Shelving the question of Adobe's strategy or competence for a moment, I think this review is indicative of Apple's competitive advantage. Assuming Adobe had infinite time and resources, could they make Flash run well for all content on every mobile device? Of course not, they are hamstrung from legacy support as well as variances in hardware and software stacks they have to deal with. But just like Microsoft they are…
It's equally impossible for Apple to craft a consumer experience with as wide a reach as Adobe or Microsoft. Apple is not going to get more than 30% market share with their present strategy. MS/Adobe are unlikely to fall below 60% (especially since this is not a zero-sum game.)
Mobile Flash Fail: Weak Android Player Proves Jobs Right
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Re: Mobile Flash Fail: Weak Android Player Proves Jobs Right
#192Earlier quoted context omitted.
CS5 (released April 2010) was the first version of the suite that was fully Mac OS X native. (Mac OS X was released March 2001). By that standard, iTunes still isn't native. Apple always positioned Carbon as a fully supported and native framework. They even promised 64-bit Carbon support in Leopard before yanking the rug out right before it shipped, which no doubt rendered a lot of work by Adobe useless. I would have…
Apple said Carbon was a fully supported framework because that's what their developers needed to hear in order to switch to OS X. In reality, even Adobe was smart enough to not use Carbon for any big new projects (Lightroom uses Cocoa on OS X). By the time Apple pulled the plug on 64-bit Carbon, it was clear that the only reasons for its continued existence were Microsoft Office and Adobe CS. Apple was well on their…
Photoshop showcased the Mac as a performance platform for some time Previous to OS X. I think they played hardball with Apple, trying to bully them into using costly Display Postscript licensing for OS X, and lost.
At one point Adobe engineers would interviewed by MacWeek magazine and talked about development. Sometimes managers forced them to do Windows code first because they hated it so much. They described it as working in a sewer. The Mac was far more advanced below the surface of the OS. Color matching support evolved far earlier. Simple things like anti-aliasing an image when scaling it had to be reinvented in every Windows app, but it was an included service of the Mac OS. Clearly the engineers loved Apple even pre OS X. It's too bad that Adobe trying to strong-arm control of a key technology in OS X placed some distance between the companies. The Mac market and In retrospect Apple did the right thing avoiding the proprietary lock. Going with more open standards, and sharing some things they develop has been good for most of us. (except those wanting proprietary lock in)
Re: Mobile Flash Fail: Weak Android Player Proves Jobs Right
#193Earlier quoted context omitted.
Have you watched the Apple HTML5 demos on an iPad? It's actually revolutionary to see what they can do with the limited hardware. Being able to touch and drag a 3d model around at 30 fps without stuttering? I can't even do that on a lot of PCs with Flash.
> Being able to touch and drag a 3d model around at 30 fps without stuttering? I can't even do that on a lot of PCs with Flash. Then can you explain why setting font size to 200 on this HTML5 demo http://www.ponticstar.com/projects/burning-words/ then my browser is slowing down to unusable? I've seen burning words demo in Flash 4 from 2000 and it's very smooth even on a PIII machine.
It has however one core maxed out.
Re: Mobile Flash Fail: Weak Android Player Proves Jobs Right
#194Earlier quoted context omitted.
Have you watched the Apple HTML5 demos on an iPad? It's actually revolutionary to see what they can do with the limited hardware. Being able to touch and drag a 3d model around at 30 fps without stuttering? I can't even do that on a lot of PCs with Flash.
Here ya go. Give this a try and let us know how it runs. http://xplsv.com/prods/demos/xplsv_orsotheysay/