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The WebAssembly team decided to go with a binary format because that code can be compressed even more than the standard JavaScript text files and be
by no_gravity 11y ago
The WebAssembly team decided to go with a binary
format because that code can be compressed even
more than the standard JavaScript text files and
because it’s much faster for the engine to decode
the binary format
Are there real world examples of websites where the size of the JavaScript and the time it needs to decode it make up a significant portion of the load time?
- yenda 11y agoGmail ? Google Docs ? And it might also be the final blow on Flash.
- jonlucc 11y agoDid flash need a final blow? I assumed it is still around in small pockets because of projects that are abandoned and casual developers who don't intend to learn a new set of tools.
- bovermyer 11y agoIt's more pervasive and hard-to-kill than you think. At least these days we don't have project managers asking "can we add Flash?"
- monk_e_boy 11y agoGames.
- vidarh 11y agoI have a project where downloading the JS takes about 30s on my 40Mbps home connection.... Maybe not so many "websites", but there a lot of javascript applications will benefit greatly cutting down on the size and parsing time.
- NKCSS 11y agoWhy are you serving 150MB of JavaScript??
- sorenbs 11y agoIt's become "a normal thing" to take GB-size games and compile them to asm.js. WebAssembly will absolutely make a difference.
- marcosdumay 11y agoMake this thing mainstream and, yes, there will be plenty. Why would you compile your application into x86 code if you can compile into WebAssembly, distribute inline on your web page, and just cache it at the client's machine? (Yes, there'll be plenty of whys. There'll also be plenty of applications for what none of the whys apply.)
- corysama 11y agoIn Unity's tests, they were able to reduce the code size of their WebGL demo from 19.0 MB of asm.js to 6.3 MB of WebAssembly code (uncompressed). http://blogs.unity3d.com/2015/06/18/webgl-webassembly-and-feature-roadmap/ http://blogs.unity3d.com/2015/06/18/webgl-webassembly-and-fe...