We support targeting the Web (that's the tech preview we released today), and we support targeting Android, both of which ChromeOS support. We also support development on ChromeOS.
>> Flutter apps can now target the chrome browser (preview at this point)
> We support targeting the Web (that's the tech preview we released today),
Sorry for asking that way, I see my first question wasn't too well received by some other people here - and I can kind of see why - but I hope with the added context it makes it more clear why I asked.
I reread the article now in the morning and I see FF and Safari mentioned. I'm just so tired of everything that for some reason doesn't work in my main browser :-/
ChromeOS apps are (were?) written in JavaScript, using similar API's as Chrome extensions, and can be installed via the Chrome Web Store. So at one time at least, you could write them in Dart and compile to JavaScript. I remember there being Dart wrappers around some of these JavaScript API's. Not sure how smooth the path is anymore or if that's what you meant by native.
The modern way would be to write a single page app using standard web API's, if those are enough to accomplish what you want, since it's portable to other browsers that way.
the way it is tied into chrome with "native" apis and only difference as far as I can tell is the fact it ships the "runtime" along with itself instead of it being everywhere as flash was. Resulting in massive sizes for mobile apps
We compile to JS for execution on the browser. We don't use the NPAPI or Pepper plugin APIs. We intend to work on any standards-compliant browser. (I used to be the editor for the HTML standard, so I have some skin in this game.)
What size would you consider acceptable for a mobile Web app?
We support targeting the Web (that's the tech preview we released today), and we support targeting Android, both of which ChromeOS support. We also support development on ChromeOS.