If the transformations/transitions are handled by the graphics card the faster js becomes irrelevant. For example js performance on IPad is not amazing, but it will run many transitions smoothly.
As far as WebGL, it clearly is important for any serious 3d. But adding a slight 3d effect to a UI element should not require a detailed knowledge of shaders and 3d geometry.
The language in the browser is not the problem to me. If I could use python it wouldn't change the fact that you still need to deal with the DOM, CSS and browser differences.
I wonder what effect this could have on the local climate. Pumping out hot air into cool air at height of 800 metres has got to have some affect.
Now if the base is used area is used for growing plants then the air emitted at the top would be moist, which I imagine would cause cloud formation as it meets the cold air.
Actually I have been using a similar technique for the last six months. However 30mins intervals and I only do it on days when I feel tired or unmotivated.
At the end of the period I go for a walk, or on an exercise bike for 5-10 mins. The best part is physically leaving the computer stop the eyes getting tired and drifting into a zombie state of zero productivity.
When I start a session I usually jot down a particular task to work on and review at the end. It does not guarantee productivity, but the short periods with reviews helps keep focus.
This is not exactly shocking. The quality of education has to be a factor as well. I am sure for most people an hour of one on one tuition, is more effective than a number of hours in a large class. Even more so if the rest in the large class are not interested in learning.
I was blown away by the google IO session. The idea of writing a game in Java and then having it converted to multiple formats, javascript/canvas/webgl, flash, android.
Quite amazing!
If they could add conversion to run on apple devices then this could well be a glimpse of the future.
On the topic of SVG and Canvas, I think it would be really useful if Canvas had a method similar to drawImage but instead could draw svg.
for example
var circle = document.createElementNS("http://www.w3.org/2000/svg, "circle");
circle.setAttribute("style", "fill:green");
circle.setAttribute("cx", 50);
circle.setAttribute("cy", 50);
circle.setAttribute("r", 25);
ctx.drawSvg(circle,x,y,w,h);
I think then we could have the best of both worlds, define complex shapes in svg, but use canvas for rendering. The advantage over just using svg is that every shape is in the dom, so if you want to draw 1000 similar shapes the dom gets cluttered.
This is only the case if the user has not got a cached version of jQuery, which is likely if something like google's hosting service. In this case the jQuery code may well be shorter than the css especially with all the browser specific rules. In addition the jQuery version will work in all browsers.
Would you care to elaborate on which app stores. I can see how people can make money developing mobile apps, but is it possible to get a decent revenue from say Chrome Webstore.