We built Skej as a web app. That means it runs entirely on HTML5, and works inside of a browser. A very good question people sometimes ask is, why? The next question people sometimes ask is, what frameworks does Skej use? I'll try to answer both those questions below.
First of all, the web is the ultimate distribution platform.
It's no surprise, it was designed to be that way. As a web app, anyone that has a browser can access your app directly. And they're always on the latest version.
Second of all, when you're engineering resources are constrained, you can get a lot of leverage by developing for the web.
Because it's the browser's job to be portable, web apps can run on multiple platforms for free. Of course in practice, browsers are not the same everywhere, and there are endless headaches due to differences between platforms. But the situation is still somewhat better than trying to develop a completely different codebase for each platform.
Skej doesn't use any frameworks, just the Sky library.
So what is Sky? Sky is a lightweight library that provides a bunch of convenience, much like jQuery. But Sky also introduces a paradigm for building up new kinds of interactions, and linking interactions together. It came out of the very first version of Skej, where we built a sort of clock interface to your calendar, that let you spin through time like a corkscrew. It looked a little bit like this:
I thought if we could develop a paradigm for building any type of interaction, we'd be able to iterate faster. Instead of only having a choice of one of several out of the box components, we could just as easily roll our own.
I though about, what do I really want to do when I'm interacting with pages and apps? I imagined being able to reach into the screen and grab different objects. Move them around and have them connected together in arbitrary ways.
Sky makes this easy using something called orbs. Orbs usually have an element attached, and can be chained together. Orbs can have a jack, which is their outlet. If you grab and move an orb, the default is to propagate and grab and move its jack.
The second key concept in Sky is that of springs. Springs allow you to load up a bunch of potential and restore themselves effectively in the background, using animation frames. The spring is what keeps things moving in the example above after you have released the objects.
I realize I haven't done much to explain how Sky works, but the idea here was to just give a taste. I'll provide more examples in future posts, but if you've ever developed for the web, I hope the above example whets your appetite!