Live data from Hacker News

What's new in Flash 11

adobe.com

61–70 of 72 posts

Re: What's new in Flash 11

#61
post #60

Note: "High-efficiency SWF compression support: Developers can now take advantage of LZMA compression for their SWF files. LZMA compression can reduce SWF size by up to 40 percent, enabling users to benefit from richer experiences with shorter download times and reduced bandwidth consumption." If I understand correctly, they must have used the code developed by Igor Pavlov, the author of 7z, who made it LGPL. LGPL me…

From lzma920.tar.bz2!/7zC.txt:

  LICENSE
  -------
  
  7z ANSI-C Decoder is part of the LZMA SDK.
  LZMA SDK is written and placed in the public domain by Igor Pavlov.

Re: What's new in Flash 11

#62
post #60

Note: "High-efficiency SWF compression support: Developers can now take advantage of LZMA compression for their SWF files. LZMA compression can reduce SWF size by up to 40 percent, enabling users to benefit from richer experiences with shorter download times and reduced bandwidth consumption." If I understand correctly, they must have used the code developed by Igor Pavlov, the author of 7z, who made it LGPL. LGPL me…

http://www.7-zip.org/sdk.html

This one states the contents of the sdk is in public domain. It seems to apply only to the core lzma compression/decompression code, not to the full 7-zip util (which, I agree, is covered by the GPL).

One would have to check more precisely, but I suppose the Adobe guys did that.

Re: What's new in Flash 11

#63
post #30

Some of these are really welcome changes for me (native JSON, bezier curves, TLS sockets, DisplayObjectContainer.removeChildren). And yet... And yet I'm still planning on switching my web app to HTML5. This is coming from a guy who's sunk over two years of development into Flash. It's not because the runtime is buggy and/or crashy (it is, but it's not that bad). It's not because it's so much easier to develop in HTML…

AIR 3 builds your code to iOS, android, blackberry, win8 will be supported soon .

i dont think develop in html5 is more productive than in flash. backup your comment with some evidence please

Re: What's new in Flash 11

#64
post #30

Some of these are really welcome changes for me (native JSON, bezier curves, TLS sockets, DisplayObjectContainer.removeChildren). And yet... And yet I'm still planning on switching my web app to HTML5. This is coming from a guy who's sunk over two years of development into Flash. It's not because the runtime is buggy and/or crashy (it is, but it's not that bad). It's not because it's so much easier to develop in HTML…

ya but i agree with you about html5 acceptance. i'm also rolling an app to build mobile site using jquery/jquery mobile and canvas

Re: What's new in Flash 11

#65
post #19

Earlier quoted context omitted.

I'd disagree. I've come to realize that crashing is usually either the developer's fault (e.g. trying to do something that doesn't make sense) or the browser's (with Firefox I'd get crashes constantly, since their sandboxing actually breaks the plugin more often than it protects from it; with Chrome, using the same version of the plugin, I get none). Still, if you look at what they've done in the past couple of years…

Crashing in a managed environment like Flash is never the developer's fault. These issues are either introduced by the browser vendor or Adobe. It's worth noting that Adobe is very reluctant to deprecate API's. They've historically preferred (with AVM1/AVM2) bundling new VM's into the player over deprecating features. And any deprecation must be version-specific, and tends to be more for API consistency than anything…

"What really disappoints me is Adobe's reluctance to support really neat Labs projects like Alchemy."

I can't tell if you're saying you know or not, but Alchemy is becoming an official product:

http://blogs.adobe.com/flashplayer/2011/09/updates-from-the-...

Re: What's new in Flash 11

#66
post #2

I guess crashing isn't a feature. I'm not trying to be a troll, but let's be honest -- There has never been a version of Flash that hasn't piece a complete piece of garbage when it comes to stability and performance. If Adobe "got it" this list of "What's new" would include words like "removed" and "deprecated" and "eliminated." Those words don't appear once. They've just thrown more stuff into the kitchen sink that…

Have some links to the crash/performance bugs you posted on http://bugs.adobe.com/jira?

Re: What's new in Flash 11

#67
post #54
post #30

Some of these are really welcome changes for me (native JSON, bezier curves, TLS sockets, DisplayObjectContainer.removeChildren). And yet... And yet I'm still planning on switching my web app to HTML5. This is coming from a guy who's sunk over two years of development into Flash. It's not because the runtime is buggy and/or crashy (it is, but it's not that bad). It's not because it's so much easier to develop in HTML…

I was originally in your shoes, but after my first real attempt at writing a game in js/html I came to the conclusion it's still a ton easier in flash. If you are talking about something more static (e.g. a non-game application or a fairly static game like a match-3) it's probably less of an issue.

Yeah, it's easier -- but flash games are rather pointless. Does anyone actually make money selling flash games? You'd be better off learning Cocos2d and developing something that actually makes money, such as an app.

Re: What's new in Flash 11

#68
post #35

Earlier quoted context omitted.

He's right though it depends what you mean by a "crash". An unhandled exception due to referencing a null object that caused the Flash app to crash? Developer's fault, not Adobe's. A crash that brings down the entire Flash runtime (and possibly the browser hosting it)? Adobe(or the browser vendor)'s fault, not the developers. Even if the developer does something horribly stupid in ActionScript, the runtime should nev…

Agreed. But most of the crashes I see are of the former type (I.e developers fault). I honestly can't remember ever seeing a Flash crash actually bring down the the browser. Maybe I've been very lucky. I see that I'm getting down voted for calling 'ED' out on his sweeping statement where he did not define what he meant by a "crash". Note that for many users a "crash" is when what ever App/game/web-page they are runni…

It isn't irrational. It's quite simply that my laptop fans run loudly when I'm using flash, draining the battery while not using flash doesn't run my fans or drain my battery. It's a pretty simply complaint. Flash is a power and resource hog for very little upside.

Re: What's new in Flash 11

#69
post #20
post #2

I guess crashing isn't a feature. I'm not trying to be a troll, but let's be honest -- There has never been a version of Flash that hasn't piece a complete piece of garbage when it comes to stability and performance. If Adobe "got it" this list of "What's new" would include words like "removed" and "deprecated" and "eliminated." Those words don't appear once. They've just thrown more stuff into the kitchen sink that…

My experience doesn't match your statements at all. I run a Flash website (it's a game), and Flash is pretty much rock solid for me. My site has been up over 3 years, has over 80k lines of Actionscript, and I can count the number of times I've seen Flash crash on one hand. Even if you include reports from my users who have Flash crash on them, the number is less than 20. That's probably not too far from any software…

Any stats on how many people avoid your site because it's flash? Or perhaps people that avoid your site because flash eats up their power. While you might have a successful site, that doesn't mean it's a good technology. You also can't necessarily tell when someone using your site has a crash.

Re: What's new in Flash 11

#70
post #54

Earlier quoted context omitted.

I was originally in your shoes, but after my first real attempt at writing a game in js/html I came to the conclusion it's still a ton easier in flash. If you are talking about something more static (e.g. a non-game application or a fairly static game like a match-3) it's probably less of an issue.

Yeah, it's easier -- but flash games are rather pointless. Does anyone actually make money selling flash games? You'd be better off learning Cocos2d and developing something that actually makes money, such as an app.

I'm making a living (mostly) selling flash games.

I agree that the app store has more potential for making big money, but there is also a good chance you'll make very little (http://www.dilbert.com/2011-02-12/).

Of course you don't really need to choose, you can make your game for both flash & mobiles :)

Post reply on HN