Adobe Opens the FLV and SWF Formats
Wolfcat writes to tell us that Adobe announced today that they are opening the SWF and FLV formats via the Open Screen Project. "The Open Screen Project is supported by technology leaders, including Adobe, ARM, Chunghwa Telecom, Cisco, Intel, LG Electronics Inc., Marvell, Motorola, Nokia, NTT DoCoMo, Qualcomm, Samsung Electronics Co., Sony Ericsson, Toshiba and Verizon Wireless, and leading content providers, including BBC, MTV Networks, and NBC Universal, who want to deliver rich Web and video experiences, live and on-demand across a variety of devices. The Open Screen Project is working to enable a consistent runtime environment — taking advantage of Adobe Flash Player and, in the future, Adobe AIR — that will remove barriers for developers and designers as they publish content and applications across desktops and consumer devices, including phones, mobile internet devices (MIDs), and set top boxes."
This problem doesn't mean opening the code for the player, but still, it will help projects like Gnash, etc.
I guess Adobe is doing this to try to stop silverlight getting too much attention.
Since Microsoft seems to want a new way of control of new web enabled devices with silverlight, I guess this is a good thing.
(And obviously this way gnash can implement better compatibility more easily!)
Dependency hell? =>
Let me translate that to the real world for you:
"I'd Adobe to put the Flash player (as well as the Flash program itself) under the GPL license. However, if they don't, they'll still have > 90% browser penetration, and be used by YouTube to deliver huge quantities of crap video to people."
Right now, in the age of streaming video, Flash is about as relevant as you can get.
Well, Gnash has a 64 bit flash plugin, and hopefully this information will help it advance and become better.
I don't think that's necessary. It's the same thing with hardware, or MS formats or whatever. If a complete and accurate spec is available, the open source community can make their own player/driver/reader/writer or whatever.
Adobe may not be providing an open source player here, but they are giving the information needed for us to make one ourselves. Isn't that basically what we've been wanting from hardware manufacturers?
Also, this makes a Linux Flash writer possible. oOFlash? I really don't see anything to complain about here.
IIRC, Macromedia's original rationale for keeping the formats secret was to prevent a certain unnamed competitor from embracing and extending them. Presumably they're counting on Microsoft being so committed to Silverlight that they're not going to turn on a dime, ditch their system (which their people believe, with some justification, to be technically superior) and replace it with a bastardisation of Flash.
Somehow I don't think SWF would be very useful to, say, KDE4. Or to just about any scenario where you want a static image that scales to any resolution. I've yet to see flash used for static images anywhere, for good reason. The reports of the demise of SVG are highly exaggerated.
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Actually VP6 and 7, Sorenson Spark are very high end codecs. Youtube's problem was (deliberately?) encoding video like junk with horrible settings and the original's horrible quality as it is ripped from TV (already compressed), low end DV camera without colour correction.
The big issue was the Sorenson and On2 being big time MS Lapdogs and never offering any real solution except Windows market. Truth to be said, they are not bad quality codecs. Check their reference pages (demos etc.) to see what they actually are.
In fact, current quality/bandwidth/multiplatform champion is Realvideo 10 and it is MPEG4 based too. Of course it is a bit hard to convince user to install it even while Real gives whole thing (except codecs) as open source. You know, history haunting.
If you didn't bother to RTFA, here are a few more pertinent details. The specific actions Adobe will take include:
This is huge in that it means we can finally start porting the Flash runtime to other platforms. It's not yet completely open source, but I'm encouraged by the steps Adobe is taking. They're at least moving in the right direction.
Who said Freedom was Fair?
I've been making SWFs on Linux for years. Swfmill is quite capable (the svn version has very good SVG support and works well with Inkscape), there is a fine language and compiler called haXe that can even compile for other targets as well (the Neko and generated Javascript, with PHP support in the works), among other tools.
Also, the Flex SDK is already open and works on Linux (it's Java). Finally, their (proprietary) Flexbuilder for Linux is currently a public alpha.
They don't do this because it's a vector for non-Apple-approved applications to run on the iPhone. It's the same reason they refuse to allow Java to run on it. They want to control what people run on the phone so they can charge for services which free (speech/beer) software could enable for... well, for free (beer).
Slay a dragon... over lunch!
I find it amusing (and astounding) that apps written on Flash (minus video) seem to run at about 1% of what you could do with native programming. It's nice to see all those cute games, which are largely the kinds of things we saw on DOS about 15 years ago. It's not nice that those DOS-style games will peg a processor running at 100 times the speed of what those DOS games run on.
You are in a maze of twisty little passages, all alike.
Its all about developer time vs CPU time. Nobody's going to spend two thousand developer hours taking something from O(nlogn) to O(n) anymore except in very special circumstances, and this is one of those cases where *nobody cares*. Not the developers, not the consumers, not even the sites hosting them. And the few old-school (read: good) programmers are left throwing their hands up in disgust and inching that much closer to the 'get offa my lawn' guy.
Because *other* people use it extensively? Parent was talking about the iPhone, which does not support flash, yet easily could.
Well that's what happens when you take an application designed for making non-interactive 2D animations and turn it into a development platform.
Sometimes my arms bend back.
The slow implementations you're talking about are due to the retarded programming of the game authors. Most people in Flash come from a designer background and not a programming background, hence inefficient code. as for implementations of Flash getting faster and faster, the demo of Flash 10 they showed at Adobe Max was fast enough to run Quake 1 in fullscreen! Check the 2nd video in the link below from sneak peeks at Adobe Max in Chicago last year: http://www.peterelst.com/blog/2007/10/03/adobe-max-chicago-sneak-peeks/
http://www.object404.com
The iPhone could "easily" support Flash if it either:
- used an old version that didn't properly render modern Flash content (like the Flash used in the PlayStation 3)
- used a Lite version of Flash that didn't render anything but a minor subset of Flash, and which will only work with basic FLA video players in its latest version (not officially out yet IIRC)
- used a completely reengineered, yet somehow backwards compatible version of Flash that perfectly ran PC targeted Flash content that currently plays like crap on the Mac with memory leaks and other bugs, but rewritten for the iPhone's ARM architecture with major integration into Apple's Cocoa Touch software.
So yeah, that'd be a piece of cake if Apple gave two shits about spending a year constructing a crutch to hold up Adobe's shitty platform that should go away and make way for a real reach Internet application platform such as HTML 5.
I don't think Apple is going to do that, and if Adobe could, they might have already fixed their Mac version.
It appears that you think is some sort of conspiracy, or that Apple has a moral obligation to devote its resources to supporting a shitty architecture that destroys the web, but only because there are a handful of useful things that could far more easily be redesigned to use standards that are already open.
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