The day Apple won the Flash fight
gigaom.com
gigaom.com
The new Media Server is for video content only - your iOS device will still be missing Flash content. Competent websites have already solved this problem. I'm all for HTML5 taking over as long as browser compatibility is maintained and developer tools improve for both designers and developers. For now, Flash wins in the performance, cross-browser compatibility, and developer tools.
Adobe has actually been saying this, too, but no one is listening.
I work for an agency that has the chance to invite different teams from adobe into our office every 6 months or so. Many people might not realize this but when they come to your office they are looking to hear what you have to say, they are not there to push an agenda of how they envision the future.
They have a whole process of looking over your latest work and hearing about where it went good and where it went bad. They discuss new features that may or may not be of interest to you, and then finish of by asking where you would personally choose to invest in adobe if you had the opportunity. They actually want to know if given the opportunity to be their bosses, what would you direct them to work on.
This is why this article strikes me so odd, because Adobe didn't lose anything, they asked their partners what they could build for them, and clearly video streaming to ios was a top feature request.
Machinarium is a popular flash game that runs on iPad through Adobe AIR for mobile. My guess is we'll see a lot more native Flash games on the app store as processor speed increases, and even more impressive work when Flash 11 ships its Stage3D GPU acceleration for mobile (part of the Molehill project).
Why does this article have to have a "vs." narrative? Is it possible that Adobe just wants to succeed and will do what it takes to gain profits?
And I'm not so sure Apple has won just yet. If a device were to gain the traction necessary to gain enough marketshare (you saw a bit of this with HP's TouchPad), we support Flash is a pretty decent incentive for the average consumer who isn't caught up in the HTML5 vs. Flash war (read: every average person).
For the time being it's an iPad market and Adobe has to pivot around that. I believe in the beginning Apple wasn't against the idea of Flash, but Adobe couldn't deliver (they didn't deliver anything until almost 3 years later) and by the time they did deliver something Apple realized they could do without.
Apple's position in the market isn't static. If a competing product came out and was better than iPad's offerings (read: matching engineering, design and ecosystem brilliance) people would certainly entertain a different product. Now add Flash. You can't see how that would be possible?
As for the article, I think it's very balanced. Yes, this is a "win" for Apple, because Adobe have adapted to iOS, not the other way around, and Adobe have been very clear on this issue. They wanted iOS to support flash.
But the article also goes on to say that this is a big step forward for Adobe. Which it is, and that's a positive comment for Adobe.
And finally,
"we support Flash is a pretty decent incentive for the average consumer who isn't caught up in the HTML5 vs. Flash war"
Wh.... wh..... what?
It should be right vs. wrong, not "I have an iPad, so therefore..." The vs. narrative is ridiculous because both companies muddy up the facts. How can you be on either company's side?
Both sides mask intentions and facts. Adobe isn't for any particular user's innovation. And Apple is not for open, web-based apps. Try and upload an image or file from your iPhone from Safari. See how the standardized file input doesn't work? Not exactly enticing me to create a web-based app for the iOS.
When you come to defend Adobe and Apple based on their false intentions, you just further falsify the industry as a whole. Dissension is the highest form of patriotism. It's okay to be critical when it's appropriate.
With the recent news of unity for flash, the whole thing is about to embark on a new adventure.
If Apple had sold a few hundred thousand of these then this would have never happened.
But it's not--it's proprietary to Adobe and was designed for the desktop and not mobile. And while performance on Windows was always pretty good, it was horrible on Mac OS X. Flash is the single biggest cause of browser crashes on the Mac.
Ironically, Apple choosing to support HTML5 video and encouraging their developers to do them same got them lots of criticism.
And even if your browser didn't crash, your machine would slow to a crawl because almost all of your CPU cycles got hijacked by Flash, even on new hardware. Apps like ClickToFlash (http://clicktoflash.com/) were required to make surfing the web tolerable on the Mac.
Eventually Apple stopped including Flash preinstalled on Macs; many Mac users removed Flash so their machines would run cooler and faster and with more stability. And existing users realized (thanks for articles like Going Flash-Free on Mac OS X, and How to Cheat When You Need It (http://daringfireball.net/2010/11/flash_free_and_cheating_wi... they could uninstall Flash and the world wouldn't end.
Even when pundits were producing FUD constantly about the lack of Flash on iOS, even predicting that Apple would eventually relent, I knew it would never happen.
Apple would never allow something they didn't control to become the video or animation standard on their platform. And certainly not something that would have a detrimental impact on battery life and wasn't designed with touch in mind.
Apple didn't just win today; they won when they said publicly what many of us already knew: Flash is legacy technology that's not necessary going forward. Which they've proven repeatedly.
On my Mid-2009 15-inch MacBook Pro running Mac OS X 10.7.1 and Safari 5.1, I get 180–190 frames per second at 1000 particles using canvas.
On Chrome, using its embedded Flash player on the same machine at 1000 particles, I get 30-40 frames per second--big difference.
Like all of major browsers, most graphics on Safari 5.x are hardware accelerated via the GPU.
To sum things up: Flash is significantly slower than HTML5's canvas running the same benchmarks on current browsers.
Is it, though?
Google bundles Flash on Android. Android device makers use the existence of Flash as a differentiating factor from iOS devices. And this is not just something disconnected from what users want, if you look at Firefox Mobile's input system,
https://input.mozilla.com/en-US/?product=mobile&sentimen...
then one of the top complaints is that Firefox Mobile doesn't support Flash.
I wish this wasn't the case, but it isn't clear at all that Flash is dying. Google bundling it in Android (and Chrome) is helping it quite a bit. If Google had taken a hard stance against it on Android, like Apple did, that would have been great. A lost opportunity.
Android device OEMs do try to use Flash as a differentiating factor, but I seriously doubt that argument has much traction at all. They're using it because they're desperate for selling points, not because it's such a good one.
Google's support of Flash on Android and Chrome OS has helped it to become slightly less crappy. Meanwhile Apple's anti-Flash stance has encouraged people to push web-standards harder so Linux has done okay out of the battle.
While it has improved, HTML5 on iOS still lags behind a lot. Apple wins the Flash fight when Angry Birds can run on HTML5. Maybe that is what they're afraid of.
Who is "they" in this statement?
For Flash to become obsolete feature parity of HTML5 is not necessary. If most use cases are covered and if the number of devices without Flash provide enough incentive for content producers and publishers to do without Flash it’s very possible that Flash will disappear slowly.
It would be wrong to assume that HTML5 needs feature parity.
http://www.blackcj.com/blog/2010/09/17/flash-outperforms-htm...
I tried to see if Fennec would handle it, but their browser sniffing didn't let me find out...