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Adobe calling quits on Flash for iPhone (Will not bring Flash to Apple's iPhone or iPad)
Network World ^ | 04/20/2010

Posted on 04/21/2010 12:38:42 PM PDT by SeekAndFind

Adobe is halting development of a Flash-to-iPhone software tool introduced with it's Creative Suite 5 last week, dashing the hopes of many that Flash will be supported in future iPhone updates. The move further escalates tensions between Apple and Adobe. Adobe now says it plans to concentrate on developing for Google's Android mobile operating system, according to a blog post by Mike Chambers, Flash platform product manager for Adobe.

Jobs Doesn't Like Flash

Chambers says he doesn't believe Adobe's time and resources spent on developing the Flash-to-iPhone compiler were a waste. He argues that the tool proves there are no technical reasons stopping Flash running on the iPhone. With various occasions, Apple CEO Steve Jobs has reportedly called Adobe's Flash technology "buggy" and a "CPU hog".

When Apple introduced the new iPhone developer agreement blocking Flash CS5-compiled apps in its App Store, I asked whether it was checkmate for Flash on the iPhone. Right now, it looks like it is indeed. There are even rumors saying Adobe intends to sue Apple because of this, yet no official reports are backing this up.

"Fortunately, the iPhone isn't the only game in town," Chambers iterated on his blog. He says Adobe is working closely with Google to bring Flash Player and Adobe Air to Android-based smartphones (Motorola Droid, Nexus One, HTC Incredible, Sprint Evo) and upcoming tablets. So far, we have seen several demo videos of these technologies, and promises of an H2 arrival, yet Flash for Android phones is available only on a very limited number of devices.

Adobe's move comes hot on the heels of Apple's new iPhone OS developer agreement, introduced last week, which prohibits developers to use third-party app compilers, such as Adobe's own tool included in Flash CS5. Despite halting development for the Flash-to-iPhone compiler. Chambers said Adobe would still be shipping the tool with Flash CS5.


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KEYWORDS: adobe; flash; ipad; iphone
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Adobe Gives up on Flash for iPhone, iPad
1 posted on 04/21/2010 12:38:42 PM PDT by SeekAndFind
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To: SeekAndFind; Swordmaker

Well, that’s real good news.... :-)


2 posted on 04/21/2010 12:39:23 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: Star Traveler

I take it you don’t like ADOBE’s products very much...


3 posted on 04/21/2010 12:40:34 PM PDT by SeekAndFind
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To: SeekAndFind

By the way, whatever happened to that lawsuit that was rumored to be in the works by Adobe, in which they were going to seek to force Apple to take Flash? LOL ...


4 posted on 04/21/2010 12:40:54 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: SeekAndFind

Mainly the flashware trashware... :-)


5 posted on 04/21/2010 12:41:43 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: SeekAndFind

Apple, Adobe, and Flash

Monday, 25 January 2010

In my “Tablet Musings” piece two weeks ago, I speculated that Apple’s imminent tablet probably won’t support Flash, for all the same reasons the iPhone doesn’t. Reaction to this was polarized — typically either “duh, of course it won’t” or “no way, it has to support Flash”. You can see both reactions represented in the thread on my piece at Hacker News. One group is going to be very surprised come Wednesday.

I’ve been writing about this saga for two years. My fascination with the subject is fueled by the fact that it’s so polarizing, and that it encompasses both technical and political issues.

ON FLASH AND MAC OS X APPLICATION CRASHES

Two weeks ago I wrote:

To my knowledge, Apple controls the entire source code to the iPhone OS. That’s not to say they wrote the whole thing from scratch. Many low-level OS components are open source. But they have the source. If there’s a bug, they can fix it. If something is slow, they can optimize or re-write it. That is not true for Mac OS X, and Flash is a prime example. The single leading source of application crashes on Mac OS X is a component that Apple can’t fix.

Several readers asked me for the source for my accusation contained in that last sentence, that Flash is the “leading source of application crashes on Mac OS X”. (And good for them for asking; I’m not sure what I was thinking including that without sourcing it.)

Here’s the deal. On stage at the WWDC 2009 keynote address last June, Apple senior vice president of software engineering Bertrand Serlet was explaining the new web content plugin mechanism for Safari in Snow Leopard. Rather than run within Safari’s application process, web content plugins now run in their own process, so if they crash, they (usually) don’t crash Safari itself. You get a broken little rectangle in the page where the plugin was executing, but the browser itself stays running.

Apple did this for two reasons. Serlet’s stated reason on stage was “crash resistance”, as mentioned above. As for why such crash resistance was worth implementing, Serlet explained that, based on data from the Crash Reporter application built into Mac OS X — the thing that asks if you’d like to send crash data to Apple after a crash — the most frequent cause of crashes across all of Mac OS X are (or at least were, pre-Snow Leopard) “plugins”.

Serlet didn’t name any specific guilty plugins. Just “plugins”. But during the week at WWDC, I confirmed with several sources at Apple who are familiar with the aggregate Crash Reporter data, and they confirmed that “plugins” was a euphemism for “Flash”.

In other words, in Apple’s giant pile of aggregate crash reports — from all app crashes on all Macs from all users who click the button to send these reports to Apple — Flash accounts for more of them than anything else. That doesn’t mean Flash somehow causes crashes in any various app. Presumably, most of the time it’s Safari or some other browser playing Flash content. And it’s worth noting that this doesn’t necessarily mean Flash is particularly crash-prone or poorly engineered. Think of it as a formula like this:

total crashes = (crashing bugs) × (actual use)

Flash’s number and severity of crashing bugs could well be somewhat low and it would still account for a large number of total crashes because it’s actually used all the time — by any Mac user with Flash content playing in a web page. And, if Flash Player for Mac OS X actually is poorly-engineered overly-buggy code, well, that’s even worse.

But there’s another reason why Apple created this new external process architecture for web content plugins in Snow Leopard: it was the only way they could ship Safari and the WebKit framework as 64-bit binaries. Flash Player is only available as a 32-bit binary. (This is true for other third-party web content plugins, like Silverlight, but Flash is the only one that ships as part of the system.) 64-bit apps cannot run 32-bit plugins. Apple doesn’t have the source code to Flash, so only Adobe can make Flash Player 64-bit compatible. They haven’t yet. So if Apple wanted Safari to be 64-bit in Snow Leopard (and they did), they needed to run 32-bit plugins like Flash in a separate process.

Maybe you don’t believe Apple that web content plugins are the most frequent source of crashes on Mac OS X. Maybe you don’t believe me and my unnamed sources at Apple that it’s Flash in particular that accounts for this. That’s cool, skepticism is good. So then in that case, maybe Bertrand Serlet blamed “plugin crash resistance” for political reasons, just to stick a knife in Adobe’s back, and the only reason Apple went with this external-process architecture was for the 64-bit/32-bit incompatibility.

But that just shines a light on the fact that Flash is still a 32-bit binary despite the fact that Apple wants to go 64-bit system-wide. Flash remains 32-bit and there’s nothing Apple can do about it. Instead of being able to make Flash 64-bit themselves, Apple had to engineer an entirely new plugin architecture.

This is why Apple wants to control the source code to the entire OS. If they want to go 64-bit with iPhone OS, it’s entirely in Apple’s own control to do so. And what happens if Apple goes to a new CPU architecture? For the components Apple controls the source code to, they can recompile for the new architecture. If the entire system doesn’t recompile cleanly for the new architecture, they can work on it until it does. For a component like Flash, where Adobe controls the source code, Apple instead has to wait.

Which situation do you think Apple is happier with? Mac OS X, where they had to create a new web content plugin architecture because Flash crashes frequently and isn’t 64-bit? Or iPhone OS, where they control the source code to every single component, and can do whatever they want, when they want?

Point is, even if you think Flash Player for Mac OS X is the greatest piece of software in the world and that a Flash Player for iPhone OS would run just fine, too — there’s no denying that Apple executives have said and continue to say anti-Flash things publicly. Apple doesn’t say much about Flash, but what they do say doesn’t sound like the sort of things they’d say if they were looking forward to supporting it more rather than less.

THE PROPRIETARY WEB

It’s probably pretty clear to regular DF readers that I don’t care for Flash, and that I’m hoping Apple never includes it in the iPhone OS. Might as well make my biases clear.

Why? At the core, because Flash is the only de facto web standard based on a proprietary technology. There are numerous proprietary web content plugins — including Apple’s QuickTime — but Flash is the only one that’s so ubiquitous that it’s a de facto standard. Flash is the way video is delivered over the web, and Adobe completely controls Flash. No other aspect of the web works like this. HTML, CSS, and JavaScript are all open standards, with numerous implementations, including several that are open source.

The simplest argument in favor of Flash support on the iPhone (and The Tablet, and everywhere) is that Flash is, by dint of its popularity and ubiquity, part of the web. But the best argument against Flash support is that it is harmful to the web as a whole to have something as important as video be in the hands of a single company, and the only way that’s going to change is if an open alternative becomes a compelling target for web publishers.

It’s a chicken-and-egg problem. Publishers use Flash for web video because Flash is installed on such a high percentage of clients; clients support Flash because so many publishers use Flash for web video. Apple, with the iPhone, is solving the chicken and egg problem. For the first time ever, there is a large and growing audience of demographically desirable users who don’t have Flash installed. If you want to show video to iPhone users, you need to use H.264.

Apple isn’t trying to replace Flash with its own proprietary thing. They’re replacing it with H.264 and HTML5. This is good for everyone but Adobe.

And yes, I know Flash does much more than just play video. But that’s the main thing everyone is talking about when they talk about Flash not working on the iPhone — video. And when you talk about other uses for Flash, you’re talking about serving as a software runtime, and whether you like it or not, Apple has a clearly stated opposition to third-party software runtimes for iPhone OS, and that policy seems to be working out pretty well for them.

Here’s an email I got from a DF reader:

I was in line waiting for a coffee on Christmas day. In front of me was a kid, about nine or ten, who had an iPhone. He clearly had gotten it that morning. He was pushing frantically at a white box on a web page with the broken plug-in symbol. He was squeezing it, swiping it. He was frustrated and on the verge of getting pissed with his new toy. It seemed like he was trying to hit an online game page, probably one he was used to playing on the family PC. Finally I couldn’t take it anymore. I leaned over and said, “It won’t load Flash. It won’t play your Flash games.” His mom, ignoring him up to that point, was triggered by a stranger talking to her kid. “That’s okay honey,” she said, “we’ll get you a game from the App Store.” His response to this? He started working that device even harder. He didn’t want an App Store game; he wanted his Flash game. And that iPhone suddenly took a huge dive in value to him.

Like it or not, Apple needs to come to terms with this. If only for the kids.

I think this anecdote, and this reader’s takeaway from it, accurately captures the feeling behind much of the “Apple has got to bend on this eventually” sentiment that’s out there.

But think about it from Apple’s perspective. How do you think this situation turned out in the long run? Do you think the kid told his mom to return the iPhone for a refund? Or, do you think they went home and started buying games from the App Store? That there was a period of initial frustration due to Flash games not playing doesn’t change the fact that they (a) bought an iPhone and (b) were set to buy games from the App Store.

I’m not arguing that Apple’s apparent executive-level antipathy toward Flash is about anything other than Apple’s own interests. (I do think, though, that Apple’s WebKit team is genuinely idealistic about helping the web as a whole.)

But while Apple may be acting spitefully, they’re not spiting themselves. The iPhone’s lack of Flash has not hurt it one bit. Perhaps that will change in the future, if Flash someday proves popular on other mobile platforms, but don’t hold your breath.

FLASH PERFORMANCE ON MAC OS X

In addition to the principled concerns outlined above regarding Flash being proprietary, there are also practical issues. One, Flash’s aforementioned crashiness on Mac OS X. Second, crashiness aside, its performance on Mac OS X is not as good as it is on Windows. And for video playback specifically, Flash’s performance pales compared to H.264 played through QuickTime. This is not subjective. My machine is a two-year-old MacBook Pro. It plays full-screen H.264 video through QuickTime without problem. When I play full-screen Flash video, my fan kicks in within a few seconds, every time.

I’ve been hard on Flash Player for Mac OS X, but this performance situation is not entirely in Adobe’s hands. On Windows, Flash makes use of hardware decoding for H.264, if available. On Mac OS X, it does not. This is one reason why Flash video playback performs better on Windows than Mac OS X, and also why H.264 playback on Mac OS X is better through QuickTime (which does use hardware decoding).

According to Adobe, though, this is because they can’t. Here’s an entry from their Flash Player FAQ:

Q. Why is hardware decoding of H.264 only supported on the Windows platform?

A. In Flash Player 10.1, H.264 hardware acceleration is not supported under Linux and Mac OS. Linux currently lacks a developed standard API that supports H.264 hardware video decoding, and Mac OS X does not expose access to the required APIs. We will continue to evaluate when to support this feature on Mac and Linux platforms in future releases.

Adobe platform evangelist Lee Brimelow recently posted a weblog entry addressing this:

But let’s talk more about the Flash Player on the Mac. If it is not 100% on par with the Windows player people assume that it is all our fault. The facts show that this is simply not the case. Let’s take for example the question of hardware acceleration for H.264 video that we released with Flash Player 10.1. Here you can see some published results for how much the situation has improved on Windows. Unfortunately we could not add this acceleration to the Mac player because Apple does not provide a public API to make this happen. You can easily verify that by asking Apple. I’m happy to say that we still made some improvements for the Mac player when it comes to video playback, but we simply could not implement the hardware acceleration. This is but one example of stumbling blocks we face when it comes to Apple.

I’m aware of no reason to dispute this. Windows is more hospitable to a third-party runtime like Flash than Mac OS X. I think most would agree that Apple is an opinionated company (to say the least), and they make opinionated products. The runtimes Apple cares about are Cocoa and WebKit. The Apple way to play H.264 is through the QuickTime APIs (and really, as of Snow Leopard the new QuickTime X APIs), not to write your own H.264 playback code that seeks to directly access hardware accelerators.

You can argue about why Apple has taken this stance. One could argue that it’s pragmatic — that Apple doesn’t allow third-party software access to things like hardware H.264 acceleration because it seeks to maintain a layer of abstraction between third-party software and the underlying hardware. One could argue that it’s political — that Apple is happy to make Flash look bad performance-wise because Flash is competitive with Apple products in several different regards. (E.g. you may wish that Hulu, which is entirely Flash-based, worked on your iPhone and worked better on your Mac. Apple wishes that Hulu’s content was going through the iTunes Store.)

I would argue that it’s both — that Apple’s distaste for Flash Player is both a matter of engineering taste (that third-party software should only have access to high-level APIs) and politics. But objectively, regardless of what you personally wish Apple would do with regard to Flash, if Adobe needs Apple to grant them further access to the hardware to make the Mac version of Flash Player better, what are the odds that they’d get that sort of low-level hardware access on the iPhone OS? (Hint: zero.)

I’ll leave the last word to Apple COO Tim Cook, who a year ago said, “We believe in the simple, not the complex. We believe that we need to own and control the primary technologies behind the products we make, and participate only in markets where we can make a significant contribution.”

Flash is owned and controlled by Adobe.

6 posted on 04/21/2010 12:44:09 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: SeekAndFind
Fortunately, the iPhone isn't the only game in town,” Chambers iterated on his blog. He says Adobe is working closely with Google to bring Flash Player and Adobe Air to Android-based smartphones (Motorola Droid, Nexus One, HTC Incredible, Sprint Evo) and upcoming tablets.

That's free markets in action right there.
Why waste your time and resources on the iPhone when you can be developing Flash for Android, Windows Phone 7 and Blackberry? No need to sue anybody. The markets will settle this matter.

7 posted on 04/21/2010 12:44:25 PM PDT by SmokingJoe
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To: SeekAndFind

dumb move to be honest. They don’t like us, so we go elsewhere? But iphone is the best mobile device. Its not like they could ban you from getting flash installed on it. If they do, sue them for anti-competitive behaviour


8 posted on 04/21/2010 12:46:41 PM PDT by 4rcane
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To: rdb3; Calvinist_Dark_Lord; GodGunsandGuts; CyberCowboy777; Salo; Bobsat; JosephW; ...

9 posted on 04/21/2010 12:46:47 PM PDT by ShadowAce (Linux -- The Ultimate Windows Service Pack)
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To: Star Traveler
Lawsuits are not neccessary.
Andriod market share just keeps shooting up every quarter, and Blackberry has much bigger smartphone market share in than anyone else. Abode should be concentrating on those instead of wasting their time and money on the iPhone.
10 posted on 04/21/2010 12:47:36 PM PDT by SmokingJoe
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To: 4rcane; SeekAndFind; Swordmaker
Here's a FReeper article on Adobe trying to force Apple to take its trashware product ... LOL ...

Rumor: Adobe Prepping Lawsuit Against Apple


11 posted on 04/21/2010 12:47:52 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: 4rcane
I see you never read the article.
12 posted on 04/21/2010 12:49:02 PM PDT by SmokingJoe
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To: SmokingJoe

I agree. Android is eventually going to overtake Iphone one day.


13 posted on 04/21/2010 12:56:34 PM PDT by FreeManWhoCan ("By the pricking of my thumbs, something wicked this way comes.")
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To: SeekAndFind

An Adobe Flash developer on why the iPad can’t use Flash

February 20th, 2010
Daniel Eran Dilger

Morgan Adams, an interactive content developer who knows a lot about building Flash, wrote in with an interesting perspective on Flash and the iPad. The remainder of this piece is his comments on the subject.

Inside Apple’s iPad: Adobe Flash

I’m biased. I’m a full-time Flash developer and I’d love to get paid to make Flash sites for iPad. I want that to make sense—but it doesn’t. Flash on the iPad will not (and should not) happen—and the main reason, as I see it, is one that never gets talked about:

Current Flash sites could never be made work well on any touchscreen device, and this cannot be solved by Apple, Adobe, or magical new hardware.

That’s not because of slow mobile performance, battery drain or crashes. It’s because of the hover or mouseover problem.

Many (if not most) current Flash games, menus, and even video players require a visible mouse pointer. They are coded to rely on the difference between hovering over something (mouseover) vs. actually clicking. This distinction is not rare. It’s pervasive, fundamental to interactive design, and vital to the basic use of Flash content. New Flash content designed just for touchscreens can be done, but people want existing Flash sites to work. All of them—not just some here and there—and in a usable manner. That’s impossible no matter what.

All that Apple and Adobe could ever do is make current Flash content visible. It would be seen, but very often would not work. Users would hate that broken promise much more than they hate gaps in pages, missing banner ads, and the need to download a game once from the App Store instead of re-downloading it every time they visit a Flash game page.

Mouseover examples:

* Video players where the controls appear on mouseover and hide otherwise. (This seems to be the norm, in fact. Whereas a click on the same video does something different: usually Pause. Try Hulu for instance.)

* Games where you steer with the mouse without clicking (extremely common).

* Menus that popup up subpage links when you mouse over a main button, vs. going directly to a main category page when you click.

* Buttons that have important explanations/summaries on mouseover, which you need to understand before deciding what to click.

* Functions that use mouseover to preview and click to commit; such as choosing hair colors for an avatar: you mouse over the colors until your character looks the way you like, and then you click to commit.

* Maps and diagrams that don’t use click at all, but pop up info as you mouse around.

* Numerous other custom mouseover functions that “just work” with a mouse and need no explanation.

None of these things can work right with a finger (or traditional stylus) because on a touchscreen, pointing at something without clicking isn’t a mouseover: it’s just holding your finger vaguely in the air. The device doesn’t even know it’s happening.

In addition, some Flash sites rely on right-clicks (such as for security settings), and many rely on a physical keyboard. Especially games, which are the main kind of content people want from Flash. (I’d say video, except video can easily be done without Flash, and sites are increasingly doing so. Much of the video missing from your favorite Flash site is probably easily found on YouTube anyway.) Games often use realtime key control, requiring a distinction between a single press and a long hold, and including the need for chording. For instance: holding right arrow continuously to walk, while simultaneously hitting the space bar to fire, and either hitting up-arrow once to jump or holding up-arrow longer to jump higher. A touchscreen keyboard can’t handle these kinds of rapid, precise combinations well. And the keyboard would block the game view, too. Games on a touchscreen need controls suitable for a touchscreen (and/or tilt).

The only potential “solutions” to the mouseover problem are terrible ones:

A) The best case: every Flash app on every site is re-thought by its designers and re-coded by its programmers (if they’re even still available), just for touchscreens. They wouldn’t use mouseovers any more—or else they’d have dual versions of all Flash content, so that mouse users could still benefit from the mouseovers they are used to. That’s a ton of work across the Web, for thousands of parties, and just isn’t going to happen. Plus, with many sites, mouseovers are so fundamental that the very concept of the site would be altered, creating a whole different experience that would annoy and confuse the site’s existing users. (And would this be any easier than simply re-designing without Flash at all? Not always.)

B) Gestures, finger gymnastics or extra physical buttons are created that simulate mouseover—which is absurd since mouseovers, by their nature, are meant to be simpler than a click/tap, not more complex. And meant to be natural, not something new to learn. Not a whole set of habits that violates our desktop habits. And any additional complexity is unworkable when it comes to games: you need to react quickly and simply, not remember when to hold the Simulate Mouseover button, or use three fingers, or whatever. The game itself is enough to deal with. Anything on top of that takes away fun.

C) Make clicking itself—the fundamental, constantly-used action—MORE complex. Such as requiring a double-tap or two-finger tap before anything is registered. (Two taps is how Mobile Safari does JavaScript popup menus: the first tap pops it up, the second selects.) But many Flash apps and games already use double-click (or rapid-fire clicking) for other things. Extra taps only make sense for certain limited situations (like menu popups). And it’s not just clicking: you have to allow for movement: dragging vs. a moving mouseover. And even if a system could be created that was quick and simple enough to do all this in the middle of a game, how would the user know which parts of a web page played by these special rules? One part of a page (the Flash elements) would do fundamental things like scrolling or link-clicking differently from the rest of the page! (Not to mention the rest of your touch-based apps.)

D) Have a visible mouse pointer near your finger, and not interact with things directly. Use Apple track-pad style tap-and-drag gestures, as seen in some VNC clients. This kind of indirect control violates the very principle of direct touch manipulation. This is making the touchscreen be something “like a laptop but worse” and has little reason to exist. And again, you’d have to keep remembering whether you were in direct touch mode or “drag the arrow” mode, and which parts of the page behaved in which way.

E) Require extra force for a “real” tap. So you’d have to learn habits for a light tap vs. a hard tap. This extra complexity is non-intuitive, cramp-inducing, and easy for the user to get wrong (even with click feedback, as in RIM’s failed BlackBerry SurePress experiment). This complicates the whole device just for the sake of one browser plugin, and makes it more expensive to build.

So it’s not just that Apple has refused to support Flash. It cannot, logically, be done. A finger is not a mouse, and Flash sites are designed to require a mouse pointer (and keyboard) in fundamental ways. Someday that may change, and every Flash site could be redesigned with touch-friendly Flash. But that doesn’t make Flash sites work now.

Even if slow performance, battery drain and crashes weren’t problems with Flash (and they truly are), nothing can give users of any touchscreen, from any company, an acceptable experience with today’s Flash sites. The thing so many complainers want is simply an impossibility.

By the way, imagine my embarrassment as a Flash developer when my own animated site wouldn’t work on the newfangled iPhone! So I sat down and made new animations using WebKit’s CSS animation abilities. Now desktop users still see Flash at adamsi.com, but iPhone users see animations too. It can be done.

Morgan Adams, adamsimmersive
interactive design and games

14 posted on 04/21/2010 12:59:05 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: FreeManWhoCan

Android is also taking share from blackberry


15 posted on 04/21/2010 1:00:35 PM PDT by driftdiver (I could eat it raw, but why do that when I have a fire.)
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To: antiRepublicrat

Its not just Microsoft that draws insults.


16 posted on 04/21/2010 1:03:06 PM PDT by driftdiver (I could eat it raw, but why do that when I have a fire.)
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To: SeekAndFind

Steve Jobs says cross-compilers (like Flash CS5) make sub-standard apps

by Rene Ritchie
Saturday, Apr 10, 2010

As he’s been doing a lot lately, Apple CEO Steve Jobs replied to an email from a developer concerned about iPhone 4 SDK’s ban on using cross-compilers like Flash CS5 or MonoTouch to create apps.

After a brief exchange about Daring Fireball’s article on the matter, Greg Slepak wrote:

I still think it undermines Apple. You didn’t need this clause to get to where you are now with the iPhone’s market share, adding it just makes people lose respect for you and run for the hills, as a commenter to that article stated:

[...] I don’t think Apple has much to gain with 3.3.1, quite the opposite actually.

To which Jobs sent (not iPhone or iPad this time, but from his Mac):

We’ve been there before, and intermediate layers between the platform and the developer ultimately produces sub-standard apps and hinders the progress of the platform.

That users are picking sides is interesting. Adobe wants to control the creation and distribution tools (Flash CS5 and the Flash plugin). Apple wants to control the creation and distribution tools (Xcode and App Store). There’s a battle going on for the next generation of computing, with Google, Microsoft (who won the last one) and others deep in the mix and they all want desperately to win. Both are good or evil depending on how closely their goals mirror the individual’s in question. So, while picking sides is inevitable for some, it’s also part of each company’s strategy.

17 posted on 04/21/2010 1:06:18 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: FreeManWhoCan

Not until they get the battery life issues resolved. Use your Android phone to ‘do more’ than the iPhone and your battery life drops to minutes.


18 posted on 04/21/2010 1:11:53 PM PDT by Spktyr (Overwhelmingly superior firepower and the willingness to use it is the only proven peace solution.)
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To: SeekAndFind
No Flash on the iPad? No Problem, Brightcove Says

By Chloe Albanesius
March 29, 2010

Do you want to develop video for Apple's upcoming iPad? Brightcove on Monday released a new solution that will allow publishers to develop video experiences for Flash and HTML5 without incurring extra costs.

"We are investing to make it possible for publishers who are using the Brightcove online video platform to deliver both Flash and HTML5 video experiences with equivalent capability without requiring a lot of extra work," Jeff Whatcott, vice president of marketing at Brightcove, wrote in a blog post.

Apple will start shipping the iPad on April 3, but the device will not include support for Adobe Flash. Apple chief executive Steve Jobs reportedly said the decision not to support Flash was because it it too buggy, and that HTML5 is the wave of the future. Adobe chief technical officer Kevin Lynch subsequently defended Flash as superior to HTML5 and accused Apple of being uncooperative in terms of getting Flash on the iPad.

Internet squabbles aside, the iPad will not include Flash support, which poses a problem for publishers developing in Flash who do not want to be locked out of the iPad market. Whatcott said Brightcove's Experience for HTML5 aims to solve that problem.

"For publishers who are used to building video experiences by cobbling together technologies on their own, the requirement to support HTML5 in parallel with whatever they are doing with Flash means unwelcome additional cost and complexity for their web development teams," Whatcott wrote. "[But] publishers really have no choice if they want to continue to maximize their audience. Dealing with web client fragmentation is going to be the reality for the foreseeable future."

Brightcove's HTML5 solution, therefore, will allow developers to "target HTML5 devices without sacrificing the ability to customize the playback environment, gather detailed analytics, manage multi-bit rate delivery, and monetize their video with advanced advertising," he said.

The solution icnludes an automatic device detection, which will detect a non-Flash device – like the iPad – and switch between Flash the HTML5 to suit the viewer's device capabilities. In addition to the iPad, the offering will also work on the iPhone and iPod touch, Brightcove said.

The Brightcove Experience for HTML5 will be added to the existing Brightcove Professional, Enterprise, and Express $499 editions. Customer already using these products can access the HTML5 capabilitites at no extra charge.

Whatcott stressed that HTML5 development is ongoing, so Brightcove will add more features to the product as the year goes on.

"In many ways HTML5 today is where Flash video was in 2002," he wrote. "Replicating the massive industry ecosystem of ISVs, tools, services economy, developer community, and knowledge economy that has grown up around Flash will not happen overnight. But we have already laid the foundations of HTML5 support, and we would expect to make very substantial progress over the rest of this year."

As a result, Whatcott said that Brightcove's support of HTML5 does not mean it will no longer support Flash. He criticized "Flash-bashing rhetoric" and defended the product.

"Our work to support HTML5 is not about weakening Flash, it is about pragmatically solving problems for our customers," he said. "Flash is and will continue to be a critical platform for us and for our customers."

At this point, most online video is still experienced via Flash and that will likely continue for the forseeable future, Whatcott said.

"We have a very strong strategic alliance with Adobe, and we continue to believe that it is in our interests and the interests of our customers to be at the forefront of innovation on around the Flash Platform," he concluded. "Our work with HTML5 is in addition to, not instead of, our work with Flash."

More detailed information about Brightcove Experience for HTML5 is available on the company's Web site.

19 posted on 04/21/2010 1:14:36 PM PDT by Star Traveler (Remember to keep the Messiah of Israel in the One-World Government that we look forward to coming)
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To: SeekAndFind

I have the Palm Pre and love it, sadly Palm’s doing very poorly and who knows if it’ll last another generation.

I’ll probably go with Droid if they go under. I hope Flash eventually comes out on the Pre, is supposed to by July.


20 posted on 04/21/2010 1:16:49 PM PDT by Tolsti2
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