Showing posts with label RIA. Show all posts
Showing posts with label RIA. Show all posts

Friday, February 27, 2009

Adobe Time-Warps Half a Decade Back, Will Still Probably Defeat MSFT

Earlier this week, I went to see a couple of folks from Adobe present their latest progress on Flash Catalyst, Flex "Gumbo," and the "Spark" UI component framework.

As someone who does a bunch of Flex work, I liked everything I saw.

Especially since it was the second time around.

No, I didn't see this stuff at MAX, I saw it at Microsoft PDC in 2003 and 2005.

It was shocking how pleased Adobe seems with itself now that it's almost ready to release a design tool that generates XML and RIA code... since everything they showed -- and more -- was part of the earliest Microsoft Expression Blend alphas that I saw years ago.

The Microsoft product was code-named "Sparkle." But we won't get this confused with Adobe's "Spark" because (1) "Spark" refers to a different bit, Adobe's re-invention of lookless, templated controls, which Microsoft implemented in WPF and shared with the world at the time (around '04 or '05), and (2) because Expression Blend is already out in a 2.0 version, so unlike the Adobe products, it doesn't need a codename anymore.

Adobe even has yet another XML dialect to facilitate moving design assets through the workflow -- it's called "FXG." And it appears to supplement MXML quite well in specific areas, so that if you take MXML and add FXG, you get XAML. Not that XAML was de novo or anything -- the XUL and Java folks (desperate to stop writing Swing code) had been creating similar XML formats for a while. The Java community was especially fond of XML with tons of imperative programming constructs mixed in alongside data objects and calling it "simple and declarative." What XAML did was provide all the necessary power, while keeping it declarative.

Anyway ... Adobe should get credit for recognizing the right way to do this when they saw it. Namely, they realized which workflow tools were needed, embraced the idea of export from Photoshop and Illustrator to a vector markup with a visual editor with timelimes, and thence to an RIA build tool with a code-oriented IDE.

Now that they're finally getting this on track, Adobe is even more likely to trounce Microsoft in the RIA world. They have penetration numbers that MSFT can only dream of, and for a company that doesn't build real developer tools they're giving it the college try.

Which is kind of sad, since I believe Silverlight is a better technology with better language and tool support ... and not any less rather more open than Flash.

Friday, February 13, 2009

Is It Too Early or Too Late for an Open RIA Design/Dev Toolchain?

I was playing with the Raphael JavaScript graphics library (a sort of script-based, cross-browser, implementation of SVG) and started thinking how helpful this library would be in creating a browser-based (as opposed to plug-in based) RIA.

That lasted for about 15 seconds before I remembered that creating large, non-trivial RIAs generally involves designers, and most designers don't like creating vector art by coding a set of "path" statements, or animations as a collection of key-value pairs and millisecond-based transition times.

That's why tools like Microsoft Expression, and Adobe Illustrator, Catalyst, and Flash exist.

And why Adobe and Microsoft are investing so heavily in the designer-developer workflow: the ability of designers to turn graphics and animations into app skins and interaction which are immediately available to coders.

In order for an open RIA solution to be competitive and realistic -- whether it's open in the pure-browser sense, using JS via dojo.gfx, or Rapael, etc., or whether it's via an open plug-in (Java/JavaFX seems like the closest, though it's not 100% open yet and may never be) -- this full toolchain needs to exist.

We need to be able to export vector art from mainstream design programs such that they can be incorporated as assets into the RIA. It doesn't matter if this is via SVG, XAML, AI/EPS, or something else entirely. What does matter is that the import/export is robust enough that designers -- whose jobs, after all, include making stuff look just right -- are confident that what they design is what end-users will see. The Microsoft and Adobe tools can do this. To date most OSS attempts cannot.

Next up, we need a truly usable, designer-friendly authoring tool for animations and interactions. It is often argued that some standard tools (*cough* Illustrator *cough*) are not paragons of usability themselves. No matter -- it's hard enough to get converts.

Happily, there seems to be emerging some consensus among the big vendors about how these tools should work (both on-screen and in terms of in intermediate data formats). That blueprint lowers the risk and challenge for an open source contender.

The biggest obstacle remaining is a classic open-source triangle-of-trouble:

  1. The toolchain/workflow will not be viable until it is quite solid, since the commercial alternatives (Flash, mainly) are so entrenched.
  2. It's hard to get enough contributor man-hours against such a huge project without an active user base.
  3. Since the user base is not developers, the bootstrapping for #2 that makes many OSS projects work (devs are tolerant -- even excited -- about getting up on an 0.1 release) is unlikely.