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Firefox makes click-to-activate Flash the default

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Re: Firefox makes click-to-activate Flash the default

#381

Earlier quoted context omitted.

I went to that phaser.io url, and when clicking on the examples, I see a background with nothing on it. I don't know if it has to show something animated or not. I pushed the 'Run code' rocket button, but still nothing shows. How do I make it start? This is in Firefix 39.0, Windows. Let's try IE, I'm curious. I need to click 'Show all content' at the bottom, and after that I see the animations. I tried the 'virtual j…

You said Flash doesn't need to support mobile because they offer apps. And now you bring mobile back into equation when evaluating WebGL?

How do you export HTML5/WebGL to mobile apps?

I said when you write ActionScript3, for desktops you export to Flash and for mobile you export to iOS and Android. Runs the same everywhere.

So how do you get your WebGL game onto mobile platforms?

Re: Firefox makes click-to-activate Flash the default

#382

Earlier quoted context omitted.

Cost/benefit seems higher for Flash/Java than browsers. You really need a browser, but you don't really need a [fancy thing that can't be done in JS]. As another commenter said, it doubles your attack surface and for little benefit. Flash game enthusiasts would probably disagree, but most of us can probably do without it given the risk.

As an enthusiast for a handful of flash games, it is increasingly tempting to make a VM just for running them. Even then, with all the progress in Javascript, it's questionable whether I should bother.

There are a couple flash games I'd like to keep as well, but mentioning that didn't seem to strengthen my point :)

I've since found a few work-related apps that need it. Hiss.

Re: Firefox makes click-to-activate Flash the default

#383
post #26

Earlier quoted context omitted.

Nope. no reasonable alternative to flash has proven viable. Which is crazy.

Canvas, WebGL, Javascript? If it's because you enjoy the Adobe Flash tooling, then Adobe is doing exporting to both Canvas and WebGL now. http://www.adobe.com/inspire/2014/02/flash-html5-canvas.html https://helpx.adobe.com/flash/how-to/flashpro-export-webgl.h...

I dont like the tooling, but the fact is trying to do some of the things flash currently doe will turn a macbook pro into a melting mess

Re: Firefox makes click-to-activate Flash the default

#384
post #342
post #157

Earlier quoted context omitted.

That's like saying “The ‘Web’ can't display images, the ‘Web’ needs plug-ins to do so. Plug-ins like libjpeg or giflib”. Right now, you can put a or tag on a page and it will work in something like 95% of the browsers in use. That's already better than Flash and going up as IE8 users upgrade to newer versions of IE or install Chrome/Flash. Sure, you can't rely on users not recompiling their browser to disable it but…

Yup. Remember back when you actually needed helper applications to display certain image types? https://www.as.cmu.edu/application/pref_1.gif

Or when GIF required a license to implement so people actually had to disable it until the Unisys patents expired. That was fun…

Re: Firefox makes click-to-activate Flash the default

#385

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How are private Github repositories using the same idea? Normal access controls are just implemented at the data source, limiting read (or write) there. DRM is implemented in the hardware of the user so that some programs that the user uses can access the data, but not those programs fully under control of the user. If you can access a Github repository then you can do so with software fully under your control (and h…

Okay, so maybe not the best analogy. Contact access expiration via git is far more primitive, sure - if you have access today you can clone a private project and have a snapshot of it in that state, once your access rights are revoked you just won't see any further work. Unfortunately, this 'freedom' leads to far more problems than it solves - horrible corporate bureaucracies around where you may or may not check cod…

>There are many real-world use cases where, in order to accomplish the completion of a project, you need to provide an external resource with access to sensitive data for a limited amount of time.

Well, then there are many real world use case that are not doable in our version of reality, where data can be copied ad infinitum, and where you NEED to show the end user unencrypted data.

Re: Firefox makes click-to-activate Flash the default

#386
post #372

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Hi, while I got your point and mostly I agree with you, I just have a question. Now when WebGL is widely adopted why you can create your games using that technology? Or even compile your C/C++ games with asm.js. I saw very nice demos in the past. For simple 2D games (like most of the Flash games), I saw very nice Flash-friendly libraries like Phaser[0] (based on Pixi.js). [0] - https://phaser.io/examples

I went to that phaser.io url, and when clicking on the examples, I see a background with nothing on it. I don't know if it has to show something animated or not. I pushed the 'Run code' rocket button, but still nothing shows. How do I make it start? This is in Firefix 39.0, Windows. Let's try IE, I'm curious. I need to click 'Show all content' at the bottom, and after that I see the animations. I tried the 'virtual j…

Firefox is blocking the external javascript because the site is being served over https but the scripts are not. You can see this in the console:

Blocked loading mixed active content "http://examples.phaser.io/embed.php?f=arcade+physics/angle+b... [1]

HTML5 is less to blame here; the administrator of phaser.io should configure their service to serve these javascript files over HTTPS

[1] https://developer.mozilla.org/en-US/docs/Security/MixedConte...

Re: Firefox makes click-to-activate Flash the default

#387
post #310

Earlier quoted context omitted.

This is great. Let's continue: remove pocket, remove hello

1) Open the menu 2) Click "Customize" 3) Drag pocket and / or hello from the tool bar into "Additional tools and features" 4) Take a breather, phew that wasn't too hard was it? https://support.mozilla.org/en-US/kb/customize-firefox-contr...

Don't even need all that. Just, right-click the icon and click "Remove from Toolbar/Menu".

Re: Firefox makes click-to-activate Flash the default

#388

Earlier quoted context omitted.

I wonder if they're trying to wait out Firefox on the MP4 vs. WebM/Ogg issue. They've already gone HTML5 on the mobile versions.

Facebook is migrating from Flash to HTML5 video. As of last week, they are serving HTML5 video to users running Windows 7+, including Firefox users. Firefox supports H.264 video on Windows Vista+ and OS X because those platforms ship H.264 decoders.

Guess Linux gets excluded once again? Cause they keep pushing Flash to me, even though I have H.264?

Re: Firefox makes click-to-activate Flash the default

#389
post #353

Earlier quoted context omitted.

Have you filed a bug with Mozilla about that? Speed issues are one thing, but crashing is another.

Could never reproduce it consistently, and I'm always hesitent to file a bug without decent repro steps. Also, it seems to have been fixed in latest... maybe. Again, if I can't reproduce it consistently, I can't say if it's fixed or not. I did go through the crash reporter.

So what I do in these situations is go to about:crashes, click on the appropriate crash id and look under the Related Bugs section. If there’s been a bug filed with the same signature then it’ll appear there. Alternatively, if it’s not been filed already you could click on ‘More Reports’ and look at the number of crashes. If it looks like a few you might want to file it with just the signature and no steps to reproduce; sometimes a signature and backtrace alone is enough to diagnose and fix (e.g. this one I filed recently: https://bugzilla.mozilla.org/show_bug.cgi?id=1163945 ).

Re: Firefox makes click-to-activate Flash the default

#390

Earlier quoted context omitted.

You said Flash doesn't need to support mobile because they offer apps. And now you bring mobile back into equation when evaluating WebGL?

How do you export HTML5/WebGL to mobile apps? I said when you write ActionScript3, for desktops you export to Flash and for mobile you export to iOS and Android. Runs the same everywhere. So how do you get your WebGL game onto mobile platforms?

I used Ludei in past. Works great.

[0] - https://www.ludei.com/showcase/

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