Flash died because Microsoft was agressingly nipping at Adobe on the commercial side with Silverlight, because standard bodies were finally chipping away at its feature advantages with long-needed improvements to HTML, CSS, and Javascript, and most impactfully of of all: because Steve Jobs decreed it.
The death knell for Flash sounded exactly when the market-revolutionizing iPhone refused to support altogether.
But all of that's just about the runtime platform. The posted app calls back to the Flash editor itself, which was extremely mature and powerul but had too much inertia to successfully pivot to targeting HTML or apps before Adobe would give up on it.
Later apps have come, but inevitably start far behind the features that Flash offered designers, animators, and developers at its peak.
It's more of a curiosity or footnote than a relevant factor.
The consumer usage of Flash was most visible (games, cartoons, brochure sites, video streaming) and Apple's evisceration of that market was what ultimately killed Flash, but things were already looking grim on several fronts before that happened.
I still miss macromedia Director though. I learned to program with HyperCard and then director, and I always thought it was a shame it got canned when adobe bought it.. it was much nicer in lots of ways, although the player was more heavyweight. Actually, I don’t think I’ve ever really found a proper replacement for HyperCard!
Jobs and his unwillingness to support it on iPhone killed Flash, and that's that.
But this is only a vague memory of some article in a magazine or something similar, so take it as anecdotal at best.
But at the time, I don't believe Adobe engineeing publically bothered to swim upstream against this, and while there were third-party attempts to run SWF files or AIR applications on iOS they were indeed janky and slow (as you would expect).
So I'd give your memory like a B+ on this one!
That being said the only people who complain about not having JIT on iOS are Mozilla and people who want to run game console emulators, which Apple doesn't want their users having because they despise the Church-Turing thesis. Game developers that use engines with VMs in them just develop around the execution of those VMs being very slow.
Apple wasn't refusing to support Flash on mobile Safari. The actual story is more complicated: Apple tried to collaborate with Adobe four times on mobile Flash but, depending on who you ask, Adobe either shipped code that just plain didn't work on phones, or Apple couldn't be bothered to even get Flash to compile. Probably both are true. The very public open letter from Jobs regarding Flash is after Adobe said "fuck it" and decided to ship what they had as a packaging solution for developing iOS apps. While most of the open letter is written to say "this is why we're not shipping Flash as a browser plug-in", the real reason it was published was to justify rule changes in their developer agreement intended to prohibit porting Flash apps to iOS.
Said rule changes were overturned in 3 months, thanks Obama.
It was largely a fallacy perpetuated by Apple. The same fallacy used to more recently justify the app store exclusivity, aimed at preserving their enclosed ecosystem under the guise of protecting users from potential malware threats.
While it's true that Flash posed security risks, not just on mobile but across platforms. Acrobat pdf readers continue to grapple with high-severity CVEs.
Another argument against Flash support on the iPhone was its purported battery drain. It's worth considering the technological landscape of that era: Arm processors were less power-efficient, and early iPhones struggled with battery longevity. Remember, even basic color screen phones could last several days on a single charge—illustrated by the enduring appeal of the Nokia 3210, which could comfortably endure a week without needing to be plugged in.
Yes flash early implementation for mobile was very inefficient.
Yes Apple had valid reasons for resisting Flash support. However, at the heart of the matter was Adobe's lion stance on royalties, a proposition deemed cocky by Jobs. Plus jobs was in the money Business. So the moot negociation red eventually led to a declaration war on Adobe.
Despite Adobe's towering market cap, and arguable more influential in the tech spheres, they underestimated Apple's strategic timing and their ability to a big push for new web standards, which ultimately led to the widespread adoption of HTML. Adobe's defeat to maintain their spotlight animation authoring tool for the web. Cousin comment touches on its disrespect for existing web standards, it never evolved to embrace the browser, it kept running as its own thing with limited to no interfacing with the browser API even.
This conflict not only signed the future death certificates of Flash but also spelled the end for other authoring tools which came from the Macromedia umbrella, and those had already begun to lose relevance post-Adobe acquisition.
Adobe's numerous acquisitions, it's easier to enumerate the surviving applications since the launch of the iPhone than to list those consigned to oblivion.
Not exhaustive, but here is the gist: Adobe applications that have ceased to exist since 2006:
Adobe mainstream products that have ceased to exist since 2006: - Flash - Fireworks - Dreamweaver (on life support) - GoLive - Muse - Encore - Contribute - SpeedGrade - Story - Edge Animate - Edge Reflow
Adobe mainstream products that remain plus those created or aquired since 2006: - Photoshop - Illustrator - InDesign - Premiere Pro - After Effects - Acrobat - XD - Audition - Figma
You could add Lightroom to your list of survivors.
Autodesk employed a similar acquire, absorb some features and then retire strategy, in the CAD 2D/3D space.
What was the fallacy?
Flash died because both Apple and Microsoft wanted it dead. Possibly justifiably.
Instead they made a converter where you lost audio, video, scripting, effects, etc. It should have at least been able to convert a Homestar Runner cartoon.
Also, flash was most certainly not pixel based. It was vector based and a common workflow was to create your graphics in the more powerful Adobe Illustrator, then import into flash for animation.
It got killed because Apple stopped supporting it. That's the reason.
That's how it happened in my orbit anyway.
Steve Jobs published an open letter entitled "Thoughts on Flash", in which he said that iOS would never support Flash. We had a discussion at the web shop I was working for; we decided to stop making new things in Flash.
I worked for a boutique consulting firm at that time and Warner Bros/Telepictures was our big client. We immediately got calls from a lot of execs and I had a week long firedrill of converting MANY Telepictures properties from Flash (mostly for the video content rendering with timecoded UI updates). They also had a video delivery company that was co-located with AOL fly out to Burbank and fly back with tons of hard drives full of episodes of Ellen, the Tyra Banks show, etc to recode from Flash video to video that could be served with the <video> content tag on iPads.
It somehow all got done by the iPad release and Apple published a top 10 "sites that work great on iPad" page on their site and we had done 4 out of 10 of them. All we had to test on was desktop Safari resized to the screen size they told us it needed to work on.
"HTML5 is going to be the replacement."
So much for that. Goodbye web games.
For 10 years flash minted thousands of young animators and content creators. Since flashes death there are far fewer upstarts and communities despite Internet adoption being magnitudes higher
The rampant piracy of old Flash versions probably helped a lot too.
Tell me you never used Flash by not telling me you've never used flash.
Flash's USP and core value proposition was the (IMO) fantastic IDE that you used to create flash apps and animations. It was exactly as technical as you needed it to be. As you upskilled you could do more things, but more importantly do the same things more elegantly. In stead of a manual animation you could script it out in AS3. I loved it and I'm really sad that I only entered the professional workforce as Flash was on it's way out.
As a UX professional, the death of Flash was one of the most satisfying moments of my career. It's hard to overstate how much better the web is today than it was when it was overrun by sealed-off Flash sites.
I think Apple claimed that Flash was too power hungry to run on a mobile device.
I was hired back in the day to convert a flash based app to a "Dynamic HTML" app. The flash developers all quit because they didn't want to work with HTML and Javascript. And this was all because the company wanted to support iPhones and iPads. And there were a lot of companies doing the same exact thing back then - abandoning Flash for HTML/Javascript/CSS.
"Google and Yahoo to Search Inside Flash Files" (2008)
https://archive.nytimes.com/www.nytimes.com/idg/IDG_852573C4...
Don't SPAs do exactly this?
The actual animations and (sometimes) beautiful interfaces were not the problem. People generally loved that.
Generally there's no need for a new product in this space because CSS does everything Flash once did, but adheres to web conventions.
There probably is an opportunity, though. I'm not a motion graphics person - does Adobe Animate fit the bill at all? What do you think is missing today that we once had with Flash?