Why you should NOT care about building apps for the iPhone with Flash
The news from Adobe MAX 2009 that probably generated the most buzz and discussion online was the announcement that Flash CS5 will have support for outputting applications for the iPhone. While I am really excited about the news, and the work we are doing around the iPhone, I am here to tell you that you should not care about it.
Let me repeat that:
You should NOT care about using Flash to build applications for the iPhone.
Hear me out on this. One of the major advantages of using Flash has always been that you can create your content, and then be confident that it will run consistently across different platforms and browsers. However, in the past, if you wanted to deploy to mobile platforms or devices, you would have to target a different player (most likely based on Flash Lite), which lagged behind the capabilities of the desktop player. However, the fragmentation between desktop and mobile players is about to change.
I think the biggest news out of Max last week was not the Flash applications for iPhone announcements, but rather the unveiling of Flash Player 10.1. Not only will Flash Player 10.1 run across desktop operating systems and browsers, but it will also be available on the newest generation of smart phones. This includes Palm Pre, as well as Android and RIM based devices. Furthermore, the iPhone work, as well as Adobe AIR 2.0 are both also based on Flash Player 10.1.
Thus, not only will you be able to create content and target multiple browsers and operating systems, but you will also be able to target mobile devices, as well as desktops.
Now, it is important to remember that devices, such as the Palm Pre and iPhone have significantly slower processors and less memory, as well as smaller screens than desktop machines. However, if you design and develop with these limitations in mind, then you will be able to leverage you content anywhere that Flash Player 10.1 is available.
Furthermore, if you are leveraging functionality that is only available on a subset of devices, then of course, your content can only leverage that functionality on devices where it is supported. This is the same as on the desktop when using APIs to access the user’s microphone and webcam. If the target platform supports the functionality then you can use the APIs to access that functionality. (The Flash Player includes APIs to check at runtime if specific functionality is supported on any particular target platform).
The important thing is that the Flash Player exposes the APIs across platforms in a consistent manner. So, for example, if you want to use multitouch functionality in Flash Player 10.1, then you will use the same APIs regardless of whether your content is running on the desktop, in a browser, on the iPhone, the Palm Pre, etc…
For the past couple of months, I have been working on a gamed called “Pew Pew”. I originally developed it by targeting the browser, but knowing that I wanted to deploy it to the iPhone, payed attention to performance, and sized the content, and designed the user interactions appropriately. Once the iPhone work was at a point internally that I could deploy content to it, I was able to run my content on the device with no changes at all. Now, I did have to do some additional code optimizations to bring the frame-rate up (something which benefitted the game on the desktop as well), but once I did these, the SWF for my game was able to run on both in the browser on my desktop and as a standalone iPhone application. Indeed, the team working on Flash Player 10.1 for Android asked if I could send them the SWF, and it ran on that device as well with no modifications. This was possible because Flash Player 10.1 allowed me to target the capabilities that my game needed, as opposed to targeting a particular device.
So, to summarize, when developing content targeted at Flash Player 10.1, you should think in terms of the capabilities of the platform, and not get hung up on a particular device or browser.
Creating applications for the iPhone is great. But creating content for the iPhone, and having the option to deploy it on an Android, RIM or Palm Pre device, in a browser on Mac, Windows, Linux and Solaris, and being able to deploy to the Mac, Windows and Linux desktops via Adobe AIR 2.0 is even better.






This has always been one of the advantage of Flash, to be cross platform. I really think that, even if Flash CS5 for Iphone works fine, the better way to make applications optimized for Iphone is Obj-C. But thinking of making applications for Iphone and other platforms, including web applications, with the same tools, is the really good point.
Yann Rayon
12 Oct 09 at 11:19 am
Another thing to consider is that as great being able to develop iPhone applications in Flash is, this only solves half (maybe less) of the no-flash-on-iphone problem, as we still don’t have Flash running in Mobile Safari.
That said, once Flash 10.1 is released, the market share for mobile devices running a modern version of the Flash player will change dramatically. If I’m not mistaken, the combination of mobile devices from vendors that will support Flash 10.1 some time next year will be greater than the number of iPhones in the US market. This should motivate marketers and ignite a new wave of mobile Flash development; at least that’s what we are hoping for.
Oscar Trelles
12 Oct 09 at 11:34 am
this article makes no sense to me. you mention at the top why we shouldn’t care about creating native iphone apps using flash, but instead of giving us reasons as to why, you then fill the rest of the article with how great the 10.1 player is. there is obviously a difference when creating an app that runs natively, and thus faster, on the iphone than it is to have a version 10.1 player (slower) run swfs on the phone, right? being able to deploy to mac, windows, and linux desktops via adobe air is IRRELEVANT to the fact that you can now deploy to the iphone as a NATIVE application, which you can submit to the app store and gain revenue off of.
you’re irresponsibly juxtapositioning several disparate concepts in your article that are not oppositional to one another but instead are obviously complementary, yet you turn around and say deploying to linux via adobe air is better!?
bpony.
bevpony
12 Oct 09 at 11:34 am
@Yann
–
even if Flash CS5 for Iphone works fine, the better way to make applications optimized for Iphone is Obj-C.
–
Maybe in some cases. I am not arguing that Flash is always the best solution. However, if you are already a Flash developer, and you have content that you want to deploy to the iPhone, or Android, Pre, etc… then Flash CS 5 will probably be a good option for you.
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 11:37 am
@bevpony
–
there is obviously a difference when creating an app that runs natively, and thus faster, on the iphone than it is to have a version 10.1 player (slower) run swfs on the phone, right
–
The Flash content is compiled into native code, and thus runs “natively”. There are no SWFs running in the app or on the device.
You can find more information on the developer FAQ:
http://labs.adobe.com/wiki/index.php/Applications_for_iPhone:Developer_FAQ
–
you’re irresponsibly juxtapositioning several disparate concepts in your article that are not oppositional to one another but instead are obviously complementary, yet you turn around and say deploying to linux via adobe air is better!?
–
perhaps I was too subtle in my point, which I will restate here:
“So, to summarize, when developing content targeted at Flash Player 10.1, you should think in terms of the capabilities of the platform, and not get hung up on a particular device or browser.”
You shouldnt get hung up on any particular device or platform, since Flash Player 10.1 abstracts that away.
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 11:39 am
@oscar
–
this only solves half (maybe less) of the no-flash-on-iphone problem, as we still don’t have Flash running in Mobile Safari.
–
That is correct. Howver, Apple has stated in the past that the reason they wouldnt let it in the browser, is because it does not perform well enough. However, with the Android, and Palm Pre players, I think we have demonstrated that the player cana perform on this class of devices.
However, it is something that we require Apple’s help on (just as we have been working with the Palm and Android developers).
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 11:41 am
@mesh : Yes, that’s what I think. ActionScript is easier for me because I’ve been using it since Flash 4.
I can’t judge about Flash CS5 Iphone export yet. I just can imagine that porcessing audio using SampleDataEvent may be too much for the Iphone (but if it works too, that’s prefect)
Yann Rayon
12 Oct 09 at 11:48 am
-
One of the major advantages of using Flash has always been that you can create your content, and then be confident that it will run consistently across different platforms and browsers.
-
But we already could generate Win32 or OSX projectors.
Compiling into an iPhone application is basically not very different.
Zed-K
12 Oct 09 at 1:09 pm
@Zed-k
Yes, although the iPhone is a little different as we compile to ARM assembly. Windows and Mac projectors basically include the SWF and a copy of the Flash player.
But the general idea of deploying Flash to multiple targets is the same.
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 1:31 pm
While it’s great that the Flash Player is trying expand on to new platforms, there are still concerns about performance on some existing platforms it claims to support now.
Flash Player on Linux is dreadful. Just being able to make a build is not that same thing as actively supporting it. Maybe Linux doesn’t have the desktop install numbers as other OS’s, but it is a favorite among developers. If we are treated as “second-class citizens” I’m having a difficult time seeing where I fit into the Flash world.
Marcus
12 Oct 09 at 1:45 pm
Interesting read, definitely valid points. I’ve always taken flash for granted in the fact that it’s able to run on multiple platforms and in all browsers, never really gave it any credit there, just accepted it. Nice job getting the game to run on the iphone and browser with good frame rates, how big was the file and what fps were you getting?
Porter
12 Oct 09 at 1:50 pm
What I’m curious is how we’ll be able to load external assets? Will NetStream, and Loader work on the iPhone and be able to load external assets from a server? Will remoting work?
leef
12 Oct 09 at 1:51 pm
@Porter
Not sure about size (dont have IPA on this machine) although right now I would imagine its around 10 megs.
With the latest hardware acceleration stuff we are working on internally, FPS is between 20 – 24 FPS (target is 24). This is an area where the team is spending a lot of time on.
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 1:58 pm
@leef
Make sure to read the developer FAQ:
how big was the file and what fps were you getting?
http://labs.adobe.com/wiki/index.php/Applications_for_iPhone:Developer_FAQ
You can load external assets, but code within loaded SWFs will be ignored (since there is no interpreter to execute it. Remoting will work.
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 1:59 pm
I’m wondering if there will be a SDK /command-line component to generate IPAs ? Somehow I’m skeptical…
David Wilhelm
12 Oct 09 at 2:59 pm
@David
This is covered in the developer FAQ:
Which Flash Platform tools and technologies can be used to build content for the iPhone?
http://labs.adobe.com/wiki/index.php/Applications_for_iPhone:Developer_FAQ#Which_Flash_Platform_tools_and_technologies_can_be_used_to_build_content_for_the_iPhone.3F
mike chambers
mesh@adobe.com
mikechambers
12 Oct 09 at 3:22 pm
When the news that iphone will run flash apps i bougth one :D
It’s nice for who doesn’t have a mac to use the sdk(Obj-C), here in brazil the apple products are 2 times(or more) more expensives than in US (is too expensive), i want to buy one good macbook but with that money i could buy the new flash license, buy one now PC and change my car :P
I readed that we still need the register at apple like developers to distribute the apps at the app store(even the free ones) this take a few time to be approved, I’ll register as soon as possible, I got a lot of ideias for iphone apps (using flash).
So, thanks adobe by this new feature, and thanks mesh to explain that to everyone and answer our questions.
Armando
12 Oct 09 at 6:25 pm
Makes perfect sense! So the ability to develop for iPhone made more news than the fact that a lot more devices can now be targeted with FP 10.1. Thanks for pointing it out. I guess it only goes to show how popular the iPhone is and how developers are focusing on developing for the iPhone than most other devices.
Either way, Im bloody excited! Any news on how soon the new version will be available? Is it on labs already? I’ll go check.
Abhishek
13 Oct 09 at 12:15 am
Mike – i think the reason Flash developers are paying more attention to deploying to the iPhone rather than the other platforms you mention is because the Apple App Store is already configured for easy, mindless monetization. You put a price on your app, and the rest of it is taken care of – you just sit back and collect your 70% cut. (Bonus points if you want to go crazy marketing your app and getting noticed).
But can you say the same thing for a Flash app developed for the desktop, the browser, or a smart phone? Nay nay. There is no set-it-and-forget-it storefront solution on these platforms. You have to get a merchant account and sell it yourself, or partner with a merchant aggregator and leverage their virtual payment system, or (worse) scrape fractions of pennies from online advertising.
The iPhone is a cool device, sure, but there are plenty of cool devices out there. The iPhone’s coolness isn’t what’s making Flash developers clamour to build for it – it’s the fact that finally, after ten or more years as Flash developers, there’s a straightforward method of monetizing Flash content.
- Ryan
Ryan Henson Creighton
13 Oct 09 at 6:56 am
Well put.
Although you lost me at your title and opening, it made sense when I hit your conclusion, which I fully agree with. This really is fantastic, thanks Adobe!
NateJC
13 Oct 09 at 9:51 am
[...] Applications for the iPhone with Flash par Mike Chamber – Adobe Why you should NOT care about building apps for the iPhone with Flash par Mike Chamber – Adobe Developing for the Apple iPhone using Flash par Aditya Bansod [...]
Développer des applis Iphone avec Flash CS5 « DisplayObject
13 Oct 09 at 4:54 pm
@Ryan – bingo. what we’ve been doing for years in flash for free, we can easily see being monetized. If you look at “falling balls” by Keith Peters, that was a flash experiment written some 7+ yrs ago for a physics test. He converted it to OC to get his feet wet with XCode/App store, and bam – he went to #1 and made a very nice profit.
Personally, I’ve done OC and submitted apps. I’ve worked on 2 hybrid applications (app was created in unity, complimented with a front end created in interface builder/cocoa). And I can tell you that OC is a terrible language IMO, but it wasn’t hard to learn. If people are really serious about making apps for the iPhone, they should buy a couple of books and learn how to do it with OC / XCode. In the long run, you’ll be better off even if the Flash>iPhone conversion works well ( which I have my doubts about right now ).
John Grden
14 Oct 09 at 9:43 am
i still can’t see the point why we shouldn’t create flash apps for iPhone if users are looking for them? iPhone in a big lack of flash apps and CS5 will help in this situation. pity we can’t use AS3 and some other cool features.
flashmint
15 Oct 09 at 5:34 am
@flashmint
–
i still can’t see the point why we shouldn’t create flash apps for iPhone if users are looking for them?
–
Perhaps I was too subtle in my point in the article. Ill repost the summary:
–
So, to summarize, when developing content targeted at Flash Player 10.1, you should think in terms of the capabilities of the platform, and not get hung up on a particular device or browser.
–
So, when building iPhone apps, you dont have to focus on the device. If you focus on the capabilities of the device, then you will have the option to leverage your content on other platforms, browsers, devices.
mike chambers
mesh@adobe.com
mikechambers
15 Oct 09 at 7:26 am
Mike:
Two things that never seem to get mentioned.
1. Why are you not preparing your potential customers for the possibility that Apple ‘could’ and quite likely mass block these Apps.
2. Do you (Adobe) really think that Apple will allow your mobile flex controls to dominate the appstore (Flash devs 10:1 vs OC devs apparently) when they are clearly inferior to the Apple UI/Kit controls. Have you actually tried to get a UI/Kit app through the review process, Apple are super hot on HIG.
Just wondering, as no-one else is asking……
Sounds to me like a lot of hype.
facepickle
15 Oct 09 at 8:16 am
Oh yeah and I posted a similar response on bit101′s blog but it appears he’s not prepared to show it……
facepickle
15 Oct 09 at 8:18 am
@facepickle
–
1. Why are you not preparing your potential customers for the possibility that Apple ‘could’ and quite likely mass block these Apps.
–
Well, they could an can block any app. That is always a risk when developing content for the iphone (regardless of if you use Flash, Unity or Objective-C.
–
Do you (Adobe) really think that Apple will allow your mobile flex controls to dominate the appstore (Flash devs 10:1 vs OC devs apparently) when they are clearly inferior to the Apple UI/Kit controls.
–
How do you know they are “clearly” inferior? Perhaps you save that judgement until we release them.
–
Have you actually tried to get a UI/Kit app through the review process, Apple are super hot on HIG.
–
Just, Ive had a couple apps published on the iphone store, and am very familiar with the Mobile Human Interface Guidelines (it is also linked in the FAQ).
However, Apple is very inconsistent in how it enforces these, but regardless, if you develop for the iPhone, you have to be prepared to have your app rejected. Again, this was the case way before Flash entered the scene.
–
Sounds to me like a lot of hype.
–
Zing! Well, we gave a sneak peak of some early technology. Call it what you will.
We could go back to not being open at all, and not telling developers what we are working on. We have done that in the past, and frankly, I dont think it worked out to well.
mike chambers
mesh@adobe.com
mikechambers
15 Oct 09 at 9:02 pm
From another article I read it sounded more like the best advantage w/ Flash 10.1 is that it will be tapping in + using the GPU (if available) more. Im wondering why you do not mention it here, are there more details about it?
Jon
15 Oct 09 at 10:32 pm
@Jon
Check out this presentation from Max:
http://bit.ly/iphoneopt
mike chambers
mesh@adobe.com
mikechambers
15 Oct 09 at 10:54 pm
How do you know they are “clearly” inferior? Perhaps you save that judgement until we release them.
–
Have you actually tried to get a UI/Kit app through the review process, Apple are super hot on HIG.
–Come on, are you really publicly stating that the flex mobile controls will out perform or equal the native UI/Kit controls ? (Wow, you heard it hear first folks).
Sounds to me like a lot of hype.
–
Zing! Well, we gave a sneak peak of some early technology. Call it what you will.
– Still sounds like hype to me, I just don’t get why you’d release such badly performing Apps if super speed was around the corner. I know you wanted something for MAX, but surely it’s done you HUGE amounts of damage.
Final note from me, still think you’ll be lucky to get this past Apple, have you had any reaction from them, esp. the I DON”T NEED A MAC part…..
facepickle
16 Oct 09 at 1:23 am
[...] Why you should NOT care about building apps for the iPhone with Flash : Blog post I made which puts the announcement into the context of the other Flash Player 10.1 announcements. [...]
Resources for Learning more about Flash to iPhone at Mike Chambers
17 Oct 09 at 9:01 am
I’ve got to agree wholeheartedly with Ryan here. I am in the position of being a good actionscripter, at least good enough to see a good game with a simple concept through to fruition on the app store. I’ve got all the design skills necessary too.
I’ve been working with mobiles for years now and would have loved to do stuff sooner, but frankly the hypothetical payout of hitting a steep iPhone SDK learning curve is just not secure enough to warrant the time away from freelancing. Exporting my idea straight out of actionscript though… hey why not, a couple of free evenings can do the trick already.
The beauty of the news to people in my position is having just been given easy access to a proven distribution platform rather than the “coolness” of having flash running on an iPhone. Frankly I don’t give two toots for the second option since I think the product is perfectly super without flash too.
Franz
26 Oct 09 at 9:10 am
Franz, don’t get your hopes up too high!
Mike, is there any word from Apple regarding this? Their silence is almost deafening. I wonder how many Flash developers are going to shell out the $99 without any official statement from Apple. Just because Adobe want to sell you CS5 doesn’t mean you’ll necessarily see your Apps on the appstore anytime soon!
I predict a CS5 detection process in the approval queue, instant rejection suckas!
I’m still laughing about the “You don’t need a Mac” part, come on Ad-OH-be are you serious!
facepickle
26 Oct 09 at 2:31 pm
@facepickle
If you would like a comment from Apple, then i suggest that you ping Apple.
Speaking of which, did anyone notice that Chroma Circuit has been featured on the main games portal for the itunes store (for the past week)?
mike
mikechambers
26 Oct 09 at 2:51 pm
@mike
So I take that as a no official statement from Apple :)
Hmm, interesting don’t you think…..
facepickle
26 Oct 09 at 3:06 pm
@mike
“Chroma Circuit” has been featured in iTunes. That is not the main portal for the iTunes store at ALL!
97% of all purchases are made from the device/handset, and the “What we’re playing” section is not ‘featured’ on the device.
More disinformation….
facepickle
26 Oct 09 at 3:08 pm
@facepickle
–
So I take that as a no official statement from Apple :)
–
No. I said that if YOU want a comment from apple, then you need to ping apple directly. As I don’t work for Apple, I cant comment for them.
As far as Chroma circuit, I am not sure what disinformation I am spreading. The game is featured on the games section of the app store.
Do you have a resource for your “97%” number? All the information I have seen suggest that being featured on the store, or on one of the top lists on the store drives the majority of sales.
mike
mikechambers
26 Oct 09 at 3:14 pm
@Mike
http://209.85.229.132/search?q=cache:Q6CbLSpPV3oJ:metrics.admob.com/wp-content/uploads/2009/08/AdMob-Mobile-Metrics-July-09-Survey-Supplement.pdf+admob+iPhone+purchases&cd=2&hl=en&ct=clnk&client=safari
Being featured on the device is the most important thing, period.
You seem to be skirting the issue regarding the Apple factor. Honestly you can’t truly believe that Apple will allow this to flood the App Store.
Do you think they will allow you (Adobe) to dictate the toolchain, Flash “designers” outnumber Objective-c/c/c++ developers 10:1 so literally overnight you are turning it into the Flash App Store. Anyone who can hold a mouse can submit an App! Hey maybe Apple will employee some extra staff, to help you with your launch, or then again they might just block reject all flash Apps…. Hmmm, I know where I’m putting my money.
The whole “YOU DONT NEED A MAC” thing, come on, who are you kidding?
facepickle
26 Oct 09 at 3:29 pm
@facepickle
–
You seem to be skirting the issue regarding the Apple factor.
–
No, but I am not going to make guesses around hypothetical situations, or make comments for companies that I do not work for.
mike
mikechambers
26 Oct 09 at 3:45 pm
@mike
But you’re happy to promote a technology that until you have an official statement from Apple could be removed/disabled at anytime.
But hey, if it sells some CS5 copies eh ;)
facepickle
26 Oct 09 at 3:48 pm
@facepickle
–
But you’re happy to promote a technology that until you have an official statement from Apple could be removed/disabled at anytime.
–
Well, apple could remove / disable any app, created with any technology at anytime (even with with a statement from Apple).
mike
mikechambers
26 Oct 09 at 3:50 pm
@mike,
That’s not the point I am making at all, and you know that….
facepickle
26 Oct 09 at 3:54 pm
@facepickle et al
What sense would it make for Apple to deny a whole host of new apps from their store. I can’t fathom a rationale for them to do that. They make money on every app that sold, whether it’s created with XCode, Unity 3D or Flash CS5 (or that OSS appcelerator tool for that matter) – not to mention the fee to even get in (the $100 dev fee or whatever).
Apple has done strange things, but I seriously don’t understand this concern (I don’t work at Apple or Adobe).
Kevin Newman
4 Nov 09 at 1:13 pm
@kevin
User Experience, the moment you put Flash Crapware on the iPhone in the potential volumes we’re talking about it becomes the most dominant toolchain used to create Apps. Flash devs outnumber Objective-C devs 10:1. Adobe will be dictating the user experience for customers on the iPhone with controls that are non UI/Kit compliant, and if you think Apple will allow that then you really don’t know Apple very well. And as for games, come on does anyone seriously think you can build a decent game using Flash for iPhone, just read Keith Peters blog for an insight into that!
facepickle
4 Nov 09 at 1:55 pm
@facepickle
As has been pointed out, devs will soon figure out what can and can’t be done with the Flash tool – I suspect, as does Kieth, that they will find it can’t do as much as what they’d like it to (and maybe they’d find the same is true for Objective-C – except maybe with openGL/3D which AFAICT, Adobe isn’t offering support for).
On the other hand, for the kinds of apps that UI/Kit is commonly used for, I have no doubt the Flash apps will suffice. I’ve also used quite a number of different apps on my iPhone and found that most of the UIs are unique from one another. I don’t know if they are skinning UI/Kit or simply using different tool-kits – (maybe the UI regs are more about flow?), but I can tell that they aren’t as consistent as the Flash on iPhone detractors suggest – I’m not sure what that means for Flash devs.
Regardless, I can’t see why a custom app made in Flash, is any less capable by default of passing Apple’s UI hurdles, than an app made with any of those other tools. It seems Apple wants apps that will sell – I suspect they’ll get plenty out of Flash CS5 devs (assuming @mike is right about the performance gains coming with the GPU work ;-) ).
Also, I do wonder about your numbers – even if 10:1 is correct, will every Flash developer out there rush the App Store system all at once (or even over time)?
Kevin Newman
4 Nov 09 at 3:38 pm
@kevin
“On the other hand, for the kinds of apps that UI/Kit is commonly used for, I have no doubt the Flash apps will suffice. ”
unless they want to:
a) Perform at native speed
b) Implement any of the many core features that Flash DOES NOT support
c) Be downloadable via the cell network
d) Consume the battery at a sensible rate
I’m sure I could go on, Flash for the iPhone is a second class citizen, with not standard UI controls/interactions and as yet NO OFFICIAL statement from Apple.
The big problem with this, apart from a deluge of substandard apps hitting the review teams (and delaying even further the real Apps) is that user perception will be damaged with bloated badly performing apps.
Mike won’t be called out on the publish from Windows question, but surely that isn’t going to sit well with Apple. Are we seriously saying that Adobe are the key/main tool chain provider for the iPhone? Still can’t see it happening, personally! Mass rejections here we come, Apple have recently implemented an automated process for detecting usage of private API’s, it won’t take much to add CS5 export to the list.
facepickle
4 Nov 09 at 4:41 pm
@facepickle
You have made you point on this thread (multiple times). You think Flash apps will perform poorly, and apple wont allow them.
There is no need for you to continue to post the same thing over and over.
This is my weblog, and I welcome discussion (positive and negative) around the post, but I wont allow any individual to hijack the comments. So, make your point, and move on (or start your own weblog).
mike chambers
mesh@adobe.com
mike chambers
4 Nov 09 at 8:30 pm
Actually I was replying to comments made by @kevin.
“So, make your point, and move on” doesn’t sound like much of a discussion forums then, does it… or does that only apply when the opinions are at odds with the mothership?
facepickle
5 Nov 09 at 4:18 am
@facepickle
–
So, make your point, and move on” doesn’t sound like much of a discussion forums then, does it
–
Yes, that is correct. It is my personal weblog, and Im not going to allow any one individual to abuse it for their personal soapbox.
As I stated above, I have no problem with opinions that dont agree with mine. I do have an issue when those opinions are repeated repeatedly and end up essentially spamming my blog.
mike chambers
mesh@adobe.com
mikechambers
5 Nov 09 at 9:02 am
“But creating content for the iPhone, and having the option to deploy it on an Android, RIM or Palm Pre device” why do you guys always shenk-off Windows Mobile? remeber flash ran on a mobile device “FIRST” on a WinMo years back… flash player 7 and is more effective and robust than even flash lite 3 today, cos it came with all the desktop features. I develop with it and i know what am saying.
Secondly let’s cut to the case ok, Apple is closed and will never allow flash unto the iphone. First, it’s a competitor to their quicketime, second, with flash on an Iphone, I can have my own Mini-App store! Flash can load other swf files at runtime and play them. This is against their policy. Even if just online, I can develop my game portal or website online, load millions of free games as swf files and let people choose and play or even pay. It’s that pretty simple, you don’t have to be a genius to figure this out. Let’s stop deceiving people, flash can run well on an iPhone and Adobe has the power to develop a trimed down version if that’s what apple wants. Worse case if developer’s swf file consume too much cpu, the plugging can warm user and kill it as it does on desktop but the fact is, Apple ain’t sharing its yard with anyone.
Isaac
11 Nov 09 at 1:32 am
Great to hear early news on the development of Flash for smartphones. I was looking around for the best technologies to spend time on in 2010. None are perfect, but Flash 10.1 seems to have one huge advantage… cross platform compatibility. I have seen some amazing work done using the desktop versions, so I have no doubt about its potential on the mobile platforms.
I enjoy reading all the discussion here… well, the constructive comments anyway ;-) You are a patient man, Mr. Chambers. :-)))
JonG
23 Dec 09 at 3:59 pm