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Looks like Steve Jobs was right about Flash on mobile devices. Look at all the heat he took for years when he exposed their flaws, and now it appears that Adobe has realized it as well.
 
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I didn't really like flash on my android... Too buggy / slow. Who wants to see framerates in 2011?
 
Muhahahahahahahahahahahahahahah

Adobe bloatware dies. Oh if only Steve was here to gloat.

The first thing he did in the after life was haunt Adobe's ass.

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People (especially in the Apple community) really don't understand what Flash is and why it's still used in a lot of places.

It's called laziness and cheapskating.... that's why it's still used in a lot of places.

The only area where Flash has any real relevance is web gaming or other interactive type things. HTML5 can't replicate certain features of Flash. Zynga is probably Adobe's respirator these days with Flash. The performance sucks balls though, and I think all these developers would love a more viable solution to Flash as their platform.

Really, what else is there that makes Flash a need? HTML5 fills in pretty much every other need just fine, and its still a growing platform that hasn't even reached it's potential yet.

And if you think Adobe doesn't realize that, you're nuts. This is why Adobe is now authoring tools to port Flash content to other platforms because they need to have reasons for people to buy Flash. That need is DYING.
 
The chant that Apple users shout, but no one else who is sane ever does.

"What do we want, Less choice, when do we want it Now"
"What do we want, Less choice, when do we want it Now"
"What do we want, Less choice, when do we want it Now"

We demand the right to not be able to run things on our devices.

Amazing isn't it :D
 
Microsoft killed it once they announced they were not going to support it in windows 8 metro internet explorer.
 
I guess Uncle Walt was right! :eek:

walt-mossberg-tells-adobe-ceo-to-his-face-that-flash-sucks-on-android_1.png

Uncle Walt's expression, just last summer, on being told how great it is that so many mobile devices do Flash.

Finally, good riddance to that "hack!"
 
Can't wait to see how many android fanboys get pissed off!
(About 100% :D)
 
does this mean learning flash action script is nearing its end of life? i just started some courses in school on action script, and while its a pretty nifty language, ive got a feeling flash is being phased out.

that said; how does this affect flash on the desktop?

Take what you learn about Actionscript, go learn Javascript and apply your aquired knowledge there.
 
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Good. Now if only Adobe would discontinue development on personal computer Flash...

Next, the home computer...

With the path that mobile computing and post PC devices are taking I'm not sure it makes sense to even use Flash on the desktop anymore either!

If I am a developer and want my business/content online for the widest possible audience why on Earth would I use anything but HTML5? :confused:

Good riddance Flash! :rolleyes:
 
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don't know why this decision wasn't made a year and a half ago. i know they didn't want to look bad after Steve Jobs wrote the letter, but does this really look better? way to go adobe/flash, you spent the last year and a half digging deeper in the hole.
 
*snip*
It's like someone developing a 500w light bulb that runs off a car engine, then someone brings out a scooter, and the 500w light buld glows dull.
The bulb was never designed to be running on a low power scooter. It's not the bulbs fault. Sure we can fit a lower power bulb, but it will never shine are well as it should do.

On these forums, we just bash the bulb as opposed to realising it's our scooter thats the problem.

Again, I don't really care. I can run two full 1080p instances of flash code (one video, one animation) on my home PC and my PC is only just ticking over.

So yes please, lets be given an equally independent, equally easy to code for alternative to flash, that can produce the same, or ideally better quality of app for everyone in the world to run in their web browser.

I don't know if you're trolling, especially with a name like "Piggie."
But you're being unrealistic.

In a car analogy, you're basically saying that we should all do our daily commutes in AV-8B Harrier Jump Jets instead of something more reasonable... say, a Nissan Maxima.

Engineers pack technology into smaller devices by improving where they can and compromising where they're limited. It's all about tradeoffs. Some tradeoffs are easy, some are hard. And even the easy ones, there will be naysayers who whine and complain and make a fuss because they are either niche and/or don't know any better.

Your 500W light bulb draws 500W of power. But you probably could have made do with 60Ws of LEDs while giving out the same amount of light. The compromise is that the LED will have different spectrum. Maybe that matters, maybe it doesn't. It depends on the task.

Flash had its uses. It solved a lot of problems back in the days. It caused a lot of problems too. And in the quest for a better mobile device, battery life and security win out against Flash.

If we designed devices like you suggest, we'd be making an iPhone three times as thick just for batteries, and a fan for overclocking however many ARM cores we can pack in there.
 
Yeah, sure. The next time you download a game like RoboKill from Apple's AppStore, you might want to think about what was used to create it.

http://itunes.apple.com/us/app/robokill/id408858081?mt=8

This beauty was written in Flash - and I'm pretty sure none of you guys will notice it.

Ahem....

From the author:
"Robokill is engineered for iOS by Sourcebits. Technologies used for development include Cocos2D, OpenAL, OpenGL ES, iOS SDK 4.x, UIKit and CoreAnimation."

While the original was written for Flash, the iOS version was rebuilt from the ground up. If profiled, I'd expect the iOS version to perform much more efficiently than the Flash version, and be easier to port to other mobile platforms.

And on the other side of the world....

Machinarium IS built on Flash.... which is why the author also says it will only work on the iPad 2 because it simply needs more hardware to work.

Bringing up a game where the author admits it's inefficient is probably not the argument you were trying to make, was it?

http://amanita-design.net/blog/2011...ad-2-should-be-on-app-store-on-september-8th/
 
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<sigh> You guys aren't really as daft as you're pretending to be.

Hardware acceleration of H.264 video has been baked into Macs prior to Snow Leopard. H.264, as you should probably already know, is the chief competitor to the Flash FLV video format. The VDA API has never been necessary to get hardware acceleration for H.264 video, only for Flash FLV.

Ergo, Flash video's primary competition on the Mac (and iOS devices) is a video standard that already had hardware acceleration out-of-the-box with any Mac/iPhone/iPod Touch of recent vintage.

As others have mentioned, you apparently don't understand how software interacts with hardware.

Yes, H264 hardware acceleration existed prior to 10.6.3, but was not available for use outside of Quicktime. Read that one more time.

Yes, there was hardware acceleration for Quicktime.
But you can't use it for playback outside of the Quicktime framework.

Now, I'm guessing the first thought that springs to your mind would be "so yeah, it's there and Quicktime is a public api there, so use it!"

Doesn't work that way.

Quicktime takes files that it understands and plays them back. Hardware acceleration typically requires shortcuts and all sorts of crazy layer-breaking that would have made it nearly impossible to integrate into a browser.

Think about it this way, ever seen on a PC or a Mac when somebody's playing a hardware accelerated mpeg or h264 movie in a scroll view? And you try to scroll it only to find stuff inside the scroll view scrolled... except a black box comes out underneath and the movie keeps playing like it's hovering over the entire thing? Yeah, that's one of those things that people have to work around.
It's a bug, and people don't fix it by making it work.
They make it so you can't do the thing that caused it.

In short, prior to 10.6.3, use of hardware acceleration where possible would have been a crap experience when we talk about it in the context of a movie in a web page.

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Good, so you accept my original point then - Flash's poor performance on Mac OS X was entirely Apple's fault.

Incorrect.

Flash's poor performance when playing back H264 video was entirely Apple's fault.

Flash's poor performance elsewhere was the fault of either/or Adobe or the programmer who wrote the SWF file that you're playing.

Afterall, somebody who makes SWF files as their primary coding environment probably doesn't know why their spinlock is a bad idea.
 
Looks like Steve Jobs was right about Flash on mobile devices. Look at all the heat he took for years when he exposed their flaws, and now it appears that Adobe has realized it as well.

Flash on mobile devices still outlived steve. BTW I am still wondering why my 5 year old psp can play flash videos yet the most advanced phone on the planet can't....
 
Exactly, Apple issues with Flash were about free contents, once Adobe generates native applications and go through App Store, Apple is fine with that.
That is why Adobe don't care any more about mobile browsers, I think people here is misunderstanding this fact.

This has been a ridiculous explanation since people first started using it--do you not realize that many of games, web apps, or whatever "free contents" were made in Flash could also be made in iOS-accessible web languages?

Also, Apple wasn't fine with native [Flash] applications in the App Store--the developer terms were specifically changed to disallow the use of Adobe's, and others', methods. Apple only repealed the rule when it seemed likely that they would get themselves in some legal hot water.
 
Flash is only discontinued because Adobe is moving to HTML5.

Think it has other reasons why they primarily discontinued it. Most obvious reason, iOS did not support it and to a lesser extent windows metro is not supporting it.

iOS is the most used on the internet for mobile devices right now. On my own websites I get 30% web traffic just from that. It is bound to get larger over time. In the mean time, websites are starting to use html5 just to support these iOS devices that cannot run flash.
 
The news here is Adobe switching to AIR for Flash app distribution, but people prefer reporting on Flash's death,.. unaware that Flash projects can be exported to IOS apps.

In the meantime Flash can still push more pixels than HTML5, and Flash still does things that you just can't do with HTML. I don't see the Unreal Engine 3 running in HTML5 yet, but it can be done in Flash.

And for the people who claims Flash sucks on mobiles, they have obviously have never tried or heard of Frash, the Flash player for jailbroken IOS, which works like a charm. I guess they prefer to believe it does not exists.
 
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