I'm using it now. Many of HTML5/CSS3's features are available in current versions of all major browsers. Many of the features that aren't widely supported can be failed over easily for earlier browsers.
I'm doing a ton of work in it, and testing as far back as IE6.
If you wait for the spec to get final approval you're going to miss the boat.
But what was Adobe's plan for handling video in flash? Simply to turn it over to the iphone video control for playback. They were never going to "accelerate" anything on the iphone. This is exactly how the video tag works, without the middleman.
You seem to think Flash is actually being converted to Objective C source code. This isn't the case. If it were, that would be the best of both worlds. But it ain't.
But the version of Flash you're talking about isn't even officially released.
So, based on the current version of the flash player, and the research you point to, Flash 10.0 *IS* a hog.
This may change after 10.1 is officially released, but right now it is a big old piggy.
By the way, I don't think it's just video, there are a lot of uses of flash out there that are dog-slow. Not always adobe's fault people write bad code, but it doesn't help the cause.
Video on the iphone already plays with hardware acceleration. YouTube. UStream, Vimeo. Apple designed it this way in the very first iphone back in 2007.
You don't need Flash 10.1 for this. In fact it only underscores my point (in other posts) that depending on an interim format to implement and support new features gets in the way.
But when you're dealing with a mobile device, not a desktop computer, the math behind the trade-offs changes. In this case it makes a lot of sense to keep the layers of the stack to a minimum.
No one is making you develop for the iphone, but if you want the advantages that come with it, you have to accept a few limitations.
Sure, but if the average consumer were to read SlashDot, they would understand how little regard the typical engineer has for them.
Agreed.
Hear! Hear!
(or is it Here! Here!)
And it'll work, too.
Shsssss... there's only "one" walled garden around here.
Wouldn't that be fixed with a new sensor?
It could have an OBD reader, too, so instead of "Check Engine" it could say "Faulty Oxygen Sensor, service soon".
DS? Isn't that a walled garden?
Yes, I know I'm being snarky.
Ha. That's just stupid.
I would explain why, but according to your argument, I don't have to.
That may be true, but that doesn't make a valid argument.
Is that so F-ing hard to figure out?
http://www.virtualschool.edu/mon/SocialConstruction/Logic.html
Funny, I couldn't find one reference to "Walled Garden" in the comments here.
Wonder why that's such a popular thing to repeat about Apple's iphone/ipad/ipod touch devices, but not console games?
I'm using it now. Many of HTML5/CSS3's features are available in current versions of all major browsers. Many of the features that aren't widely supported can be failed over easily for earlier browsers.
I'm doing a ton of work in it, and testing as far back as IE6.
If you wait for the spec to get final approval you're going to miss the boat.
Cool flash apps for mobile users (are there really any?) will have to be deployed on android, then.
(Oh wait, there is no stable full flash for android, either).
Is that Google's fault or Adobe's?
But what was Adobe's plan for handling video in flash? Simply to turn it over to the iphone video control for playback. They were never going to "accelerate" anything on the iphone. This is exactly how the video tag works, without the middleman.
http://labs.adobe.com/wiki/index.php/Applications_for_iPhone
Vector graphics. scaling bitmaps. canvas tag. They all work well on the iphone in the browser or native apps.
You seem to think Flash is actually being converted to Objective C source code. This isn't the case. If it were, that would be the best of both worlds. But it ain't.
http://labs.adobe.com/wiki/index.php/Applications_for_iPhone
But the version of Flash you're talking about isn't even officially released.
So, based on the current version of the flash player, and the research you point to, Flash 10.0 *IS* a hog.
This may change after 10.1 is officially released, but right now it is a big old piggy.
By the way, I don't think it's just video, there are a lot of uses of flash out there that are dog-slow. Not always adobe's fault people write bad code, but it doesn't help the cause.
I'll gladly take an example.
Video on the iphone already plays with hardware acceleration. YouTube. UStream, Vimeo. Apple designed it this way in the very first iphone back in 2007.
You don't need Flash 10.1 for this. In fact it only underscores my point (in other posts) that depending on an interim format to implement and support new features gets in the way.
Interesting...
But when you're dealing with a mobile device, not a desktop computer, the math behind the trade-offs changes. In this case it makes a lot of sense to keep the layers of the stack to a minimum.
No one is making you develop for the iphone, but if you want the advantages that come with it, you have to accept a few limitations.
Apple has been regularly releasing new API's with every minor and major version of the OS.
Copy/Paste. In-app purchases. Camera access. Push notifications. Soon, multitasking.
But what is your point?
You haven't actually stated your point.
Ustream supports the iPhone.
http://www.ustream.tv/mobile
Not sure what your argument IS.