Full Flash Player 10 for Q2 2010 on every major smartphone except iPhone
informationweek.com
informationweek.com
This would be great for me as Flash usually uses around 90%+ of one core on my box to decode video while other media players (QuickTime, VLC) use a third of that. This is going to be hard for a lot of handhelds and hopefully that will lead HTML5 video to offer a much better experience on mobile devices.
Adobe knows that if they don't get Flash out for mobile platforms, Flash is going to be left out of the next push on the web in favor of Ajax and HTML5. So, while Adobe does dominate a lot of things right now, their position is tenuous.
Is that on a linux box?
This lets you play Youtube videos via Mac OS X's built in decoders in Safari. Plus it's a general Flash-bocker. I love it.
Flash just sucks terribly, that's all.
I'm unsure how anyone's system can be hitting 90% on one of their cores if my 3 year old machine barely hits 10% of a core when viewing solely a HD youtube video. Chrome (including Flash) was hitting about 50% earlier with two facebook games loaded up and a HD youtube video running.
Flash is unseemly solely because it doesn't multithread, that's the only support that needs urgently implementing. H.264 through HTML5 is a pipe dream and likely to be unaccepted for a long period of time, content providers like Youtube and Hulu aren't going to allow or be allowed to provide their video in H.264 as it's simply far too easy to download.
So Youtube in flash is already "far too easy to download" and Flash's "encrypted" streaming mode has been broken too, though it turned out not to be that protected anyway.
It is already supported in every browser except Internet Explorer.
content providers like Youtube and Hulu aren't going to allow or be allowed to provide their video in H.264
YouTube already provides their video in H.264. The Flash player is just a way of decoding what is otherwise a regular H.264 video file, which is exactly as easy to download as any other.
EDIT: I think I know why: poor Flash performance combined with the superior mobile user experience of a specialist app!
it's hard to navigate pretty much any car manufacturer's website these days without flash.
Adobe's plans are that there will be Flash 10 on some devices in the first half of 2010 - all other major platforms (excl. iPhone) are planned, but perhaps not for the first half of 2010.
Flash still stutters on Atom-based devices.
The problem with flash is not that it's single-threaded -- it's because NSAPI plugins run in (and block) the main() thread!
B) Some flash video player wrappers are much worse than others. Hulu's is particularly slow, Comedy Central's basically refuses to work on Linux.
C) Flash has to do the YUV->RGB conversion internally so that it can composite your poorly-conceived UI on top of it. It's almost immune to hardware acceleration (except in full-screen mode). Then it has to run in the main() thread of an intrinsically memory-gobbling application.
D) All of the above
Flash runtime seems to be pretty slow, as for animating and as for executing ActionScript itself. I don't know how much AS3 helps in that, though. Compositing in Flash can be pretty heavy: SWF videoplayers often have a mix of layers for controls, progress bars, advertisements etc. that all have to be composited on top of each other. Even worse, the SWF videoplayer might be set to run at 40 FPS or 60 FPS eventhough the video itself runs only at 25 fps, for example. This means that Flash tries to render much more and more often than is needed for the video alone. This all happily cumulates: even if we can decode video frames fast enough, the frames still have to be synchronized through the choking Flash core and compositing which may be running late, causing delayed or dropped frames, jittering, unresponsiveness etc.
If we played H.264 videos via HTML5 and JavaScript/CSS, I suspect that websites could (and would!) still program their videplayers to do too much and eventually choke on scripting and rendering. Similarly, I guess it's possible to create a lean&mean Flash videoplayer that just basically shows the video layer at the video FPS and nothing else.
Disclaimer: I work on next-gen smartphones in a closely related field. YouTube chokes my EeePC 901 on Ubuntu; it runs much better on these little next-gen devices where practically anything graphics related is being accelerated.
-Lousy internationalization(showstopper language-specific input bugs have remained unfixed for a year+)
-Inconsistent API access(For example, you can load a Sound from a ByteArray, but not a Video.....), new features are arbitrarily exposed via one of the Flash IDE, AS3 APIs, and MXML and not necessarily the others.
-Default fonts fall back on system fonts. Hence many swfs render text incorrectly, sometimes illegibly, on platforms lacking the fonts they were built for.
-Major performance variations across platforms. Using lots of alpha transparency for your game? Then say goodbye to Linux, because alpha is absurdly slow on that platform. (Plus to rub salt in the wound, since there's no palettized, colorkeyed transparency, that's kind of the only option for most layered effects.)
I have this dim hope that the JVM will somehow reemerge as a strong browser gaming platform, as it has great modern languages and tons of libraries and infrastructure - putting it technically well ahead of any other option I know of, but MS played that crucial king-maker role for large-scale deployment of Flash early on; nothing points to that scenario ever happening for the JVM. So if you want to reach the largest gaming audience possible Flash is still going to be "it" for the foreseeable future.
-user file system access, low-level networking, swf or jar-style data & code bundles
-input devices: keyboard, mouse, gamepad...graceful coordination of input between the rest of the browser and the game is needed.
-sound and music, preferably with abilities to do runtime sound generation and processing
Missing one of those isn't necessarily a showstopper, with the right kind of game, but together they put severe constraints on what can be built and how easily it can be distributed. Flash has very gradually and awkwardly added some degree of support for all of these things, but its origins as a graphic design and animation tool still pollute the design, even with the major refactor of Flash 9 and Actionscript 3.
The JVM platform is a lot more self-consistent and it has solutions for all of this stuff right now, hence why I'm more hopeful about it than a Javascript-based solution, or another plugin like Unity.
General Flash use on my desktop is annoying, but on an iPhone it would be way worse. Plus not having to download the extra content, which really ends up being useless anyways is a waste.