Re:Blazor Mobile, Uno Platform, and WebAssembly
by DylanDmitri on Friday January 17, 2020 @01:52PM
(#22077827)
I've used Blazor for one project, and it was a true joy to learn. All the good parts of React, but without some of the clunky design decisions that come from having to work with traditional browser javascript.
Re:Blazor Mobile, Uno Platform, and WebAssembly
by carldebilly on Friday January 17, 2020 @03:15PM
(#22078735)
As you can see in the top banner, it's using the "interpreted" mode, which is the slowest runtime mode for running .NET on mono-wasm. But it's also the "compatible" mode.
It would be possible to produce an AOT build which would be 50x faster, but it's a little more work and it wasn't the goal of this demo.
Re:Blazor Mobile, Uno Platform, and WebAssembly
by miohtama on Friday January 17, 2020 @05:54PM
(#22080444)
Will the challenge be that you cannot hook to low enough UI/human interaction events to build an alternative for DOM? E.g. Paste menu is impossible to do (needs CTRL+V in Google docs for Firefox), cannot get information about keyboard typing mode in multilingual setups and so on.
Re:Blazor Mobile, Uno Platform, and WebAssembly
by dstaley on Friday January 17, 2020 @06:12PM
(#22080630)
IIRC Flipboard once tried this approach, rendering everything to a <canvas>. As it stands right now, that will never be a viable solution for the reasons you mentioned, along with the fact you throw literally all accessibility features out the window.
Its a bunch slower than I was expecting. I was hoping to be impressed, now I'm not sure. Is there a reason its slow?
It would be possible to produce an AOT build which would be 50x faster, but it's a little more work and it wasn't the goal of this demo.
If you look in the *.clr files you see things like "This program cannot be run in DOS mode." which i found amusing.