Adobe's iPhone Hail Mary
snydeq writes "Fatal Exception's Neil McAllister questions whether the move to port Flash to the iPhone isn't a last-ditch effort on Adobe's part to remain relevant in the quickly evolving smartphone market. By allowing developers to compile existing Flash apps into native binaries, Adobe believes it has found a way around Apple's requirements that no non-Apple API interpreted code may be downloaded and used in an app, a clause that has also prevented Sun from porting JVM to the iPhone. The resulting apps will be completely stand-alone, with no runtimes and no Flash Player required — if Apple lets Adobe get away with it, no small feat given how protective Apple has been about its app market. But as much as Apple has at stake here, Adobe may actually have more, McAllister writes. 'Already the idea of using Web languages and tools to build smartphone applications is taking hold. Palm has built an entire smartphone platform around the idea. Apple supports the use of Web technologies like AJAX to build applications based on the iPhone's Safari browser. And developers will soon even be able to build Web-based applications for BlackBerry handsets, thanks to a new SDK from Research in Motion. As late to the game as it is, what Adobe needs now is to convince developers that Flash is better than the other options — and that could be a tough sell.'"
Flash might be great for action games, but I'd really like to see support for PHP in some mobile phone. There's already PHP-GTK and several other frameworks that let you do it in Windows/Linux. Powerful, and still easily learned and used language would make wonders in mobile development (man does Symbian C++ suck) and because PHP has so many functions and api's build-in, it would be easy to program lots of things quickly for your phone.
It's not a "last ditch effort" to remain relevant. It's just Adobe continuing the tradition of ubiquity of their platform. Apple won't let them put a runtime on the phone, so they'll deploy native code instead.
Sorry, but there's a big difference between an AJAX app and a native app. Try writing a browser based graphical game on the iPhone; it's going to fall on its face pretty quickly.
Hmm, convince developers to learn a whole new SDK for a single platform, when they can stick with a mature language and toolset they already know, deploy it in the browser, on the desktop (via Air), and on basically every phone on the planet that can run custom apps, including the BlackBerry?
Sorry, this whole article is bunk. Adobe isn't struggling with relevance, they're just making sure it doesn't start to slip, as Apple is so strongly trying to make it. In fact, this probably backfired on Apple a bit - Flash apps running as a native binary will probably have access to device functions which the normal Flash runtime wouldn't have.
I'm guessing this sale has already been made. A lot of developers like working in Flash. Actionscript is a surprisingly elegant language. Based on the number of Flash apps which already turn up all over the web, a whole new segment of developers are seeing this as access to a development platform which was previously closed to them.
Slay a dragon... over lunch!
Adobe has to scramble now because otherwise the gadget makers will invest in GNU gnash.
Please help publicise swpat.org - the software patents wiki
The flash player is a nice Smalltalk VM with a PostScript-like vector drawing model. It's a (very nice) incremental evolution of the Smalltalk 80 system. The Flash authoring app, however, is one of the best rapid application development tools on the market today. You can do everything that Flash can do with JavaScript, the canvas tag, and SVG, but there aren't (yet) any development tools that are anywhere near as nice as Flash for this environment.
Adobe doesn't make much money from the Flash player; they give away the desktop one and sell the mobile one to OEMs quite cheaply. In contrast, they charge $700 for a license for the developer tools. A lot of money, but not much in comparison to the cost of the person using them.
In the long term, the flash player will probably go away. They've already made some first steps towards this, donating the ActionScript VM to the Mozilla project, and producing things like AIR which let you run Flash apps as stand-alone binaries. I wouldn't be surprised if future versions of the Adobe Flash can target HTML5 as well as the Flash plugin, and eventually just HTML6 or a native environment.
I am TheRaven on Soylent News
First the "boohoo, the FCC takes AT&T's bait", now Adobe is "late to the game", even though there are phones which have an entirely Flash based GUI. If I want to read a badly thought-out propaganda blog, there are a million to choose from. Slashdot used to have a little more reserve than that.
I was really struggling getting my head round the iPhone Dev Kit.
In a fraction of the time, I have learnt Actioscript 3.0 and have workable code up and running. It is SO much easier.
I, for one, can't wait for CS5 now.
A.
Never be afraid to ask. Wisdom must be gathered before it can be given.
And if when we have software to play the format, do you think it will be long before we have software to write it?
Oh, but free software will never have a desktop, ah.. graphical web broswer, ah.. office suite, ah.. Flash player, ah... Flash writer. Yeh, that's the application that progress will never reach.
Please help publicise swpat.org - the software patents wiki
Compiling Flash for iPhone isn't about replacing existing tools for experienced developers. What it will do is lower the barrier for entry and ensure that a new flood of crap will now be available to run on iphone.
The coward is here Apple, so why talk about Adobe's ability to catch up with a non-dominant gadget, the Apple iphone? I would like to see Adobe push for app neutrality and against DRM.
techinically have a problem with this. As far as I understand the reason apple does n't allow virtual machines is because it allows a "back door" allowing you to potentially bypass the App store by loading new programs into the VM and there is no possibility of that with this as there is no VM. The only other issue is that these were not directly developed with the Apple SDK in ObjectiveC.
As a move by Adobe I think is actually a very, very good idea and would be even better if they created options for Symbian and Android (instead of embedding in web pages) then you actually have a pretty nice alternative to Java for multimedia type smartphone apps. Sure you're not going to get bleeding performance if you want to do anything CPU intensive but even for someone like myself who would never consider Flash as a development platform it does look attractive. So if anything maybe this is what Apple could object to as it would make apps developed with Flash less exclusive to the iPhone plus there are no native controls so there could also be "Look and Feel" issues.
You should be able to sell and run flash apps on the iPhone already. Sadly apple is so closed with their platform that you don't have the freedom you have on even a blackberry phone.
The fact is there are plenty of viable more freedom endowed alternatives out there now and slashdot should stop worshipping this proprietary tripe. It is now time for iPhone users to realize the mistake they have made in trusting apple to control all the software on their phones.
Freedom is a feature, BUY IT!
"A tough sell." Really? Lets see. Write the same app for 4 different phones, then one for general web, or write it once with flash via a great toolset.
Not noted above is Adobe's announcement that flash 10.1 will be out in a few short months. The speed improvements and memory management are astonishing. Also most if not all smart phone OS will be using it except iphone. They demo'd watching movie trailers, playing games and video conferencing directly from android and existing web sites. Being able to save down to iphone app is great, and lowers barrier to entry (who wants to do objective C?) but the larger topic is how iphone was leader of pack and is about to get outpaced by Android (as per many reports predict). Hell even RIM is getting on the flash bandwagon.
The holy grail is for us to not have to worry about what the damn phone is. Instead we can write great apps and they can be used anywhere the screensize makes sense. Computers (in browser and desktop app), phones, set top boxes for TV's, netbooks, appliances, etc. This is what Flash is about to let us do. Theoretically anyway.
And no HTML5 can't do everything Flash can do YET. Least not write once and run on many OS, platforms and browsers. HTML5 will be great when it is a viable option no doubt, but it isn't. Not yet and not in the next few years due to fighting amongst the browser decision makers.
Adobe is claiming that a few apps already on the store were built this way. Here's a guy that disassembled one of these apps and did a writeup:
http://devwhy.blogspot.com/2009/10/flash-on-iphone.html
Recently, Mono was ported to Apple iPhone claiming to carry Apple requirements. That is "almost" .NET for iPhone, a framework which has nothing to do with Cocoa and if you ask me, it is the perfect trojan of MS for iPhone.
http://www.mono-project.com/Mono:Iphone
If Apple says "but this is workaround", they will simply show dozens of .NET apps ported via Mono. Also Novell has a little to harm Apple on Pro Desktop but Adobe can do real evil things without Apple able to do anything against it. They can say "We have problems with almost zero backwards compatibility with Apple operating systems, we are giving up OS X to focus on Windows and we may release some of our professional apps to Linux." Apple's "this depreciated, this gone, carbon? no 64bit" really cost them millions already and they are taking the flames, PR disasters when they have to say "no 64bit yet". Apple changed their mind about 64bit carbon (non existence) in 1 day, announced it on some basic event requiring millions of lines to be rewritten in Cocoa. I am really surprised Trolltech/Nokia (Qt) could move to Cocoa that fast to get 64bit support, that framework is the reason why Skype/Google earth can ship in sync on OS X. It is not just KDE.
I have, had to use Gnash on PPC Linux, on a very high end PPC G5 (quad G5) with 4+ GB of RAM. In fact, that was when I lost my hope about PPC/Linux. That Linux distro I used was entirely designed for PPC/Apple for almost a decade so I can't really claim it was badly packaged etc.
Are you serious that Gnash is/can be an alternative to Flash? Ever used/experienced Flash Lite 3 on a high end ARM Symbian phone such as N95, new N97?
I got a iPod touch for free and let me tell you, Objective C and Cocoa requirement doesn't stop people from releasing crap anyway.
I was wondering why there are so many iPhone app review sites, catalogs while I didn't have the device. Now I understand, it is worse than J2ME in signal to crap ratio, that is why you need some people to hunt down good stuff for you.
Adobe shipped "Adobe Media Player" on Air platform and they recently converted it to "Adobe TV" which gives free videos/TV shows to Developers, designers and so on. I just checked and it has some Actionscript stuff.
As Adobe Air is available for all OS, better check it out http://www.adobe.com/products/mediaplayer/
Any decient game engine should be using the GPU by default, but it seems that Flash for iPhone has some sort of problem with that:
http://labs.adobe.com/wiki/index.php/Applications_for_iPhone#Can_applications_take_advantage_of_hardware_acceleration.3F
"Can applications take advantage of hardware acceleration?
Yes. In some cases, the rendering of Flash content will be hardware accelerated.
We will publish more information on this when we release the public beta. "
"In some cases"?
There shouldn't even be any discusion about whether something is hardware accelerated or not. If you have a GPU, then you use it.
Why does Adobe have to stay "relevant" in the iPhone market?
You are welcome on my lawn.
last-ditch effort on Adobe's part to remain relevant in the quickly evolving smartphone market.
The real question is how long Apple will remain relevant in the quickly evolving smartphone market, given how its "smarts" are limited by Apple's controls.
There are already compiled-from-Flash iPhone OS apps available in the app store. Apple has a deserved reputation for being hyper-controlling in many areas around the iPhone, but this isn't one of them. They don't care about the history of your code, as long as the final compiled version meets the iPhone requirements. Flash isn't the only language that's been ported, either -- there are tools that will turn your Java and .Net code into iPhone apps as well.
Of course, the ported apps tend to suck, because they don't have access to native iPhone UI widgets, but Apple isn't stopping them or anything.
The author of that blog, BTW, is an ex-Apple engineer, and one of the smartest people I met when I worked there. He's one of the people I'd go to if I need help with Shark or other performance tools.
-jcr
The only title of honor that a tyrant can grant is "Enemy of the State."
if Apple lets Adobe get away with it, no small feat given how protective Apple has been about its app market.
There are already application made in Flash in the app store(list)
It may be 7 digits, but at least it's a semiprime
Let's face it, Macromedia's (Director, Flash, etc.) products have always been clunky and inefficient. Even on the desktop platforms, it takes a lot of processor power. The Flash plug-in can be pretty flaky, I think it's the cause of most of the browser crashes I experience. Usually scroll boxes implemented in flash don't recognize the mouse scroll wheel.
This could result in the merging of a lot of things and much saved pain in porting for programmers. Windows sidebars/gadgets, iGoogle gadgets and phone aps all supporting the same format? That would be genius. You could have the same todo list and clock and w/e anywhere you go. All this has lots of lovely standards and with a little effort all phones could implement them. The merging of markets would be a GREAT thing for aps because the quality (of the best) would rise dramatically. It would also allow for a much more consistent user experience.
Oh but companies hate this kind of disgusting working together. Oh well.
I can't see how this would solve much. Sure, you could easily port Flash Apps to the iphone, but I don't think this addresses Flash that's embedded in web pages. For example, I've built several websites that have embedded flash. There's no way I'm going to go to all of the trouble to make an iPhone-compatible website which presumably would involve compiling flash for the iphone and editing the HTML.
Even still, it seems improbable that there'd be a mechanism to execute iphone apps imbedded in web pages. Although I guess an extension to Safari could be developed that could handle it.
That was the turning point of my life--I went from negative zero to positive zero.
I've got a question that I haven't seen raised yet, maybe I've just missed it.
The company I work for produces online training courses, usually written using Flash. We've delivered some of our courses in the past for use on PDA devices.
If one of our customers asks for their course to be delivered to the iPhone, what are our options? Is the only way to get one of these loaded to post it in the app store? Would it be possible to load a Flash course like this onto an out-of-the-box iPhone without making the course publicly available? Could we host an installer ourselves or give an installer to the client to host on their end?
"Our two-party system is like a bowl of shit looking at itself in a mirror." - Lewis Black
There's a major misinterpretation of the situation regarding interpreted languages on the iPhone. Apple has absolutely no qualms about interpreted languages used on the device. In fact, a huge number of games are built around lua-based game libraries. It's a no-brainer! All you have to do is ensure a user can't add and execute arbitrary scripts by way of downloading them later.
The issue here is getting the right balance to make it through the review process. See, your game could allow for added levels for free down the road, a totally acceptable (and relatively common) occurrence. It's entirely okay if those levels are composed by your scripting language. What isn't okay is if the game will execute arbitrary scripting, to essentially distribute a target platform as an app. That's about where the line is drawn. This could be seen with the final result of the commodore 64 emulator app. They couldn't enable basic but they can allow for delivery of additional games, which are obviously interpreted. A developer might choose to use an encryption scheme or signing scheme to ensure they only execute gamescripts that should be, for example.
This relates to flash because there's nothing stopping adobe from porting the flash engine and making it possible to export individual iPhone apps that include it and execute some flash game that is packaged in with the app so long as that game can't randomly pull in more flash to execute. Of course, if you could compile the entire flash application to native code that would be more ideal in the general case assuming you have no consistency of execution problems. But that's not always the best idea. Take java, for example. Its design causes a complete native compilation effort to result in worse performance and lower reliability because the runtime optimization of the JVM is more effective than static code optimizations.
Anyway, I guess my point is that the limitations about virtual machines and script languages aren't quite what is popularly regurgitated. The issues with the iPhone and these technologies is one of post-app-install delivery of arbitrary code execution. It's not a problem with the use of VM/Script itself.
I read the script, and I think it would help my character's motivation if he was on fire. -Bender
You know, the iPhone is old stuff. The new phones with Android and especially Maemo will soon surpass it in usability and features. The Maemo browser is something terrific: Mozilla-based, and just as functional as a desktop browser. check out this impressive demo. BTW, I'm not in any way affiliated with Nokia. I'm just very enthousiastic about the Nokia N900. Finally something that blows the iPhone away!
-- Cheers!
There are already apps available for purchase or download from the App Store that hae been made with this technology:
The applications are: Digg Pics, South Park Avatar Creator, Chroma Circuit, Just Letters, Trading Stuff, Red Hood, Fickleblox, and That Roach Game.
Specialist Mac support for creative pros, Melbourne
Some devs will develop apps in Flash and compile them for the iPhone, and other developers who care about efficiency, speed and elegance will code native apps. There are a lot of crap apps on the App Store and this possibly lowers the bar to getting a quick app up there. Now that the goldrush seems to be over, an explosion in crap apps will probably not be noticed amongst the noise that's already there.
I'm sure we'll see some good apps made with this technology that possibly wouldn't have made it to market otherwise but any serious app developer that cares about performance and efficiency will still be coding their app in Xcode.
It's a situation analogous to coding for personal computers in the early 90's - you can code in something low-level like assembly and get some serious performance and do things that otherwise couldn't be done (have a look at some of the demos from that time, and keep in mind that they were running on something considerably less powerful than your mobile phone) or you could code with a high-level toolkit that does a lot of the heavy lifting for you but you take a performance hit.
Specialist Mac support for creative pros, Melbourne
The article summary not just wrong, but silly.
This isn't "last ditch". Adobe has been working with Apple on the Flash issue since the debut of the iPhone. Why wouldn't they be? Apple has been the one that has been slow to get with the program and now that the Android platform is picking up, they're going to have to do something about it. That the iPhone lacks such a key component to the web experience is a massively stupid and unnecessary fail on Apple's part.
Keep playing games and see what happens.
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Made up words for things that aren't standards. At least Flash and AS3 have published specs. And for anyone who thinks writing Javascript is better than using Flash Builder 4.. you should really try it.
FWIW: Don't work for Adobe, have no stake in their products success. I just like Flex Builder/Flash Builder.. It's the least painful web development environment yet except for RTMP/et all.
If Apple lets Adobe do this then surely it would open the door for javascript/html frameworks like http://phonegap.com/ in the App store.
Currently developers have to rename the libraries if they want to sneak a phonegap app past the App store gatekeepers.
Finally, SVG support in browsers sucks complete ass. ... Add animation or interactivity too it and you are in for a freaking world of pain.
Eh, it's not that bad for interactivity. Simple things like the FindTheCountry interactive geography quiz done entirely in one SVG file, and interactive map layers work in all good (non-IE) browsers. Animation through SMIL support seems pretty limited, but nowadays people are more likely to modify the SVG directly using DOM calls.
The <canvas> tag gets all the attention and awesome demos, but now there are JavaScript libraries like the Burst framework that can read in SVG elements and render and animate them. So an artist can create and name all the graphic assets in an SVG file, then a programmer pulls them out as needed.
Inkscape's fine for static SVG editing, but there are no good authoring tools for these animation and interactivity tricks. Furthermore many SVG demos on the web still use deprecated syntax to load SVG files.
=S