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Re:Goodbye, Flash by tinus_hn on Tuesday October 29, 2019 @01:41PM (#21389921)
Flash on mobile was always going to be shit because it was built without mobile in mind. It doesn’t support touch, it doesn’t make controls big enough to be usable by touch and it doesn’t implement the behavior people expect on a touch device.

Just running the plugin on a phone isn’t the hard part.

Re:Goodbye, Flash by scarface74 on Tuesday October 29, 2019 @02:10PM (#21390292)
Not even referring to the interface. Adobe couldn’t get Flash performance, memory footprint or energy usage acceptable for mobile.
Re:Goodbye, Flash by tinus_hn on Tuesday October 29, 2019 @04:40PM (#21391739)
If the other problems would have been solved, the hardware has improved so much the performance issues wouldn’t have been much of an issue anymore. A modern phones performance can compete with a low end pc.
Re:Goodbye, Flash by scarface74 on Tuesday October 29, 2019 @05:42PM (#21392393)
It was five years before an iPhone met the minimum requirements that Adobe gave for Flash on mobile. Even then, a VM based runtime per app would be more memory intensive and more battery intensive. iOS devices just this year have start coming with 3GB of RAM across the board. iOS was able to get away with less RAM precisely because all code ran natively.

Apple is able to optimize its OS, compiler chain, and processor in sync.

Not to mention that an even more stripped down version of the core OS with tighter constraints is running on the watch.

Not even mentioning that the average $250 Android device is much lower specced than the average iPhone. It wasn’t until last year that even high end Android phones were matching the performance of an iPhone 6s (released in 2015) in single core performance.