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That particular change to the iPhone Developer License Agreement happened in April 2010. It was relaxed, or rather reverted, in September 2010. The latter versi
by zapzupnz 6y ago
That 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.