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Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by IdeaHamster on Thursday August 19, 2010 @03:18PM (#1618268)
I would give anything for someone to explain to me why the right move for Adobe wasn't to simply accept HTML5, pivot from Flash to making killer HTML5 authoring tools, and maybe even provide a way for people to take their existing Flash projects and repurpose them to HTML5?

How would that have been worse then trying to wedge Flash where it doesn't belong?

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by wtallis on Thursday August 19, 2010 @04:51PM (#1618611)
Migrating to open standards is the right thing for Adobe to do, but that's not how Adobe likes to do business.

Adobe is lazy. If there's a problem with their software, they'll blame it on somebody else, because talk is cheap. If that doesn't work, they'll wait until the last possible moment to actually put in the time and effort to improve their code. It's a pattern that is most evident with their Mac software:

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). Prior to CS5, they were still using the Mac OS 9 GUI APIs, which, though they weren't officially totally deprecated until June 2007, were obviously always just a transitional compatibility environment. Even prior to the official deprecation of the Carbon UI APIs, Adobe had plenty of reasons to port to Cocoa. Number one was to provide a truly OS X native look-and-feel, which is pretty much impossible to emulate via Carbon.

Adobe's approach to dealing with Flash performance on OS X has been similar. When people complained that video playback was unreasonably slow (ie eating up 5x the CPU time that a standalone player would use), they blamed Apple for not providing them with direct low-level access to the video decoding hardware. When Apple called their bluff and gave them exactly what they asked for, Adobe released a flash player that used those APIs but wasn't noticeably faster for anybody, and introduced several new glitches that made it a step backwards for everybody who's Mac predates the NVidia 9400M chipset.

On the Windows side of things, Adobe's PDF reader has been such a long-standing resource hog that third-party PDF readers have garnered significant market share in spite of their lack of support for most of the recent advanced features of PDF. If Adobe would take better care of their PDF implementation, it would be good for the progress of the format overall.

Further back, Adobe kept their font format (PostScript Type 1) proprietary and expensive so long that Apple had to create TrueType, and Apple ended up licensing it to Microsoft. Several years later, Adobe abandoned Type 1 in favor of co-developing a TrueType-based successor (OpenType) that is finally re-unifying the font market.

Adobe seems to think they're playing it safe by being the last rat off each sinking ship, but one of these days, they'll be too slow.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by orangecat on Thursday August 19, 2010 @05:41PM (#1618755)
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 preferred it if Apple had officially deprecated Carbon many years ago. But instead they kept updating it and saying it was supported; there's no reason to blame Adobe for believing them.

Of course I agree there's plenty of reason to blame Adobe for Flash being a steaming pile on anything other than Windows.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by wtallis on Thursday August 19, 2010 @10:37PM (#1619345)
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 way to having a suitable replacement for Office, and their Pro Apps suite was missing only the hole that CS fills. Neither Microsoft nor Adobe was paying Apple to keep Carbon alive, and Adobe in particular was setting new records for unimportance to Apple because Apple was too busy taking over the consumer market with their Intel machines to really care much about pro tools. (Apple would have had to worry about Microsoft not following them to new APIs if not for the facts that Office doesn't need to go 64-bit, and Microsoft needs to keep Office on the Mac in order to prevent open file formats from catching on.) Adobe wouldn't let Carbon go quietly, so they forced Apple to play the bad guy in killing Carbon.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by wazoox on Thursday August 19, 2010 @11:27PM (#1619437)

  > Apple was well on their way to having a suitable 
  > replacement for Office, and their Pro Apps suite was 
  > missing only the hole that CS fills. 
Apple Final Cut Pro is a carbon application, too. You need really good reason to rewrite large parts of a big applications.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by flatulent1 on Friday August 20, 2010 @03:50PM (#1621375)
When Apple has moved on to a new technology, support for the legacy technology has generally lasted about 5 years. If they wanted the more demanding apps off of it, it made sense to close the door to 64 bit. Apple has put considerable effort into optimizing the OS. It didn't make sense to do that for legacy support. Apple certainly does care about pro apps, and has done many things that can/do enhance apps developed for current technology.

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 by nanairo on Friday August 20, 2010 @05:58AM (#1619975)
The sad story is that Apple could deprecate Carbon all they want, but if Adobe, Microsoft, Quark and friends kept using it, Apple would need to oblige. Apple had no power, and these companies were basically "too big to fail" so to speak.

It's also not the first time Apple got bitten by this problem (although to be honest given the number of massive changes they carried in the last 10 years or so, they kind of were asking for it ^_^).

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by gamble on Thursday August 19, 2010 @05:02PM (#1618649)
> Adobe's PDF reader has been such a long-standing resource hog

It makes me feel old to remember a time when Adobe reader didn't suck.

The great PDF support in OSX is one of the things that's most jarring to lose when I use a Windows machine. It's incredible that you have to download a third-party utility just to view PDF files on Windows properly, and none of the options even comes close to Preview on the Mac. In fact, the only aspect of working with PDF files that does suck on the Mac is Adobe Acrobat itself.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by wtallis on Thursday August 19, 2010 @05:21PM (#1618702)
I remember Acrobat Reader not sucking up to about version 5 (PDF 1.4, circa 2001). Perhaps not too coincidentally, this is about the level of feature support that most non-Adobe readers have.

Only twice in the past year have I encountered a PDF that didn't work in Preview.app. The first was a PDF of my own creation: I was using LaTeX Beamer as an alternative to PowerPoint, and I embedded a 3d model in the presentation. The other file was a two page brochure where the two pages were individual attachments to an otherwise content-less document. (This was stupid enough that I think we can probably blame it on authoring tools making it too easy to use the fancy features and too hard to do the right thing, ie. concatenating the two documents.)

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by nanairo on Friday August 20, 2010 @06:00AM (#1619977)
Imho the moral with Adobe/Acrobat and other such cases (eg. Microsoft/IE) is that when a company starts piling up features on their winning horse to take over _other_ fields, they may very well win that battle, but in the long run they'll have such a bloated messy piece of software that they will lose the war.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by nanairo on Thursday August 19, 2010 @05:32PM (#1618736)
Good, detailed response.

There is also a certain irony in that Adobe and friends dragging their feet in supporting Cocoa and Apple's latest stuff, was one of the reason why Apple waited so long to drop Cocoa... and now is so allergic to devolve any control of their platform, including to Flash/Adobe. :)

(note: I am not saying this is the _only_ reason, and I am happy to accept there are other reasons. But this definitely didn't help).

Of course porting to Intel first, and to Cocoa later costs a lot of money and men-hours for what is no appreciable difference to the end user (unless they are geeks and therefore know what goes on under the hood). So I don't completely blame them for that: Apple seems to be in a transition every other year!

As for Flash GPU acceleration, the fact that Flash performed so much worse than VLC seemed to already show Adobe wasn't being completely honest. Surely if VLC can, a company like Adobe should have no problem!

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by bosch on Thursday August 19, 2010 @07:43PM (#1619047)
I'm wondering if development method this explains why there's STILL no freaking x64 version of Flash!#@%@%
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by cookiecaper on Thursday August 19, 2010 @03:47PM (#1618370)
HTML5 is cool but it's not the end-all. You have a whole set of new issues to deal with when you use HTML5. You have to worry about cross-browser compatibility and specific rendering bugs, whereas Flash authors don't. You have to rely on the slow JavaScript VMs included in even the fastest browsers (even the "fast" JS VMs are still rather slow), and then you have IE, which is still used by > 50% of internet users, of which much is IE 6 or 7, which are outdated and _extremely_ slow. You have audio synchronization issues. There is no ready-made IDE like Adobe's Flash IDE, meaning HTML5 development is much harder for many people. There are other issues too.

The fact is that HTML5 is not a reasonable general replacement for Flash. If you want your thing to work for most people, you are going to have to write in Flash anyway. Realistically, only a relative handful of people could run a HTML5/JavaScript program at Flash-equivalent speeds. And that assumes that you just want something in Flash that HTML5 could do; there's still RTMP and significant swaths of other stuff that Flash does and HTML5 doesn't.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by bigiain on Thursday August 19, 2010 @06:18PM (#1618841)
"If you want your thing to work for most people, you are going to have to write in Flash anyway."

Some of the big sites I'm involved with are on track to hit 10% mobile use before the end of the year. And most of that is iOS.

The assumption that "most people" are windows desktop users is becoming less and less valid.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by chopsueyar on Friday August 20, 2010 @08:51AM (#1620227)
What percentage are windows desktop users?
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by thwarted on Thursday August 19, 2010 @03:54PM (#1618393)
This doesn't answer the question of why Adobe doesn't do that, it lists the things that Adobe could step up to do. Yes, we know there is no ready-made IDE like Adobe's Flash IDE: fixing this problem is something Adobe can do, by providing a ready made HTML5 IDE. Why isn't Adobe doing that and leading the charge? There are distinct problems with HTML5 replacing Flash, and Adobe is in a unique position to partner, consult, contract, and contribute to that. For example, if everyone else's javascript VMs are crap and Adobe's Flash interpreter (which is close to javascript, isn't it?) is awesome, then Adobe can help contribute rather than taking a beating from industry leaders (Jobs) and be part of the solution rather than be viewed as part of the problem.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by nanairo on Friday August 20, 2010 @06:05AM (#1619986)
I think the answer is a common one in free markets: cost.

Adobe would need to invest a _lot_ to make a good HTML5 IDE, and what would they get then? At best they'd be in the same situation as they were before just with HTML5 instead of Flash, and on top of that they would have lost control of the platform.

So the bean counters find this kind of proposition difficult to swallow. And if you say: but what if someone else did? Then they'll reply: well, then make sure Flash kills anything HTML5 related, and that's how they end up putting a lot of money to preserve the status quo, instead of using their baskets full of gold to make them run faster.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by warfangle on Thursday August 19, 2010 @04:03PM (#1618430)
"even 'fast' JS VMs are still rather slow"

Compared to C, Java, OCaml, and so forth, perhaps.

Compared to Ruby, Python, and PHP - not so much. (take a look at the v8 entry. and this is from '09 - v8 has seen some performance improvements since then)

http://blog.gmarceau.qc.ca/2009/05/speed-size-and-dependabil...

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by CodeMage on Thursday August 19, 2010 @04:18PM (#1618479)
None of those comparisons really matter in this discussion, except Java, which is clearly out of the competition anyway. Why? Because unless you're suddenly running Ruby, Python, PHP, C or OCaml as a client-side script embedded in your browser, you're comparing apples to oranges.

It would be interesting, though, if someone could point me (and everyone else) to a reasonable, credible comparison of HTML5+JS vs. Flash vs. Silverlight.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by diego_moita on Thursday August 19, 2010 @09:36PM (#1619222)
I've been playing with Silverlight and am very well impressed.

It is much faster than Flash (my tests where the RSA encryption algorithm), has a way more comprehensive library (specially for data manipulation) and "looks" way more secure than Flash (please take this last one with a grain of salt).

Its acceptance is still lagging (I estimate something like 50%-60%), but growing fast. MS promised the new Windows 7 phone with Silverlight on it for September. It might increase acceptance.

From what I see HTML 5 adds a lot of interesting new gadgets and features (like websockets and video streaming). It is a great innovation, but is not for complex Rich Internet Applications.

I'd expect, for the next 5 years, Silverlight to become the platform of choice for RIA (mostly CRUD applications), HTML5 for video streaming and some simpler games and Flash critically sandwiched between both.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by Daishiman on Thursday August 19, 2010 @10:13PM (#1619289)
Are you insane? I've had to develop a CRUD application in Silverlight, and it was dauntingly slow in comparison to Ruby and Python frameworks, and the tooling is still behind the rest of the C# frameworks.

I made a blog post a few weeks ago on the matter: http://www.andresosinski.com.ar/blog_view_entry/?id=6

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by diego_moita on Thursday August 19, 2010 @10:49PM (#1619373)
Well, 3 points:

1) in most of your post you argue against the performance of VS2010 and how slow it is to edit XAML, not the performance of your Silverlight code/application. I take that it was as good as mine. And I think that this is what is being discussed here.

2) I agree that VS2010 is indeed much slower than previous versions, although I didn't experience something as terrible as you. But I am running it in a 3GHz quad-core with 4Gb of RAM, so...

3) Silverlight is a WEB client solution and that's the scope of this discussion and the post I answered. Correct me if I'm wrong, but I think frameworks like Django and Rails are server-side technologies and, as such, don't compare to Flash and HTML5, and are out of scope for this discussion, right?

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by Daishiman on Friday August 20, 2010 @12:31AM (#1619514)
Partially so. However much Silverlight might fill a niche for rich media, the fact is that 99% of the use cases will be for internal business applications, where it fails spectacularly. And in the case of ubiquitous media apps, it's simple: Siverlight is not nor will it ever be ubiquitous.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by loewenskind on Friday August 20, 2010 @04:23AM (#1619845)
IMO the fact that Silverlight hasn't been canned is just another point that shows that MS doesn't get it. When they saw where HTML5 was going they should have jumped on board with both feet. It's too late to force everyone to use their OS at this point so they should have been focused on being compatible with everyone but simply running better.

Silverlight will get a bit bigger but it's never going to matter in the long term, any more than Java applets ever will.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by nanairo on Friday August 20, 2010 @06:08AM (#1619990)
The cynic in me thinks that MS thought that rather than spending energy to "get it" and maybe failing, they could back all horses and see who would win. They usual strategy (and Google's current m.o. sadly).
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by ido on Thursday August 19, 2010 @04:47PM (#1618601)
Why is java clearly out of the competition anyway?

I think this is a remnant from a time long gone, where applets were much worse than they are now. They have worse user experience than flash, but the difference isn't really that big anymore (e.g. http://www.pulpgames.net/milpa/).

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by bastardlee on Thursday August 19, 2010 @09:54PM (#1619257)
this doesn't include Silverlight in the comparisons, but it compares HTML5+JS vs. Flash on Mac and Windows platforms (and a few browsers):

http://www.readwriteweb.com/archives/does_html5_really_beat_...

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by elblanco on Thursday August 19, 2010 @04:19PM (#1618487)
You forgot to compare to Actionscript which is the language that matters in this comparison.

http://en.wikipedia.org/wiki/Actionscript

Adobe's had a JIT Actionscript compiler for years and it's really quite fast.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by acqq on Thursday August 19, 2010 @05:48PM (#1618776)
AS3 is fast as the language, but developers can make too CPU intensive animations there too. Moreover AS2 in which a lot of ads are still made is awful slow. And you can't control which ads (and the quality of the implementation) will be served when you're on some site -- therefore on weaker processors most of the sites which present the flash ads are amazingly hard to use -- you just experience lockups all the time.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by diego_moita on Thursday August 19, 2010 @09:39PM (#1619229)
> it's really quite fast.

Take a look at Silverlight. Its performance will surprise you, I am sure.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by leviathant on Thursday August 19, 2010 @03:40PM (#1618352)
If you can show me how to make audiotool.com or even something like captainforever.com in HTML5 I think I'll begin to see where you're coming from, but there are plenty of things Flash does that HTML5 does not. To flip the switch from Flash 10 to HTML5 would be cutting off a lot of functionality.

Saying HTML5 should replace Flash is like saying HTML5 should replace JPGs.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by cryptoz on Thursday August 19, 2010 @04:24PM (#1618507)
> but there are plenty of things Flash does that HTML5 does not.

Really? Can you mention any specifics? I do not think there are any things that Flash can do that HTML5 cannot.

Have you seen Or So They Say? http://xplsv.com/prods/demos/xplsv_orsotheysay/

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by qeorge on Thursday August 19, 2010 @05:15PM (#1618684)
There's a ton of things Flash can do that HTML5 cannot, besides run in nearly any browser (now). P2P video is one example, sound recording is another.

That doesn't mean Flash isn't overused. But its not useless either.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by wmf on Thursday August 19, 2010 @05:15PM (#1618685)
Webcams, P2P, advanced audio stuff, DRM (you probably consider this a bug), etc.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by cryptoz on Thursday August 19, 2010 @07:27PM (#1619021)
Webcams? No, HTML5 will probably have support for that. "Advanced audio stuff"?! What do you mean? JavaScript (with HTML5) is a full programming language totally capable of "advanced audio stuff", whatever that means.

What do you mean Flash has DRM but HTML5 doesn't? And yes, I do consider DRM a bad thing.

Edit: Source for webcam comment: http://devworks.thinkdigit.com/Internet/Native-webcam-suppor...

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by leviathant on Thursday August 19, 2010 @10:51PM (#1619377)
The audio capabilities of HTML5 suck. They're not going to get better for a while, and in the time it takes them to catch up, Flash will have continued to build on their well established foundations.

Okay, looking at HTML5 drum machines via Google. Here. Here's an one, http://www.randomthink.net/labs/html5drums/ - it's got all the basic trimmings, but the playback has tempo fluctuations, and the whole thing is slow. And this is a drum machine running all by itself. Compare that to audiotool.com, and tell me that HTML5 can do what AudioTool does.

Here's another one - http://pattern86.com/sequencer-in-html5/ - also laggy, and it only consists of four channels.

Keep in mind, I'm not trashing the efforts of the folks who made these, kudos to them! But compare that to something like this http://audiotool.com/app/dubtexno/1 -- HTML5 cannot do that. Sure, it will be able to in a few years. And surely, Flash will be able to do new things in a few years, too.

This doesn't even address the lack of a (for want of a better term) unified developing environment for HTML/JS/Canvas/Audio a la Flash CSwhatever.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by loewenskind on Friday August 20, 2010 @04:29AM (#1619850)
What on earth are you talking about? You're comparing HTML5 today to Flash with their maturity? I would bloody well hope Flash is still faster.

The reason HTML5 is the future is it doesn't have the Adobe bottleneck. Is sound bad right now? Then browser makers can fix it. Is Flash a CPU hog? Wait until Adobe cares enough and has enough resources to fix it. Get it?

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by elblanco on Friday August 20, 2010 @09:41AM (#1620339)
But HTML 5 is being touted as a drop-in Flash replacement today. And it's clearly not.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by loewenskind on Friday August 20, 2010 @11:01AM (#1620557)
I don't think anyone is saying that. I think people are saying it's a better idea to invest in HTML5 today. And with that I would absolutely agree. Flash has jumped the shark.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by wmf on Thursday August 19, 2010 @10:57PM (#1619386)
I don't think it's fair to compare Flash 10.1 to a future revision of HTML5, because by that time Flash 11 will probably have more features that HTML5 doesn't.

"Media protected using the upcoming Adobe Flash Access 2.0 SDK can be played back securely in Flash Player 10.1 to support a wide range of business models, including video-on-demand, rental, and electronic sell-through, for streaming as well as download." http://kb2.adobe.com/cps/838/cpsid_83808.html (There's also RTMPE and SWF verification, but AFAIK those have already been broken.)

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by pak on Thursday August 19, 2010 @07:44PM (#1619048)
How do you synthesize/analyze audio on the waveform level with HTML5? AFAIK this is only possible with an alpha version of Firefox implementing an experimental API, not part of HTML5. Flash can do full waveform synthesis as of v10, audiotool wouldn't work without it. The only way I can imagine doing this is creating data: URI's for <audio> in Javascript containing raw OGG/WAV data, which is write-only, half-baked and seems impractical.
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by sp332 on Thursday August 19, 2010 @03:33PM (#1618319)
Adobe CS5 has some rudimentary HTML5 Canvas export capabilities, and from what I've heard, they plan to develop HTML5 as a fully-supported platform in future releases. http://www.youtube.com/watch?v=v69S22ZBBqA
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by robotron on Thursday August 19, 2010 @03:37PM (#1618337)
You beat me to a response. Here's some more info: http://ajaxian.com/archives/html5-tools-from-adobe-html5-pac...
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by WilliamLP on Thursday August 19, 2010 @03:50PM (#1618381)
The much glossed-over answer is that JavaScript and HTML just isn't a good environment for rich app development, for many reasons. One "elephant in the room" kind of issue is that JavaScript's object system is not acceptable to most programmers, and most programmers require classical OOP.

Even prototype system fanatics probably would have to admit that the current state of JavaScript doesn't work very well, with its warts like the "this" keyword behavior, and the tendency for all framework authors to role their own mutually incompatible systems.

Even Google seems to have backed off from this space recently - have you heard much mention of Chrome OS lately?

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by cryptoz on Thursday August 19, 2010 @04:22PM (#1618498)
> Even Google seems to have backed off from this space recently - have you heard much mention of Chrome OS lately?

I hear about Chrome OS every single day, because I follow its development. Many hardware manufactures will be releasing Chrome OS netbooks in November / December of this year. Google doesn't generally hype things before they are available to consumers, so there's no reason to expect lots of Chrome OS discussion while it's still in development.

Google is still very hardcore about JavaScript/HTML5 development.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by borisk on Thursday August 19, 2010 @04:17PM (#1618475)
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by loewenskind on Friday August 20, 2010 @05:03AM (#1619890)
This is my biggest gripe about HTML5. They had the chance to really fix a lot of missteps but they made the (IMO) horrible mistake of using JavaScript as their "assembly language". Regardless of what anyone thinks about JavaScript, not everyone is going to want to program with it. Many of us will be programming in something else and compile to the base browser language.

What should have happened is that they just define a (high level) VM that we can all compile to. The browsers could have certain languages they compile to this VM language their self (e.g. JavaScribt, VBScript, etc.) and the rest of us compile to a binary file and point to that in our HTML page (e.g. <code type="vm" location="code/main.hvm"/>)

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by nanairo on Friday August 20, 2010 @06:13AM (#1619999)
Oh dear... on paper great, but can you imagine how long it would have taken them to come to a standard? I think HTML5 is already a bit on the side of being a step too wide, but I guess we've been stuck in HTML4 (and related technologies) for so long that it was necessary. XHTML 2 was an awesome language, imho... just another case of too much meat on the fire, and so never reaching a conclusion.

Let's get a good HTML5 system now, and then we can think of adding additional scripting languages. The best is the enemy of the good. :)

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by loewenskind on Friday August 20, 2010 @09:43AM (#1620344)
>Oh dear... on paper great, but can you imagine how long it would have taken them to come to a standard?

I don't think it would have to take too long. One browser could do it and then the others could copy it. Further, the standard could be general until it's worked out more.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by warfangle on Thursday August 19, 2010 @04:00PM (#1618419)
What are the typical gripes about this keyword behavior?

Once you understand how scope works and how to force scope, and what exactly constitutes an object.. it makes quite a bit of sense.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by WilliamLP on Thursday August 19, 2010 @04:05PM (#1618436)
From the Google style guide:

"The semantics of this can be tricky. At times it refers to the global object (in most places), the scope of the caller (in eval), a node in the DOM tree (when attached using an event handler HTML attribute), a newly created object (in a constructor), or some other object (if function was call()ed or apply()ed)."

The pragmatic answer is to limit its use except when absolutely required (as Google's guide suggests). The more problematic meta-problem, is that many people do think it's valuable and don't understand it and dig themselves into some subtle and insidious messes.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by mryall on Thursday August 19, 2010 @06:01PM (#1618806)
Avoiding something you don't understand might seem like a good idea when programming, but if it's a core part of the language you're using -- like 'this' in JavaScript -- trying to understand it and use it appropriately is actually a much better approach.

I've seen JS code that tries to avoid using 'this', and it often ends up a lot more complicated and tightly coupled than code which uses it appropriately.

The behaviour of 'this' in JavaScript is different to Java and other OO languages, but it isn't that complicated to understand.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by zmmmmm on Thursday August 19, 2010 @09:11PM (#1619184)
There are some problems with HTML/Javascript but I find it reasonably good as a developer. The problems with it are all about the lack of standardized apis to native OS functions - audio, video, microphone, etc. It always seems to lag about 5 years behind the most interesting apis (eg: now I would want accelerometer apis ...)
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by DougBTX on Thursday August 19, 2010 @05:39PM (#1618749)
You know that Flash uses ActionScript, a dialect of ECMAScript just like JavaScript, right?
Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by Anon84 on Thursday August 19, 2010 @03:21PM (#1618278)
They might be doing that in the background. I imagine that creating new tools from scratch (or heavily modifying existing ones) is a n time consuming process.

In the meantime, Flash is all they got to go on with.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by OpieCunningham on Thursday August 19, 2010 @03:35PM (#1618333)
Clearly they should be doing just that, if they're not already working towards that goal.

But I have rather low expectations. If Adobe's theoretical HTML5 tools are anything like Dreamweaver's WYSIWYG HTML editor or, worse, GoLive, they'll produce bloated, terrible code.

Re:Mobile Flash Fail: Weak Android Player Proves Jobs Right by marcusbooster on Thursday August 19, 2010 @03:36PM (#1618336)
Even in current JavaScript engines, drawing with canvas is still pretty slow for the types Flash applications they'd like to promote. Maybe they'll port things in the future but it doesn't seem ready for prime-time now.