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IPhone Flash prototype got 30 min battery life

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Re: IPhone Flash prototype got 30 min battery life

#11
post #6
post #5

Earlier quoted context omitted.

Agreed, this "story" smells fishy. How is it that flash works acceptably on other platforms but not the iPhone? A much more likely explanation is the one everyone has been assuming, viz., Apple doesn't want any code they haven't approved running on the phone, period.

Flash doesn't run "acceptably" on OSX or Linux. It uses around 30% of my cpu on either platform, compared to using only 3% of the cpu on my windows machine. Clearly they have some work to do before they can make flash as efficient as running on their core platform. Adobe should make flash work decently on other platforms before making one for the iphone... Running any flash app on my macbook causes the fan to turn on…

Same experience here, although I wouldn't laud flash's performance on Windows either. Silverlight runs better than flash most of the time, and Silverlight is pretty terrible.

Re: IPhone Flash prototype got 30 min battery life

#12
post #6
post #5

Earlier quoted context omitted.

Agreed, this "story" smells fishy. How is it that flash works acceptably on other platforms but not the iPhone? A much more likely explanation is the one everyone has been assuming, viz., Apple doesn't want any code they haven't approved running on the phone, period.

Flash doesn't run "acceptably" on OSX or Linux. It uses around 30% of my cpu on either platform, compared to using only 3% of the cpu on my windows machine. Clearly they have some work to do before they can make flash as efficient as running on their core platform. Adobe should make flash work decently on other platforms before making one for the iphone... Running any flash app on my macbook causes the fan to turn on…

Wow, it only uses 30% cpu? On my Q8400 in Ubuntu, it pegs an entire core the moment flash launches...

Re: IPhone Flash prototype got 30 min battery life

#13
No offense, but something you read on Reddit that some random dude heard from "a good friend" is probably complete bullshit.

Nonetheless, it's still totally believable. But it probably represents almost no optimization on their end. If I can play a 3d multiplayer game over 3G for an hour without the phone crapping out, a think some vector graphics are surmountable. There just has to be a desire there. And clearly Apple doesn't desire to be supporting a proprietary standard when HTML5 does the same thing in a completely open way.

Now, we just need a Flash (the big desktop creation app) equivalent that spits out HTML5 code. Anyone working on that?

Re: IPhone Flash prototype got 30 min battery life

#14
post #13

No offense, but something you read on Reddit that some random dude heard from "a good friend" is probably complete bullshit. Nonetheless, it's still totally believable. But it probably represents almost no optimization on their end. If I can play a 3d multiplayer game over 3G for an hour without the phone crapping out, a think some vector graphics are surmountable. There just has to be a desire there. And clearly App…

> Now, we just need a Flash (the big desktop creation app) equivalent that spits out HTML5 code. Anyone working on that?

I was just discussing this exact idea with a friend yesterday (although it's something I personally wouldn't be interested in). If done correctly, you could backend to HTML5+JS+CSS and still emit SWF for legacy support. Would certainly be interesting.

Re: IPhone Flash prototype got 30 min battery life

#15
post #6

Earlier quoted context omitted.

Flash doesn't run "acceptably" on OSX or Linux. It uses around 30% of my cpu on either platform, compared to using only 3% of the cpu on my windows machine. Clearly they have some work to do before they can make flash as efficient as running on their core platform. Adobe should make flash work decently on other platforms before making one for the iphone... Running any flash app on my macbook causes the fan to turn on…

Same experience here, although I wouldn't laud flash's performance on Windows either. Silverlight runs better than flash most of the time, and Silverlight is pretty terrible.

Silverlight is pretty terrible

Compared to what? Silverlight uses a bit more CPU time when playing MP4 videos compared to Media Player or VLC but about the same as Google Chrome. It may be different on OS X. How does Silverlight's video performance on OS X compare to native Quicktime for example (which is relatively slow on Windows)?

Re: IPhone Flash prototype got 30 min battery life

#16
post #9
post #4

Earlier quoted context omitted.

- I guess since it's on the Internet it must be true. - All the other smartphones which have Flash must have 30 min battery life. - Apple is saint and Adobe is evil. - iPhone is such an open platform.

Yes it would probably be safe to assume that 30mins is a little bit of an exaggeration. It doesnt make it any less true that most flash content are ads, and i dont want ads draining my battery even a little.

Since iphone safari doesn't unload pages when you leave the app (Multitasking!), flash could've been spinning in the background all the time.

Re: IPhone Flash prototype got 30 min battery life

#17
post #5
post #4

Earlier quoted context omitted.

- I guess since it's on the Internet it must be true. - All the other smartphones which have Flash must have 30 min battery life. - Apple is saint and Adobe is evil. - iPhone is such an open platform.

Agreed, this "story" smells fishy. How is it that flash works acceptably on other platforms but not the iPhone? A much more likely explanation is the one everyone has been assuming, viz., Apple doesn't want any code they haven't approved running on the phone, period.

Any code? You mean any code other than JavaScript?

Re: IPhone Flash prototype got 30 min battery life

#18
post #14
post #13

No offense, but something you read on Reddit that some random dude heard from "a good friend" is probably complete bullshit. Nonetheless, it's still totally believable. But it probably represents almost no optimization on their end. If I can play a 3d multiplayer game over 3G for an hour without the phone crapping out, a think some vector graphics are surmountable. There just has to be a desire there. And clearly App…

> Now, we just need a Flash (the big desktop creation app) equivalent that spits out HTML5 code. Anyone working on that? I was just discussing this exact idea with a friend yesterday (although it's something I personally wouldn't be interested in). If done correctly, you could backend to HTML5+JS+CSS and still emit SWF for legacy support. Would certainly be interesting.

Good luck making your own SWF creator or player without stepping on an Adobe patent.

Re: IPhone Flash prototype got 30 min battery life

#19
post #18
post #14

Earlier quoted context omitted.

> Now, we just need a Flash (the big desktop creation app) equivalent that spits out HTML5 code. Anyone working on that? I was just discussing this exact idea with a friend yesterday (although it's something I personally wouldn't be interested in). If done correctly, you could backend to HTML5+JS+CSS and still emit SWF for legacy support. Would certainly be interesting.

Good luck making your own SWF creator or player without stepping on an Adobe patent.

There's no need to create a player; as far as the creator goes, Adobe's already released the free mxlmlc so you could simply generate ActionScript and let them compile it.

Re: IPhone Flash prototype got 30 min battery life

#20
post #13

No offense, but something you read on Reddit that some random dude heard from "a good friend" is probably complete bullshit. Nonetheless, it's still totally believable. But it probably represents almost no optimization on their end. If I can play a 3d multiplayer game over 3G for an hour without the phone crapping out, a think some vector graphics are surmountable. There just has to be a desire there. And clearly App…

I call bullshit.

Some of the most intensive games out there are using about 100% of the iPhones power and still get several hours of battery life. Even if the app used some pathological combination of CPU/GPU/Disk/Network resources you wouldn't get it down to 30 minutes,

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