Mojo SDK 1.1
With Palm's WebOS and development tools, Web programming ascends to the throne and powers the app layer, but Palm's platform is clearly a work in progress
- Web-based paradigm is well understood by many developers, model-view-controller structure is widely embraced, open architecture for the tools encourages integration with Eclipse and other environments
- Rough edges everywhere in the documentation and the functionality, game programmers can't get at OpenGL or the lowest layers easily.
These completion routines can be helpful because the current style of WebOS programming is closer to the endless classic model-view-controller (MVC) paradigm filled with longVariableNamesWithDescriptiveClauses common in Java programming. They still haven't picked up the tight shorthand emerging from worlds like jQuery.
The WebOS offers a structure that will be easy for any programmer who's been working on AJAX Web applications, but this won't be enough for some. Game developers used to OpenGL on the iPhone and Android won't be able to do much in 3-D. But I think that casual, two-dimensional games will be easy once people get used to the idea that DIVs can roam all over the page in different layers. Look at this version of Tetris for an example. If that's not good enough, Adobe has announced it will deliver a Flash player for WebOS.
Palm has only begun to scratch the potential of a Web-based operating system, and there are many fertile avenues for development. If Palm isn't working on embedding jQuery already, it should start finding a way to borrow ideas from the more active corners of AJAX development. The Mojo documentation notes that the Prototype functions are often available but the $ function won't work across scenes. I'm guessing that the next generation of the libraries will include all of the best ideas from jQuery. Palm would be smart to make it simple to use jQuery plug-ins.
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