Adobe Stops Development For iPhone
adeelarshad82 writes "Adobe's principal product manager Mike Chambers announced that Adobe is no longer investing in iPhone-based Flash development. The move comes after Apple put out a new draft of its iPhone developer program license, which banned private APIs and required apps to be written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine. According to Chambers, Adobe will still provide the ability to target the iPhone and iPad in Flash CS5, but the company is not currently planning any additional investments in that feature."
Daring Fireball points out approvingly Apple's rebuttal to the claim that Flash is an open format, however convenient it might be for iPad owners. Related: The new app policy seems to be inconsistently enforced. Reader wilsonthecat writes "Novell have released a new press release in response to Apple's announcement that none-C/C++/Objective-C based iPhone application development breaks their SDK terms. The press release names several apps that have made it past app review process since the new Apple SDK agreement."
"Despite what their Facebook status says, we broke up with Apple first."
It would be very funny if Adobe, just for spite, decided to stop making it's high end graphic design products compatible with Apple hardware. And figured out a way to make them not work via virtualization on Apple hardware as well.
I know, I know, they are publicly traded & would never cut off that revenue stream.
There is a war going on for your mind.
Seeing one closed off, 'play by our rules or gtfo' company, whining about another closed off 'play by our rules or gtfo' company is golden.
This has nothing to do with the current and prospective feature set of the iPad, iPod Touch, or iPhone. It relates only to the features available to the developers on those systems. This article does not discuss Flash in a browser or embedded web content, but rather Flash as a development environment that can be compiled down to native iPhoneOS binaries. So it really only matters to developers of existing Flash games who want to port their content to the iPhone easily. Given the market share of the App Store in the mobile space, though, my guess is it won't put much of a dent in app availability, and thus not affect end-users at all.
E pluribus unum
animated, audible, CPU-eating hellhole
HTML5 authoring tools will bring this to your iPhone.
Before apple switched to Intel, they warned developers they ought to stick to the cocoa coding guidelines uber strictly. Those that apps that did were nearly just a recompile away from being native fat binaries for intel/ppc after switch.
Adobe took over 2 years to release native photoshop and acrobat readers. The only reason those apps even ran was because Apple had purchased the company Rosetta to make an emulator. If no emulator had existed then they would have lost photoshop!! Even then graphic arts folks were not thrilled to be having to retain their PPC computers just to run native.
You can see why apple would not want to have an adobe flash layer running apps on the iphone. Assuming adobe did not update the flash player for two years, apps would not even run on the platform switch. There might not be a suitable emulator that could run on a resource starved iphone.
Apple would lose a lot of apps. Consumers would be confused. And Developers would blame apple for the platform switch going so ugly.
Now is it reasonable to presume that Adobe is not using Xcode to develope their apps? yes. One might even speculate they are using adobe AIR or some other cross platform API since their apps run on many more platforms than xcode supports.
Why bet the farm on adobe's good will when they screwed apple over photoshop and Acrobat
Some drink at the fountain of knowledge. Others just gargle.
Exactly.
People don't care about Flash, and they don't care about an open app store. The iPhone does what they want it to do.
I don't care that I had to mod my original X-Box so that I could run XBMC, watch DVDs without buying the remote, or backup my games to run off the harddrive. At the time of the purchase, I was aware of the features (and limitations) of what I was buying. I have an iPhone and don't want an Android. I use the web browser to look up things randomly, IMDB movies, listen to Pandora, etc. What am I missing out on? If I need anything else, I have a perfectly capable desktop and laptop.
I'm not trying to flame, can someone answer: What kind of apps do you use on the Android that aren't available on the iPhone, but are so important that you have to use them immediately, and can't wait until you're back on a desktop/laptop? (But of course if you can answer that question, then buy an Android, ignore the iPhone and move on)
When your enemies are fighting. Don't interrupt them.
All your points relate to a completely different issue than what this article is actually about (don't worry, it looks like 99% of the 'techies' posting to this article fail to understand what Adobe actually announced related to Flash and the iPhone).
In short: THIS IS NOT ABOUT FLASH IN THE BROWSER ON THE IPOD/IPHONE/IPAD.
Let me repeat: THIS IS NOT ABOUT FLASH IN THE BROWSER ON THE IPOD/IPHONE/IPAD.
Adobe released a feature that allows you to export an app created in Flash CS5 (not the Flash Player client) as a native iPhone app. This meant you could export an iPhone app that includes ZERO bits of Flash that could then be submitted to Apple's AppStore and appears like every other app.
What Apple said in the their license is, essentially, you must not use 3rd party tools to create native iPhone Apps. XCode and Objective-C are your options.
What Adobe said is that they will no longer work on the above feature for the Apple devices. But will work on it for other devices.
So if you want to create an app that targets the web, the desktop, Android, iPhone, etc. You will be able to target all these platforms with a single code base -- except the iPhone...that you will have to write separately in Objective-C as a completely different code base. Because of Apple's whims.
Note that, according to the license, this also applies to all other non-Apple tools that can be used to cross-compile to a native iPhone app.
Your friends are poor researchers because the iPhone and iPod Touch have never supported Flash. That's why the iPad flap was always so funny to me. It could be summarized as "Adobe is angry that Apple won't start supporting an app that it's never supported on its other portable platforms".
You don't understand what just happened between Adobe and Apple, then.
Apple's said plenty of times that it won't support Flash as an interpreter/runtime on the iPhone. I think everybody understood that.
What happened here is that Adobe took them at their word, and did something totally different: they wrote a compiler which takes content written using CS5 and targets *Apple's* runtime. FLA file in, iPhone Binary out. Not SWF, iPhone Binary. Doesn't need the Flash Player to run. Apple wouldn't have had to do a damn thing to "support" these applications.
So Apple changed their license terms and banned apps from the store that were created by another toolchain to target Apple's runtime.
And, for good measure, they also banned apps that are made by targeting Apple's tool chain from another language. So that way, Adobe knows they can't decide to build a version of Flash that takes a FLA file and emits an XCode project that's ready to build.
Of course, that means you can't do something like write in Scheme that compiles to C, either. Or for that matter, generate any code, really. If you're going to target the iPhone, you'll write all your C, C++, and Objective C code by hand like a real man, buster, and you'll like it.
Tweet, tweet.
I understand exactly what happened; I just don't care.
And in turn, I don't care that you don't care. I do care, however, that you made a post that indicates and propogates misunderstanding about the matter.
"Adobe is angry that Apple won't start supporting an app that it's never supported on its other portable platforms".
Perhaps you should stop posting on the topic until you can bring yourself to care enough to make statements that are accurate.
And I still stand by my assertion that buying a iPhone for the explicit purpose of running Flash apps is a fundamentally bad decision.
We're not talking about Flash apps. We're talking about iPhone apps.
Tweet, tweet.
Ummm, third parties, cannot directly access the video hardware on Windows or Linux either, but apps running on them seem to be able to use the provided video APIs just fine.
Read the up on the problems VLC and others have on OSX. Yes the APIs are there, but they DON'T ACTUALLY WORK!
Flash, VLC and the rest don't need direct hardware access on OSX, just playback APIs that aren't crippled.