[html5] r2858 - [e] (0) Remove mention of proprietary competing platforms.
whatwg at whatwg.org
whatwg at whatwg.org
Mon Feb 23 04:12:22 PST 2009
Author: ianh
Date: 2009-02-23 04:12:21 -0800 (Mon, 23 Feb 2009)
New Revision: 2858
Modified:
index
source
Log:
[e] (0) Remove mention of proprietary competing platforms.
Modified: index
===================================================================
--- index 2009-02-23 11:53:00 UTC (rev 2857)
+++ index 2009-02-23 12:12:21 UTC (rev 2858)
@@ -207,9 +207,7 @@
<ol>
<li><a href=#relationship-to-html-4.01-and-dom2-html><span class=secno>1.5.1 </span>Relationship to HTML 4.01 and DOM2 HTML</a></li>
<li><a href=#relationship-to-xhtml-1.x><span class=secno>1.5.2 </span>Relationship to XHTML 1.x</a></li>
- <li><a href=#relationship-to-xhtml2-and-xforms><span class=secno>1.5.3 </span>Relationship to XHTML2 and XForms</a></li>
- <li><a href=#relationship-to-flash,-silverlight,-xul-and-similar-proprietary-languages><span class=secno>1.5.4 </span>Relationship to Flash, Silverlight, XUL <!-- alphabetical -->
- and similar proprietary languages</a></ol></li>
+ <li><a href=#relationship-to-xhtml2-and-xforms><span class=secno>1.5.3 </span>Relationship to XHTML2 and XForms</a></ol></li>
<li><a href=#html-vs-xhtml><span class=secno>1.6 </span>HTML vs XHTML</a></li>
<li><a href=#structure-of-this-specification><span class=secno>1.7 </span>Structure of this specification</a>
<ol>
@@ -1176,18 +1174,7 @@
software (e-mail clients, instant messaging clients, discussion
software), document editing software, etc.</p>
- <p>For sophisticated cross-platform applications, there already
- exist several proprietary solutions (such as Mozilla's XUL, Adobe's
- Flash, or Microsoft's Silverlight). These solutions are evolving
- faster than any standards process could follow, and the requirements
- are evolving even faster. These systems are also significantly more
- complicated to specify, and are orders of magnitude more difficult
- to achieve interoperability with, than the solutions described in
- this document. Platform-specific solutions for such sophisticated
- applications (for example the Mac OS X Core APIs) are even further
- ahead.</p>
-
<h3 id=history-0><span class=secno>1.4 </span>History</h3>
<p><em>This section is non-normative.</em></p>
@@ -1286,29 +1273,6 @@
processor.</p>
- <h4 id=relationship-to-flash,-silverlight,-xul-and-similar-proprietary-languages><span class=secno>1.5.4 </span>Relationship to Flash, Silverlight, XUL <!-- alphabetical -->
- and similar proprietary languages</h4>
-
- <p><em>This section is non-normative.</em></p>
-
- <p>This specification is independent of the various proprietary
- application languages that various vendors provide, but is intended
- to address many of the same problems.</p>
-
- <p>In contrast with proprietary languages, this specification is
- intended to define an openly-produced, vendor-neutral language, to
- be implemented in a broad range of competing products, across a wide
- range of platforms and devices. This enables developers to write
- applications that are not limited to one vendor's implementation or
- language. Furthermore, while writing applications that target
- vendor-specific platforms necessarily introduces a cost that
- application developers and their customers or users will face if
- they are forced to switch (or desire to switch) to another vendor's
- platform, using an openly-produced and vendor neutral language means
- that application authors can switch vendors with little to no
- cost.</p>
-
-
<h3 id=html-vs-xhtml><span class=secno>1.6 </span>HTML vs XHTML</h3>
<p><em>This section is non-normative.</em></p>
Modified: source
===================================================================
--- source 2009-02-23 11:53:00 UTC (rev 2857)
+++ source 2009-02-23 12:12:21 UTC (rev 2858)
@@ -97,18 +97,7 @@
software (e-mail clients, instant messaging clients, discussion
software), document editing software, etc.</p>
- <p>For sophisticated cross-platform applications, there already
- exist several proprietary solutions (such as Mozilla's XUL, Adobe's
- Flash, or Microsoft's Silverlight). These solutions are evolving
- faster than any standards process could follow, and the requirements
- are evolving even faster. These systems are also significantly more
- complicated to specify, and are orders of magnitude more difficult
- to achieve interoperability with, than the solutions described in
- this document. Platform-specific solutions for such sophisticated
- applications (for example the Mac OS X Core APIs) are even further
- ahead.</p>
-
<h3>History</h3>
<p><em>This section is non-normative.</em></p>
@@ -211,29 +200,6 @@
processor.</p>
- <h4>Relationship to Flash, Silverlight, XUL <!-- alphabetical -->
- and similar proprietary languages</h4>
-
- <p><em>This section is non-normative.</em></p>
-
- <p>This specification is independent of the various proprietary
- application languages that various vendors provide, but is intended
- to address many of the same problems.</p>
-
- <p>In contrast with proprietary languages, this specification is
- intended to define an openly-produced, vendor-neutral language, to
- be implemented in a broad range of competing products, across a wide
- range of platforms and devices. This enables developers to write
- applications that are not limited to one vendor's implementation or
- language. Furthermore, while writing applications that target
- vendor-specific platforms necessarily introduces a cost that
- application developers and their customers or users will face if
- they are forced to switch (or desire to switch) to another vendor's
- platform, using an openly-produced and vendor neutral language means
- that application authors can switch vendors with little to no
- cost.</p>
-
-
<h3>HTML vs XHTML</h3>
<p><em>This section is non-normative.</em></p>
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