But Flex Builder Professional is not required to build Flex apps. Only the free Flex SDK and an IDE like Eclipse, which is also free.
It's 100% free.
Last time I checked flex eclipse plugin wasn't free
Besides IMHO Eclipse is just bad
But Flex Builder Professional is not required to build Flex apps. Only the free Flex SDK and an IDE like Eclipse, which is also free.
It's 100% free.
The problem most people leave out when discussing Steve's strategy to end Adobe is the repercussions to the end users of Apple products.
Last time I checked flex eclipse plugin wasn't free
Besides IMHO Eclipse is just bad
Just as you can develop in C/C++/Objective-C with Eclipse and compile with gcc. Your precious free solution works both ways, you know.
You seem to think this affects only Adobe, which shows how little you know. =/
And Slepak said it best, "Crappy apps come from crappy developers" and not crappy tools.
Allowing people to develop iPhone/iPad apps with Flash/Unity3D/etc will destroy the App Store platform because apps won't be able to adapt quickly enough.
Apple's toolkit is not really free. It costs ~$100 a year to actually use it and to keep test devices provisioned. That's $200 so far I've spent to keep even my own personal apps running on my own devices. And each year it'll cost me another $100 just to do that.
If you cant sing you arent going to be successful as a singer...... unless you use autotune.... but you'll suck live and you'll depend on too many layers of technology to work together so you can have some semblance to a person that has the natural skillset of singing. You want to be a singer but it's too hard.
if you cant program then you arent going to be a successful programmer...... unless you have a shortcut/ go between to help you along.... but you'll suck in translation and you'll depend on too many layers of programming script to work together with the platform you are trying to synergize with and have some semblance of a program that was made in the native language of the platform. you want to be a programmer but it's too hard.
see what i did there?
One of my personal test apps (really ugly, a few buttons, no graphics) wan't an obvious violation of any SDK agreement rules, so I whipped up a 5-minute icon, submitted it (it was accepted a couple weeks later), and gave it away the first year. Actually got a few downloads. So the second year I raised the price to 99c. It's already paid for my renewal.
Developers are ultimately lazy. If there's a way to reuse something somewhere else, they'll do it. And in the case of Flash-to-iPhone, they'll reuse the whole damn thing. I don't want my iPhone apps to be compromises from needing to be from the same Flash project as Pre, Android, etc, and having little to no iPhone-ness as a result.
Mozilla 0.x/1.x and Firefox 1.x anyone? The whole UI was compromised on all platforms, because they couldn't (or wouldn't) develop it such that a Mac app should look and work like a Mac app, a Windows app should look and work like a Windows app. How long did that annoying "invisible" floaty placeholder window stay around in Mozilla, just so they could sort of simulate the "Mac apps stay open when no window is open" thing? And still waiting on Keychain support (among other things) to this day.
Flash-to-smartphone compilation is a way of making things barely adequate for everyone, with minimal "Save As", one-size-fits-all effort. If Android, Pre and Windows don't mind their apps lacking in differentiation or being completely devoid of best-of-breed qualities, then that's their business. I want better for iPhone.
And again, this is not particular to Flash either. That .NET cross compiler goes in exactly the same basket. Them poor .NET boyz is gonna have to actually learn to write an iPhone app now. Instead of putting in the barest, most minimal effort possible out of spite from the company embracing Apple tech instead of letting them stay in their Microsoft-only, Microsoft-everywhere comfort zone.
The gold-rush tourists.
imo, This is a lame excuse from Apple. Consider the logic:
Allowing people to develop iPhone/iPad apps with Flash/Unity3D/etc will destroy the App Store platform because apps won't be able to adapt quickly enough.
Meaning none of the existing Obj-C devs behind the >100,000 current App Store apps will continue to develop in Obj-C? Really?
Everyone will suddenly start developing in Flash, dropping their Obj-C code libraries?
If Obj-C offers better access to advanced APIs, then Obj-C devs will have an advantage, and their apps will rise to the top, creating a natural incentive to dev in Obj-C. Flash-based apps without access to those APIs would suffer competitive disadvantages. But that doesn't mean all Flash apps would suck.
imo, This is simply about controlling the platform.
Please stop lying. It cost zero dollars for most non-game app developers to develop and test internally on the simulator and 100 dollars per year to both provision on devices late into the dev cycle and to publish to the store. The tools are are free download. I'm currently downloading the official iPad SDK and I paid zero dollars.Apple's toolkit is not really free. It costs ~$100 a year to actually use it and to keep test devices provisioned. That's $200 so far I've spent to keep even my own personal apps running on my own devices. And each year it'll cost me another $100 just to do that.
That's very expensive compared to RIM ($25 for lifetime key for all apps) or WinMo (free) or WebOS (free), where my own apps last forever.
I somehow can't picture Steve Jobs personally reading Daring Fireball...
I'm beginning to think the man behind sjobs@apple.com is none other than Gruber himself![]()
Developers are ultimately lazy. If there's a way to reuse something somewhere else, they'll do it. And in the case of Flash-to-iPhone, they'll reuse the whole damn thing. I don't want my iPhone apps to be compromises from needing to be from the same Flash project as Pre, Android, etc, and having little to no iPhone-ness as a result.
Mozilla 0.x/1.x and Firefox 1.x anyone? The whole UI was compromised on all platforms, because they couldn't (or wouldn't) develop it such that a Mac app should look and work like a Mac app, a Windows app should look and work like a Windows app. How long did that annoying "invisible" floaty placeholder window stay around in Mozilla, just so they could sort of simulate the "Mac apps stay open when no window is open" thing? And still waiting on Keychain support (among other things) to this day.
Flash-to-smartphone compilation is a way of making things barely adequate for everyone, with minimal "Save As", one-size-fits-all effort. If Android, Pre and Windows don't mind their apps lacking in differentiation or being completely devoid of best-of-breed qualities, then that's their business. I want better for iPhone.
And again, this is not particular to Flash either. That .NET cross compiler goes in exactly the same basket. Them poor .NET boyz is gonna have to actually learn to write an iPhone app now. Instead of putting in the barest, most minimal effort possible out of spite from the company embracing Apple tech instead of letting them stay in their Microsoft-only, Microsoft-everywhere comfort zone.
The gold-rush tourists.
Wait, wasn't using the SDK and Xcode supposed to prevent crap apps ? And now you're admitting you submitted crap to the App Store ?
So much for "ensures a better user experience".![]()
That's very expensive compared to RIM ($25 for lifetime key for all apps) or WinMo (free) or WebOS (free), where my own apps last forever.
I totally agree with Steve Jobs on this. There is no such thing as "code once, run anywhere".
I'm suprised so few people have mentioned the apple exclusion of 3rd party cross compilers means developers are still locked into owning apple macs in order to develop products for the iphone. The flash compiler would finally have enabled PC based production of apps.
Journalism is dead.Why are there no apostrophes in this post? I noticed about three missing. They show on the comments page, but not on the home page. I hope it's a glitch and not sloppy editing...
Today, the iPhone OS may have the largest install base, as well as the most applications written for a mobile platform, and as such, many developers will choose it over Android or WebOS to increase their exposure for potential revenue. But the market can change, and have a more even distribution of market share between iPhone OS, WebOS, Android, and Windows Phone 7. At that point, Developers will have to re-evaluate which platform to pursue, and if an option like Adobe AIR exists to get their app running on the most platforms, they just might utilize it.