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Apple's intentional crippling of Mobile Safari

pwa.gripe

241–250 of 343 posts

Re: Apple's intentional crippling of Mobile Safari

#241
I built https://pwascore.com/ several months ago.

Where pwa.gripe cherry-picks and has an axe to grind, pwascore.com is intended to be a more thorough and dispassionate evaluation. I will add desktop browsers soon.

Click "Expand All" for a complete and detailed list. Click "How Scores Work" to understand the scoring heuristics.

Re: Apple's intentional crippling of Mobile Safari

#242

Earlier quoted context omitted.

As a non-web developer I'm interested if anyone can answer this question: If you're designing for browser, how hard is it to make it work on browser? Answering with at least {Chromium,Safari,Firefox} Because if it's hard when targeting Chromium and adapting to {Safari,Firefox} but easy when targeting Safari and adapting to {Chromium,Firefox} then honestly it seems like Chromium is the problem. What I want to distingu…

> Because if it's hard when targeting Chromium and adapting to {Safari,Firefox} but easy when targeting Safari and adapting to {Chromium,Firefox} then honestly it seems like Chromium is the problem. Exactly. Test and develop against Firefox and/or Safari first and Chrome afterwards. If it’s not a true web standard and isn’t widely implemented, don’t use it. The web worked fine for decades without smart fridge integra…

It's not easy, though. Most of my day job is spent trying to get html interactives on an e-learning platform to work reliably with iOS's ridiculous nonstandard interaction rules around when media is allowed to play. It's worse than working with the 20 year old jsp+servlet system that serves the interactives and business logic. no other browser behaves like iOS safari and to debug and develop against it you need an ios and macos device sitting on your desk. Firefox and Firefox on Android are a breeze but a rounding-error in our usage metrics, even accounting for our development. Apple desparately hobbles the web platform to collect IAP taxes.

Re: Apple's intentional crippling of Mobile Safari

#243

Earlier quoted context omitted.

You clearly haven’t tried to design anything complicated that has to run on safari iOS. Safari iOS is a massive piece of shit. I’ve been working on a web game for a while now using canvas and most of my pain comes from making it compatible with safari. So much stuff is broken on safari so you have to find work arounds. Like a simple but annoying one, CSS filters don’t work on canvas so you have to write all those fil…

As a non-web developer I'm interested if anyone can answer this question: If you're designing for browser, how hard is it to make it work on browser? Answering with at least {Chromium,Safari,Firefox} Because if it's hard when targeting Chromium and adapting to {Safari,Firefox} but easy when targeting Safari and adapting to {Chromium,Firefox} then honestly it seems like Chromium is the problem. What I want to distingu…

Making things work in chrome and Firefox is trivial and is never hard but when it comes to safari you have to figure out the special dance to make things work properly even when targeting it first.

No developing for chrome does not encourage browser incompatibility.

Re: Apple's intentional crippling of Mobile Safari

#244

Earlier quoted context omitted.

You clearly haven’t tried to design anything complicated that has to run on safari iOS. Safari iOS is a massive piece of shit. I’ve been working on a web game for a while now using canvas and most of my pain comes from making it compatible with safari. So much stuff is broken on safari so you have to find work arounds. Like a simple but annoying one, CSS filters don’t work on canvas so you have to write all those fil…

Seeing that there are cross platform game engines, it seems to me that making a web game is not the best way to go. How do you plan to monetize it? Get people to put their credit card on your website? How is your web game performing on Android? Have you tested the performance on the typical mid range Android phone?

Why isn’t it the best way to go? I’m not a fan of those web game engines so I made my own.

I have various avenues of monitization; sponsored ads and letting players buy cosmetic items.

I have yet to test it on android because my priorities are making it work on desktop and iOS first and then android after. Why? because of my past experiences with making games.

Re: Apple's intentional crippling of Mobile Safari

#245

Earlier quoted context omitted.

As a non-web developer I'm interested if anyone can answer this question: If you're designing for browser, how hard is it to make it work on browser? Answering with at least {Chromium,Safari,Firefox} Because if it's hard when targeting Chromium and adapting to {Safari,Firefox} but easy when targeting Safari and adapting to {Chromium,Firefox} then honestly it seems like Chromium is the problem. What I want to distingu…

> Because if it's hard when targeting Chromium and adapting to {Safari,Firefox} but easy when targeting Safari and adapting to {Chromium,Firefox} then honestly it seems like Chromium is the problem. Exactly. Test and develop against Firefox and/or Safari first and Chrome afterwards. If it’s not a true web standard and isn’t widely implemented, don’t use it. The web worked fine for decades without smart fridge integra…

The problem is not Google, I hate Google so I’m not white knighting them or anything but a lot of basic things are just badly implemented on iOS safari. Also if something works in chrome it probably works in Firefox as well. The only odd duck is safari and people who defend clearly have no experience trying to develop for it.

Re: Apple's intentional crippling of Mobile Safari

#246

Earlier quoted context omitted.

Seeing that there are cross platform game engines, it seems to me that making a web game is not the best way to go. How do you plan to monetize it? Get people to put their credit card on your website? How is your web game performing on Android? Have you tested the performance on the typical mid range Android phone?

Why isn’t it the best way to go? I’m not a fan of those web game engines so I made my own. I have various avenues of monitization; sponsored ads and letting players buy cosmetic items. I have yet to test it on android because my priorities are making it work on desktop and iOS first and then android after. Why? because of my past experiences with making games.

Monetization? But does making your own engine “make the beer taste better”? Does it lead to a better experience for the users? Does it give you an advantage in the market?

You really don’t think you need to consider the hardware capabilities of the average Android phone?

Hint: Facebook rewrite their apps years ago to not use web based technology because performance was horrible on the average Android phone.

Re: Apple's intentional crippling of Mobile Safari

#247
post #53

I am curious why Safari in particular is getting a lot of the hate here when firefox supports even less of the features which leads me to believe that the reason many of these features have not been accepted is because they have not been accepted by the larger ecosystem and is just google pushing their own things as standard (Feels like IE days in many ways). That being said, I am not sure why I would actually want m…

Because it’s essentially propaganda. By conflating “Not Implementing something Google did” with “Intentionally Crippling”, they hope to pressure Apple by through either the general public (the PR game) or through Government mandates (the lobbying game).

This has been going for at least as long as Blink was forked off WebKit.

And why Apple? Because Apple’s the only other browser giant, and they do have motivation to not implement a lot of these features. Frankly a lot of these are features I don’t want in my fucking browser either. But web developers, and businesses that predominantly rely on the web (such as Google) want as many complex APIs as possible implemented in the browser.

Re: Apple's intentional crippling of Mobile Safari

#248
post #117

Earlier quoted context omitted.

This is clearly for reasons of security. I don't think Apple is terribly interested in market share for Safari. What they are interested is preserving their competitive advantage in privacy.

The security/privacy argument has been debunked many times. How do you explain that all other OSes, including Apple's own macOS, manage to allow other browser engines? Do you think the iOS team is that incompetent?

Debunked where? Do you even understand what a web engine does?

Re: Apple's intentional crippling of Mobile Safari

#249
post #238

Earlier quoted context omitted.

Agree and I’d add WebUSB and WebMIDI. Want to interface with USB? Go through the OS.

WebUSB is incredibly useful to flash firmware and update configuration on random devices. The alternative is to install random software on your computer for every device (or, if you're a Linux user, you'll likely simply be excluded and whine about it).

Making device companion utilities WebUSB means that when the hardware maker goes belly-up and their site goes down, or just decides to stop supporting a device, it's now a brick. When they are native software programs, someone can preserve them.

Just look at all the old hardware like CNC machines still running just fine on old computers, and imagine if they were connected via WebUSB instead.

WebUSB is just a terrible idea if you're not an ad company.

Re: Apple's intentional crippling of Mobile Safari

#250

Earlier quoted context omitted.

The web can be a competitor for the app stores, breaking that monopoly. It already did on desktop (where most users spend > 90% of their time in a browser) And yes, you can write native apps in a lot of languages, but you can't choose how/where you distribute. On the web, you can. It's built that way.

Except one of the main things i like about the web is that websites don’t have invasive access to my life. The web-as-app-platform idea erodes that. But either way the issue is the same - apple preventing us from installing what we want. But my solution protects freedom in a more robust way: if you break the app store monopoly, you can install chrome or firefox and do all the web-app-platform nonsense you want. If sa…

> if you break the app store monopoly, you can install chrome or firefox and do all the web-app-platform nonsense you want

Apple would also need to be forced to provide the APIs that browsers need so they can properly integrate with the OS (a lot of those APIs are private, currently), but good point, that would absolutely be one way to break this open.

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