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> Apple killed Flash by not allowing it to run on iPhones and iPads. This old chestnut? This many years on and people still say this? Adobe killed Flash throu
by zapzupnz 6y ago
> Apple killed Flash by not allowing it to run on iPhones and iPads.
This old chestnut? This many years on and people still say this?
Adobe killed Flash through their own engineering incompetence, not Apple through policy. Apple's policy merely reflected the liability that the Flash plugin posed.
Adobe could not deliver a version of Flash on mobile that didn't chew up CPU cycles. They tried on Android, it was rubbish, and Adobe themselves deprecated it in 2012. That's only two years after Steve Jobs published Thoughts on Flash.
For Flash content to make any sense on mobile, with its lack of mouse pointer and persistent keyboard, developers could use Adobe AIR, a separate SDK from that used to make Flash web applets. One of the earliest apps ported from Flash to AIR, Machinarium, was a memory and battery hog — not even a new runtime could let Flash content from running unacceptably on iOS.
And all this in addition to Flash spinning up fans on desktops and laptops due to its inefficiency, let alone mobiles. Not to mention the security vulnerabilities in the Flash plugin and renowned instability that caused it to be the major source of browser crashes in Mac OS X.
Between Adobe deprecating their own mobile Flash plugin for running applets in Android browsers, the abysmal performance of Adobe AIR apps, I'm quite happy to say the one to kill Flash was Adobe, not Apple.
Can we put this one to rest at last?
> Yet their influence is so great that they can kill platforms just by not supporting them
Well, aside from not supporting a platform from a vendor that can barely support it themselves, I'd say Apple is more responsible for the rise in adoption of HTML 5 features (WebKit invented <canvas>, iPhone and Android together accelerated websites to display video in HTML players rather than depend on Flash/Silverlight, etc.) than the killing of something that was already dead.
Apple merely saw the writing on the wall. Perhaps they did contribute to making it happen quicker but it would always have happened.
- bsimpson 6y agoApple was particularly hostile to Flash. When Adobe shipped an AIR-based cross-compiler for iOS, Apple amended the App Store terms to disallow building with anything but Obj-C or WebKit. There was certainly more pettiness there than "Steve didn't think Flash was performant enough."
- zapzupnz 6y agoThat particular change to the iPhone Developer License Agreement happened in April 2010. It was relaxed, or rather reverted, in September 2010. The latter version of the agreement actually allowed limited support for running scripts on-device. > There was certainly more pettines there than "Steve didn't think Flash was performant enough." It's important to distinguish between Apple not wishing for Adobe to create a meta-platform atop UIKit (which started just prior to the release iOS 4, roughly the start of 2010) and not bundling or allowing the Flash plugin (since day one, mid-2007). Thoughts on Flash reflected criticism received against Apple for that three year run. It wasn't performant in 2007. It wasn't performant in 2008. It wasn't performant in 2009. It wasn't performant in 2010. It certainly wasn't performant in 2011 when Adobe killed it for Android. It's not that anybody, let alone Steve Jobs, thought it wasn't performant enough; it wasn't performant enough. Anywhere. On anything. Full stop. And to say Adobe's technologies made for a lesser experience when used on iOS wasn't entirely unjustified. Reviews for Adobe AIR games released in 2010 and 2011 all centred around one major point: they were CPU hogs that chewed up battery life noticeably worse than other games at the time.