Re:IPhone Flash prototype got 30 min battery life
by ajg1977 on Tuesday November 03, 2009 @04:07PM
(#920296)
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,
Re:IPhone Flash prototype got 30 min battery life
by viraptor on Tuesday November 03, 2009 @04:19PM
(#920315)
How do you know it uses 100%? If it has smooth animation, it most probably doesn't. It's easy to check if you're really interested - just run a typical busy loop in your app and measure the time until it the battery runs out.
Re:IPhone Flash prototype got 30 min battery life
by ryanpetrich on Tuesday November 03, 2009 @07:02PM
(#920555)
well, run a busy loop and something that works the GPU and network activity
Re:IPhone Flash prototype got 30 min battery life
by ajg1977 on Tuesday November 03, 2009 @10:31PM
(#920893)
By running Instruments and profiling them. Even if I didn't it's pretty easy to spot games that are maxing out the iPhone - dropped frames, slowdown, animation glitches,
Re:IPhone Flash prototype got 30 min battery life
by daeken on Tuesday November 03, 2009 @03:11PM
(#920144)
> 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
by pronoiac on Tuesday November 03, 2009 @07:56PM
(#920639)
I heard about OpenLaszlo - http://www.openlaszlo.org/ - a few years ago, but I never got around toworking with it. It emitted Flash & Dynamic HTML.
Re:IPhone Flash prototype got 30 min battery life
by nzmsv on Wednesday November 04, 2009 @12:45AM
(#921132)
It's pretty good. Definitely better than Adobe's tools for code. The art still has to be made in Flash though.
Unless there is some compelling reason to use Flash though, open tech (like AJAX) wins every time.
Re:IPhone Flash prototype got 30 min battery life
by Rawsock on Tuesday November 03, 2009 @03:58PM
(#920281)
Good luck making your own SWF creator or player without stepping on an Adobe patent.
Re:IPhone Flash prototype got 30 min battery life
by acdha on Tuesday November 03, 2009 @04:04PM
(#920293)
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
by jsf on Tuesday November 03, 2009 @05:01PM
(#920394)
Check out Atlas: http://280north.com/blog/2009/02/announcing-atlas/
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?