which is not exclusively Google's fault of course. First HTML was augmented with Javascript, which was augmented with XHTTPRequest, which led to an increased usage of Javascript (Here's where Google comes in), which led to a lot of manpower being invested in optimizing the Javascript engines (trying to run a quirky dynamic language as fast as possible) and then augmenting the browser with "native" OS features like:

* Full-screen mode

* Clipboard control

* Native notifications, with background workers, etc.

* WebMIDI

* OpenGL

* etc.

Which is basically like building a second operating system on top of the already existing architectures. Google tried to further push people this way by coming up with Chromebooks, which in reality actually serve to reinforce my point, since most (not all!) users find them just not sufficient enough.

Re:WebUSB API: draft spec to safely expose USB device servic... by kowdermeister on Sunday April 10, 2016 @02:17PM (#11467434)
WebGL is one of the best things that appeared in browsers few years back.
Re:WebUSB API: draft spec to safely expose USB device servic... by kuschku on Sunday April 10, 2016 @02:40PM (#11467517)
And allowed applications to dump full VRAM without any permissions request for quite some time.
Re:WebUSB API: draft spec to safely expose USB device servic... by datenwolf on Friday April 15, 2016 @03:17AM (#11502738)
Which didn't surprise seasoned OpenGL developers at all, because it happens to us all the time, that we see old memory contents in uninitialized buffer objects.
Re:WebUSB API: draft spec to safely expose USB device servic... by sneak on Sunday April 10, 2016 @06:15PM (#11468435)
> God I hope that this shit will never appear on any of the websites I visit, as I’ll make sure to patch it out of my browser.

That's what they said about JavaScript, and look how that turned out.

Re:WebUSB API: draft spec to safely expose USB device servic... by Natanael_L on Sunday April 10, 2016 @01:53PM (#11467327)
Lynx is still available
Re:WebUSB API: draft spec to safely expose USB device servic... by kuschku on Sunday April 10, 2016 @03:00PM (#11467609)
I wish to be able to browse websites, which contain (a) text, (b) associated images, (c) low forms of interactivity, say, comments, or interactive graphics.

This is pretty much the web 2012, or most of German-language web today still.

For browsergames, let’s just use the same paradigm as with apps instead: Bundle them via node+webkit, and integrate a "run locally" API into browsers that automatically downloads a program and runs it locally in a sandbox, but seperately.

In the long term, for games we’ll need to develop a different concept anyway.

But there’s a good reason why no one develops 3D games in PDF, despite PDF supporting 3D objects, scripting, and modification of the document via scripts.