Apple already hired "Phillip Shoemaker," the guy that guy that makes fart apps as their "Director of Applications Technology." So he's busy doing the Apple thing and won't have time to make fart and piss apps for RIM.
Or it will mean that their phone is equally as bad. What bothers me along with their app being crap, is that I can't uninstall it from my Nexus One without rooting it. The dam thing is read only... *grumbles*
If it were easy, it would have been done already. Last I checked, JavaScript DOESN'T have a NetStream class like Flash for handling audio/video streams. If it did, then there would have been JavaScript based video/aduio players prior to HTML 5.
It requires an internet connection in order to launch. I can't play this game when I'm on an airplane, because of this bullshit. I'm only interested in playing this game in situations where I'm bored and have no internet access, so this really pisses me off. I look forward to the day I can crack it and because Namco chose to use such an obtrusive DRM, I will NO longer buy their games.
You can go to Adobe's site directly and it should bring you right to the download link under Android Market. When I search for Flash, it shows up under Android Market as one of the top search results.
I've been "using" Flash on my Nexus One for about 3 weeks now. Before I go on, Flash is optional as in use the "On Demand" feature. This prevents it from loading until you want it. Why don't you know about this? Are you being truthful in your post?
To address your no comment about videos and touch input, which is only showing your ignorance, try any of Vimeo's video content. It's already been updated for Android. It works great. But maybe I shouldn't take your comment about Flash video so literal. Were you using that as a blanket statment for all Flash content, weather it's used for video, animations, applications, etc.?
There are a few video examples on this site showing touch input with Flash;
http://theflashblog.com/
On the topic of input and Flash, I noticed that Flash games that uses the arrow keys, are handled by my Nexus One's trackball. Try games like Flash Pac Man to see this in action -- a game that was never intended for a portable, but yet it works and controls perfectly on my Nexus One;
http://www.thepcmanwebsite.com/media/pacman_flash/
I'm looking at the BBC player right now. I found a sneak peek video of "The Choir" -- never heard of this show. I selected fullscreen mode and I'm not having any problem sliding the progress bar, let alone pausing and adjusting the volume and I have fat fingers. What's your excuse?
Conclusion? What? The only thing conclusive here is your ignorance. Do you even understand what Flash actually is? I'm assuming no, because your comments are as if all Flash content is set in stone and it can't be reworked/tailored for other platforms, which is the farthest thing from the truth.
Anyways, Jobs was hardly right when it comes to other platforms and Flash -- especially the Nexus One, but when it comes to his portable iDevices he's probably telling the truth, considering my 2G Touch can't even display a wallpaper with this iOS 4 update, I guess it wouldn't be able to handle Flash either.
And proves that there's really nothing Flash can do that HTML 5 can't.
No it doesn't. These are simple animation examples from years back . StrongBad was originally created in Flash 4. It's 2010, we're now using Flash 10.1. Flash has evolved quite a bit.
Most of the videos I've seen have been completely biased. Most of what I've tried works great -- especially considering this is a phone. I have "On Demand" selected under plug-in settings, so Flash only loads when I allow it. Flash content also properly disables itself when I quit the browser, or open a new window.
Hot is a new one on me? I've felt a bit of warmth when playing Genesoid and SNESoid, but nothing has ever got hot on my phone.
I did a search for the 2.2 updater and found it online. It wasn't difficult to install, but I'm using an unlocked Nexus One.
There are a few areas I hope they address prior to final release of Flash, but overall I'm quite happy and even if this were final, I'd still be happy. You can't have the good without the bad. So do what I do, just enable On-Demand and avoid crap sites.
I just tried SmokeScreen on my Nexus One. It doesn't work.
The problem with a JS based player, besides being very limited, is performance and of course cross-browser/cross-platform inconstancies. HTML 5 AJAX is way slower than Flash Player 10.1 on my Nexus One. It's slower across the board when compared to Flash, weather it's a newer PC, or old Mac.
What memory leak? From my experience, especially in recent years, it's been the developer's inexperienced bloat that's been an issue. It's up to you to manage your loops, listeners, objects created, and so on, as to keep memory and cpu usage low. It just takes competence and experience, which most of these so called Flash guys lack.
Flash Player 10.1 mobile actually prevents the poorly developed bloat from using up too many resources, even on the pages that have more than one SWF running at once. The desktop version will hopefully implement this soon.
Your comment about canvas to me says you're not that experienced with Flash. ActionScript 3's drawing API is a huge step up from Canvas. It's years ahead of SVG, or canvas, and it's not at the mercy of the browser for what it can do.
Flash 10.1 runs quite well on my Nexus One. Overall its performance is excellent for being beta and for me it's been a non-issue.
The mobile player uses the GPU for both animation(vector, bitmap, etc.) and video playback. JavaScript also runs fast on my Nexus, but when compared to Flash 10.1, it's downright slow.
For starters, HTML 5 + JavaScript + Css is not nearly as capable as Flash, and it's way slower even with simpler tasks. Also it's not just a web app tool, that's just where it became popular. But Adobe is doing work with HTML 5 and Flash. Flash CS5 can create Canvas animations. Adobe's AIR 2.0, which will be on Android phones soon and is available on the desktop now, uses HTML 5 as the webkit.
HTML 5 is just a foundation that's not even a standard as of yet. Just because it supports video with a tag doesn't make it an alternative. HTML 5 AJAX still carries over the same limitations and problems of HTML 4 AJAX, the only difference, is that it can handle video on some browser and some OSs. It also offers the Canvas tag, which is an improvement over SVG, but it's still YEARS behind Flash's current Drawing API.
Your statement about how Flash apps are made is so generalized and simple. It's not a farce, but it's not completely true either and it's only one side of many options.
ActionScript 3 is NOT JavaScript. It's more similar to Java and even then, just because the syntax looks the same in some cases, doesn't mean it's the same. Flash has its own set of classes and APIs which set it apart. This is one reason why Cocoa is needed. Also, iPhone apps must be compiled, they can't be JITs. HTML 5 AJAX does not support the accelerometer, or the touch APIs, it's not compiled. These are just a few of many MANY areas that Flash differs from AJAX. It also allows Flash access to the GPU, which improves battery life an performance. Anyways, there's way more to ramble about.
Steve Jobs can "claim" battery consumption is an issue, but yet it was Apple holding back the API that Adobes and others needed to access the GPU for H.264 acceleration under OS X.
With newer portables like the Android based phones and the soon to be released Flash Player 10.1 and iPhone apps created using CS5, drawing and video decoding are offloaded to the GPU, which greatly improves the battery life and performance. I'm on a Mac and have been using them daily since the mid-nineties. For the most part Jobs is speaking out of both ends while spreading more FUD than truth.
And there are plenty of crapplications made with XCode which kill the battery in no time on my Touch. A poorly developed app will kill the battery regardless of which tool is used to create it.
Everyone? FireFox can't use it, because it requires a "paid" license and they're a "free" browser.
I like Flash, so who's this we?
Apple already hired "Phillip Shoemaker," the guy that guy that makes fart apps as their "Director of Applications Technology." So he's busy doing the Apple thing and won't have time to make fart and piss apps for RIM.
Or it will mean that their phone is equally as bad. What bothers me along with their app being crap, is that I can't uninstall it from my Nexus One without rooting it. The dam thing is read only... *grumbles*
Speak for yourself.
If it were easy, it would have been done already. Last I checked, JavaScript DOESN'T have a NetStream class like Flash for handling audio/video streams. If it did, then there would have been JavaScript based video/aduio players prior to HTML 5.
If you have Froyo 2.2 like ME and a Nexus One like ME, Flash Player 10.1 'final' is already available -- which makes ME happy. :)
With a registration, my PNY cards have all had 3 year warranties.
It requires an internet connection in order to launch. I can't play this game when I'm on an airplane, because of this bullshit. I'm only interested in playing this game in situations where I'm bored and have no internet access, so this really pisses me off. I look forward to the day I can crack it and because Namco chose to use such an obtrusive DRM, I will NO longer buy their games.
I don't have mod points, but if I did, I'd mod you up.
Can you back up this claim?
Flash mobile is fully hardware accelerated for all graphics(bitmaps, vectors, etc.) and video on devices like my Nexus One.
Anyways, I've had Flash on my phone for about 3 weeks now. I'm running Beta 3 and Froyo 2.2 (FRF72) and overall it works great.
You can go to Adobe's site directly and it should bring you right to the download link under Android Market. When I search for Flash, it shows up under Android Market as one of the top search results.
I've been "using" Flash on my Nexus One for about 3 weeks now. Before I go on, Flash is optional as in use the "On Demand" feature. This prevents it from loading until you want it. Why don't you know about this? Are you being truthful in your post?
To address your no comment about videos and touch input, which is only showing your ignorance, try any of Vimeo's video content. It's already been updated for Android. It works great. But maybe I shouldn't take your comment about Flash video so literal. Were you using that as a blanket statment for all Flash content, weather it's used for video, animations, applications, etc.?
Your comment about touch input in general is also completely farce and doesn't add up with reality. It was disproven early on;
http://www.mikechambers.com/blog/2010/05/12/top-flash-misperceptions-flash-cannot-run-on-touch-devices/
There are a few video examples on this site showing touch input with Flash; http://theflashblog.com/
On the topic of input and Flash, I noticed that Flash games that uses the arrow keys, are handled by my Nexus One's trackball. Try games like Flash Pac Man to see this in action -- a game that was never intended for a portable, but yet it works and controls perfectly on my Nexus One;
http://www.thepcmanwebsite.com/media/pacman_flash/
I'm looking at the BBC player right now. I found a sneak peek video of "The Choir" -- never heard of this show. I selected fullscreen mode and I'm not having any problem sliding the progress bar, let alone pausing and adjusting the volume and I have fat fingers. What's your excuse?
Conclusion? What? The only thing conclusive here is your ignorance. Do you even understand what Flash actually is? I'm assuming no, because your comments are as if all Flash content is set in stone and it can't be reworked/tailored for other platforms, which is the farthest thing from the truth.
Anyways, Jobs was hardly right when it comes to other platforms and Flash -- especially the Nexus One, but when it comes to his portable iDevices he's probably telling the truth, considering my 2G Touch can't even display a wallpaper with this iOS 4 update, I guess it wouldn't be able to handle Flash either.
Apple's Newton had copy and paste back in the nineties, so they have no excuse IMO.
That would be the wrong pony. Take a step back and think about it, but first ease up on your zealotry for Apple.
HTML 5 AJAX can do what Flash was doing years back. It can't do what Flash does now.
And proves that there's really nothing Flash can do that HTML 5 can't.
No it doesn't. These are simple animation examples from years back . StrongBad was originally created in Flash 4. It's 2010, we're now using Flash 10.1. Flash has evolved quite a bit.
Here's a list of what Flash can do, that HTML 5 can not; http://www.wirelust.com/2010/05/21/10-things-flash-can-do-today-that-html5-cant/
Most of the videos I've seen have been completely biased. Most of what I've tried works great -- especially considering this is a phone. I have "On Demand" selected under plug-in settings, so Flash only loads when I allow it. Flash content also properly disables itself when I quit the browser, or open a new window.
Hot is a new one on me? I've felt a bit of warmth when playing Genesoid and SNESoid, but nothing has ever got hot on my phone.
I did a search for the 2.2 updater and found it online. It wasn't difficult to install, but I'm using an unlocked Nexus One.
There are a few areas I hope they address prior to final release of Flash, but overall I'm quite happy and even if this were final, I'd still be happy. You can't have the good without the bad. So do what I do, just enable On-Demand and avoid crap sites.
I just tried SmokeScreen on my Nexus One. It doesn't work.
The problem with a JS based player, besides being very limited, is performance and of course cross-browser/cross-platform inconstancies. HTML 5 AJAX is way slower than Flash Player 10.1 on my Nexus One. It's slower across the board when compared to Flash, weather it's a newer PC, or old Mac.
What memory leak? From my experience, especially in recent years, it's been the developer's inexperienced bloat that's been an issue. It's up to you to manage your loops, listeners, objects created, and so on, as to keep memory and cpu usage low. It just takes competence and experience, which most of these so called Flash guys lack.
Flash Player 10.1 mobile actually prevents the poorly developed bloat from using up too many resources, even on the pages that have more than one SWF running at once. The desktop version will hopefully implement this soon.
Your comment about canvas to me says you're not that experienced with Flash. ActionScript 3's drawing API is a huge step up from Canvas. It's years ahead of SVG, or canvas, and it's not at the mercy of the browser for what it can do.
Flash 10.1 runs quite well on my Nexus One. Overall its performance is excellent for being beta and for me it's been a non-issue.
The mobile player uses the GPU for both animation(vector, bitmap, etc.) and video playback. JavaScript also runs fast on my Nexus, but when compared to Flash 10.1, it's downright slow.
Good point!
For starters, HTML 5 + JavaScript + Css is not nearly as capable as Flash, and it's way slower even with simpler tasks. Also it's not just a web app tool, that's just where it became popular. But Adobe is doing work with HTML 5 and Flash. Flash CS5 can create Canvas animations. Adobe's AIR 2.0, which will be on Android phones soon and is available on the desktop now, uses HTML 5 as the webkit.
HTML 5 is just a foundation that's not even a standard as of yet. Just because it supports video with a tag doesn't make it an alternative. HTML 5 AJAX still carries over the same limitations and problems of HTML 4 AJAX, the only difference, is that it can handle video on some browser and some OSs. It also offers the Canvas tag, which is an improvement over SVG, but it's still YEARS behind Flash's current Drawing API.
Your statement about how Flash apps are made is so generalized and simple. It's not a farce, but it's not completely true either and it's only one side of many options.
ActionScript 3 is NOT JavaScript. It's more similar to Java and even then, just because the syntax looks the same in some cases, doesn't mean it's the same. Flash has its own set of classes and APIs which set it apart. This is one reason why Cocoa is needed. Also, iPhone apps must be compiled, they can't be JITs. HTML 5 AJAX does not support the accelerometer, or the touch APIs, it's not compiled. These are just a few of many MANY areas that Flash differs from AJAX. It also allows Flash access to the GPU, which improves battery life an performance. Anyways, there's way more to ramble about.
Here, check out this video of HTML 5 running on an iPad; http://www.youtube.com/watch?v=rfmbZkqORX4
http://www.flashmobileblog.com/2010/02/24/battery-performance-with-flash-player-10-1-on-nexus-one/
Steve Jobs can "claim" battery consumption is an issue, but yet it was Apple holding back the API that Adobes and others needed to access the GPU for H.264 acceleration under OS X.
With newer portables like the Android based phones and the soon to be released Flash Player 10.1 and iPhone apps created using CS5, drawing and video decoding are offloaded to the GPU, which greatly improves the battery life and performance. I'm on a Mac and have been using them daily since the mid-nineties. For the most part Jobs is speaking out of both ends while spreading more FUD than truth.
And there are plenty of crapplications made with XCode which kill the battery in no time on my Touch. A poorly developed app will kill the battery regardless of which tool is used to create it.
Flash Mobile 10.1 offloads vector graphics to the GPU. Just look around instead of assuming the worst.