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Monday April 19th, 2010 00:27
Apple Vs. Adobe: (Pt. 2 of ?)

Establishing The Motive:
Last time I wrote about the first part of the dispute, which culminated with Apple creating new TOS (effective in a few days). These new terms will most likely result in the removal of my 2 existing itunes apps, and a third which has been “in delayed review” for 4 weeks now without explanation. These three apps and a fourth being finalized at the time of the announcement were all written in Flash.

A woman tries to jailbreak her iPhone

A woman tries to jailbreak her iPhone

The next logical step is to look at the actual on-device performance of my apps to see whether or not Apple’s claims of third party apps producing inherently inferior design are justified.

First of all the claims that Flash is not acceptably fluid on mobile devices simply aren’t true. After repeated tests on everything from Samsung BlackJack II (using Flash Lite) to iPhone and Android’s Nexus One, a glaring reality is that the iPhone simply doesn’t perform as well with Flash as other pieces of hardware. Saying that this means the Flash program is poorly written is like saying that Firefox is a poorly written application just because of how horribly it runs on Macs (imo). iPhone folks will not want to hear it, but the Droid devices are simply far better in terms of performance.

Despite this disparity, Apple’s sales dictate focusing on their market, and getting improved performance was simply a matter of tweaking a few things for the platform. This was the same as any other kind of coding – there’s a learning curve because Flash has never run on these devices.

So how does my sommelier app, built entirely in Flash, run on the iPod Touch and iPhone? Very well. Well enough that my marketing person and I decided not to tell our testers who were downloading it via provisional codes that it was built in Flash. If there was any issue we wanted to hear about it naturally. Their only noticeable difference? They wondered why the file size for the download was a little higher than what they were used to. No complaints about animation quality, image quality, speed or functionality. This, despite the fact that my sommelier app accesses a series of arguments that allow for over 10,000 possible food pairings. We all know that iPhone users are picky about app operation, and changes were always made to optimize performance.

It’s not as if locked technology is a new thing for Apple. Their entire business model is based on locked hardware. When I wanted to start building and upgrading my own computers I stopped using Macs 7 years ago. Here however, the actions of Apple seem to be vindictive, as indicated by the announcement’s potential financial effect on Adobe:

Adobe went so far as to say in today’s Q-10 filing with the SEC that being banned from the iPhone and/or iPad could significantly hurt its business.
“To the extent new releases of operating systems or other third-party products, platforms or devices, such as the Apple iPhone or iPad, make it more difficult for our products to perform, and our customers are persuaded to use alternative technologies, our business could be harmed,” Adobe said in its filing.

Link

Is it supposed to be a coincidence that the TOS were announced 4 days before Adobe’s CS5 announcement? A coincidence that they wouldn’t even allow Adobe a chance to work with them on optimizing the software packager for the device?

Most troubling, in a storefront infested with $.99 garbage apps – which most users discard after downloading – there’s no frame of reference for Apple’s supposed quality control. Similar to their removal of “sexually suggestive” apps, Apple continues to display nothing short of the sort of tyrannical behavior their fanboys have been excusing for years. This is what happens when a single entity acts as judge, jury, and in my case, executioner for creative products. Aren’t many of the same people making excuses for them the ones that went ballistic over Microsoft’s DRM moves of the past several years?

Next, Pt. 3: “Selling all of my Apple Products and Moving on” or …

Alright You Objective-Cunts

Alright You Cunts

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In: Entertainment



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Monday April 12th, 2010 00:26
Apple vs. Adobe: (Pt. 1 of ?)

Background Info:
For those not in the loop, Apple released updated SDK terms of service Thursday, April 9, 2009, that state that toolkits cannot be used to build apps for iphone that are not written originally in Objective-C/C++/C. This addresses cross-platform toolkits that not only allow development of iphone apps on a PC, but allow apps to be built that can then be modified slightly to run on non-Objective-C devices. For the last few months I’ve been one of the Flash CS5 beta testers. Flash CS5 is one of those cross-platform dev tools that’s allowing PC users to create iphone apps, and you can find two of my Flash-created apps already on iTunes.

flashcs5_557x130

MWINE is a mobile sommelier app that was originally created in Flash Lite with the failed/abandoned Adobe Mobile Packager.

THE WAITING ROOM #1 is my web comic packaged as an iPhone app, and was being converted to also work on the iPad. I can’t discuss the details of the beta any further than this due to NDA rules.

The Apple perspective, supposedly, is that this will create native apps that run better and take advantage of the native APIs in the ways they were meant to be used. In this series I’ll address what it’s been like trying to use Flash to develop for mobile devices as well as establish some patterns which have been repeated over the last year. I’ll also show how similar Apple is to Windows in a very specific way that has somehow been overlooked, as well as the more general despotic behavior they should be rightly known for.

After lots of stops and starts with the Adobe Mobile Packager (a tool that mimicked the version prompting and download of Flash on desktop computers and included the Flash player with a download), it was decided that it should be abandoned in favor of… that’s right, developing for the iPhone.

The Distributable Player Solution beta has ended and the program has been cancelled. The solution is no longer available and will not be brought into production.

If you are interested in continuing to develop mobile applications, we recommend taking a look at developing applications for the iPhone.

http://labs.adobe.com/technologies/distributableplayer/

Fun with Ports – The Jenna Jameson story:
This brought to head an especially frustrating development process wherein the pre-loaded Adobe partners for apps with the Packager included were rejecting my apps as being content they no longer supported (Nothing like waiting two weeks to find out if an app is approved only to be told that thumbplay is no longer selling Flash apps). We’ll call this example #1 of a portal banning Flash apps.

This left another option late in 2009 – selling Flash Lite apps on windows mobile devices. The best option for that stood as the Windows Marketplace (for Mobile). Unfortunately, Windows pulled a pre-Apple and changed THEIR TOS upon the release of Windows 8so that non-native apps were not accepted on the new Windows Marketplace (Link).

9. Applications may not run code outside Microsoft runtimes (native, managed, and widgets).

PDF Link

..possible to create software for the Windows Mobile platform in both native (Visual C++) and managed (Visual C#, Visual Basic .NET) code.

PDF Link

We’ll call this example #2 of a portal banning Flash apps; apps which ran extremely well in both hardware and emulator-based testing on the Samsung Blackjack and other Windows Mobile devices FWIW.

Now comes the news that Apple has taken steps to become example #3 of a portal banning Flash apps, just four days before the CS5 announcement is made by Adobe.

Me first and the Gimme Gimmes

Me first and the Gimme Gimmes

What 3.3.1 says is that to be approved for sale on the App Store, programs must be originally written in one of three approved computer languages (C, C++, and Objective-C). It explicitly prohibits apps created with so-called cross-platform interpreters or compilers.

The immediate effect is to put a nail through the heart of the Flash-to-iPhone compiler in the upcoming release of Flash Professional CS5, Adobe’s (ADBE) back-door way of getting those hundreds of thousands of Flash ads and videos to work on Apple’s mobile devices.

Link

I thought it was important to establish that Apple is not the sole entity to make this kind of move, although in future articles I’ll establish some key differences as well as a clear pattern of behavior for Apple hinted at here.

Tomorrow, Pt. 2: “Why I stopped using Macs 7 years ago in the first place” or “Apple fanboys forced to create an entirely new set of excuses for their super-trendy despot”.

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In: Entertainment, tech info, Updates



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