Adobe Vs. Apple (Pt. 3 of ?)
So what now? Well as announced yesterday:
Adobe is no longer investing in iPhone-based Flash development, Adobe principal product manager Mike Chambers wrote in a Tuesday blog post.
The move comes after Apple put out new draft of its iPhone developer program license, which banned private APIs and required apps to be written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine....Chambers told developers that they should be prepared to have Apple remove the 100+ Flash CS5-based apps currently in the iTunes Store.
I’ve heard a lot of folks talk about this as “rolling over”. One thing the internet community needs to learn to do at some point is have discussions about business topics without coming across as people without any understanding of business whatsoever. It’s as painful as watching fans on comic forums try to sound like experts on parts of the comic-making process they have no idea about. The suggestions that Adobe do things like “not put their app out on Macs” are just plain stupid. Stop.
As one of the beta developers, working in a freelance capacity, this has been a huge loss in terms of the time and effort invested in the iPhone development. Below are the screens of my apps in itunes for presumably the last day.

Flash App for iPhone/iPod Touch


That being said the Android platform offers a lot of great opportunities, not the least of which is that it too will be running on tablet devices. For now though, here’s a demo of my two previously mentioned apps, mWine and myToons, running on an Android device. The phone shown is a Nexus One with Android OS 2.1. First impressions, much better screen, and a great response time on app functions. The process of getting apps onto the device is also a lot easier. For now I built the apps without any 3rd party tweening libraries, but will be adding one shortly to both, and updating the videos/hosting them here on coalminds.com.
myToons



