Re: [Flashcoders] Apple changes their guidelines
I'm not quite sure what the best way to send the app around is. Also the app performs significantly better on iPhone than the swf does on Android (the swf even performs better on iPhone with Frash) so looking at the swf in the browser will not get you 60FPS. Here it is though: http://www.unfocus.com/unBrix.refac.html The alpha transitions really hurt the software version (non-iPhone/AIR). If anyone has any suggestions about how to share the ipa... I'd be happy to send a fake-signed copy around. Notes: This performs at 59.1FPS on iPhone, ~52FPS in Frash/iOS 3GS - ~32 on Droid 2, and only ~45FPS in Firefox on Mac OS X (60FPS solid in Safari and Chrome)!! I haven't tested Android AIR yet (I suspect it'll be similar to iPhone because of cacheAsBitmapMatrix). Kevin N. On 9/22/10 1:17 PM, Tom Gooding wrote: Yes, I'd love to see this too, thanks for keeping us updated Kevin, nice one Tom On 22 Sep 2010, at 18:07, jared stanley wrote: wow 60 fps sounds impressive! i have not been impressed with the flashiphone demos adobe has been showcasing; they showcased the same blox game when they first announced it and again 6 months later just before release...i would love to see your example as it would be the first smooth-running demo i've seen. On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newmancapta...@unfocus.com wrote: This all worked great. I now have the unBrix demo running at 60FPS - smooth as silk (almost, there are a very few small hiccups, nothing like in the previous demo - I have one last optimization left that I think will clean that up). The things I did were to make sure GPU acceleration is working (the bricks were red previously) - and preallocating (instantiating and storing) any and all objects I might need, and removing reliance on build in black box methods like hitTextObject. Actually, I separated the entire game engine into simpler shape objects (x, y, width, height - all int - final classes, no getter/setter, no inheritance) and did all the hit testing movement calculation manually on those, then apply that to scene in the render phase of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields any improvement too (which'll be hard to spot!). Doing all that preallocation jives with what is mentioned in the packager for iphone dev guide PDF: http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf In particular: Allocating fresh blocks of memory is costly. It can slow down your application or cause performance to lag during animation or interaction as the garbage collection gets triggered. and: As memory fills up, iPhone OS notifies other running, native iPhone applications to free up memory. As these applications process this notification and work to free memory, they may compete with your application for CPU cycles. This can momentarily degrade the performance of your application. For me, memory allocation has been the biggest cause for stuttering and visual lag in Flash on iPhone. I haven't posted the results yet, because I only finished this work at 3am. ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in the Player swf builds (to run on Android or Frash) so I'm not certain a posted swf would truly represent these improvements (I'll try it anyway though). Hopefully I can finish and polish something within a few weeks or months and get it into the app store! :-D Kevin N. On 9/21/10 5:07 PM, Kevin Newman wrote: I've been attempting to tackle the same issues, and would love a lot more info, if there is any available, on how to get the framerates to be stable. I've actually had a bit of luck, and I'm currently operating on the theory that the problem lies with memory allocation/deallocation and the garbage collector. This seems to apply to any situation where the player might create objects that will have to be collected - including events (the event object - passed on dispatch), and maybe even functions in general (args array?) - and certain built in methods like hitTestObject, or txtFld.htmlText. Constructors are a killer. I'm in the process of refactoring this: http://www.unfocus.com/unBrix.html to aggressively remove all reliance on black box APIs (like hitTestObject) and create 0 (zero) new objects per frame, except the two event objects (ENTER_FRAME and possibly RENDER) and touch/mouse events. I should be done with that tonight, and then I'll have a better idea of what kind of impact that has if any on the performance, and most importantly on the lag spikes (for lack of a better term). In general, I'll also note that Frash (the hacked Android player on iOS) works far better in terms of scripting than the iPhone compiler - I hope the recent changes in Apple's ToS means that Adobe can just ship AVM2 and skip all this AOT compilation, since AVM2 from what I can tell, performs better anyway (it should help make the compile times bearable too). From what I'm seeing, the scripting has
Re: [Flashcoders] Apple changes their guidelines
This all worked great. I now have the unBrix demo running at 60FPS - smooth as silk (almost, there are a very few small hiccups, nothing like in the previous demo - I have one last optimization left that I think will clean that up). The things I did were to make sure GPU acceleration is working (the bricks were red previously) - and preallocating (instantiating and storing) any and all objects I might need, and removing reliance on build in black box methods like hitTextObject. Actually, I separated the entire game engine into simpler shape objects (x, y, width, height - all int - final classes, no getter/setter, no inheritance) and did all the hit testing movement calculation manually on those, then apply that to scene in the render phase of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields any improvement too (which'll be hard to spot!). Doing all that preallocation jives with what is mentioned in the packager for iphone dev guide PDF: http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf In particular: Allocating fresh blocks of memory is costly. It can slow down your application or cause performance to lag during animation or interaction as the garbage collection gets triggered. and: As memory fills up, iPhone OS notifies other running, native iPhone applications to free up memory. As these applications process this notification and work to free memory, they may compete with your application for CPU cycles. This can momentarily degrade the performance of your application. For me, memory allocation has been the biggest cause for stuttering and visual lag in Flash on iPhone. I haven't posted the results yet, because I only finished this work at 3am. ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in the Player swf builds (to run on Android or Frash) so I'm not certain a posted swf would truly represent these improvements (I'll try it anyway though). Hopefully I can finish and polish something within a few weeks or months and get it into the app store! :-D Kevin N. On 9/21/10 5:07 PM, Kevin Newman wrote: I've been attempting to tackle the same issues, and would love a lot more info, if there is any available, on how to get the framerates to be stable. I've actually had a bit of luck, and I'm currently operating on the theory that the problem lies with memory allocation/deallocation and the garbage collector. This seems to apply to any situation where the player might create objects that will have to be collected - including events (the event object - passed on dispatch), and maybe even functions in general (args array?) - and certain built in methods like hitTestObject, or txtFld.htmlText. Constructors are a killer. I'm in the process of refactoring this: http://www.unfocus.com/unBrix.html to aggressively remove all reliance on black box APIs (like hitTestObject) and create 0 (zero) new objects per frame, except the two event objects (ENTER_FRAME and possibly RENDER) and touch/mouse events. I should be done with that tonight, and then I'll have a better idea of what kind of impact that has if any on the performance, and most importantly on the lag spikes (for lack of a better term). In general, I'll also note that Frash (the hacked Android player on iOS) works far better in terms of scripting than the iPhone compiler - I hope the recent changes in Apple's ToS means that Adobe can just ship AVM2 and skip all this AOT compilation, since AVM2 from what I can tell, performs better anyway (it should help make the compile times bearable too). From what I'm seeing, the scripting has a definite impact on performance, much more than the folks at Adobe are letting on (maybe they aren't aware?). Kevin N. On 9/21/10 9:19 AM, Tom Gooding wrote: Hi Flashcoders (back to Apple again), I'm wondering, having seen reports that developers are getting CS5 packager content approved on the app store, if anyone knows of a decent Flash game / app on iPhone? I have just read this thread on Adobe labs: http://forums.adobe.com/thread/718595?tstart=0 Whilst there's some regrettable bickering to wade through - the overall impression I take from it, is that decent visual performance, say 30fps, (even when optimising for gpu according to the guidelines) isn't possible. I'm considering whether to dedicate some resources to our own benchmarking of it, but currently, I get the impression it's not worth it if you want stuff that runs well / is comparable to the native platform. Can anyone point me in the direction of something that makes a genuine case for Flash on iPhone before we dump it in favour of Unity3D?! Thanks! Tom ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing
Re: [Flashcoders] Apple changes their guidelines
wow 60 fps sounds impressive! i have not been impressed with the flashiphone demos adobe has been showcasing; they showcased the same blox game when they first announced it and again 6 months later just before release...i would love to see your example as it would be the first smooth-running demo i've seen. On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newman capta...@unfocus.com wrote: This all worked great. I now have the unBrix demo running at 60FPS - smooth as silk (almost, there are a very few small hiccups, nothing like in the previous demo - I have one last optimization left that I think will clean that up). The things I did were to make sure GPU acceleration is working (the bricks were red previously) - and preallocating (instantiating and storing) any and all objects I might need, and removing reliance on build in black box methods like hitTextObject. Actually, I separated the entire game engine into simpler shape objects (x, y, width, height - all int - final classes, no getter/setter, no inheritance) and did all the hit testing movement calculation manually on those, then apply that to scene in the render phase of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields any improvement too (which'll be hard to spot!). Doing all that preallocation jives with what is mentioned in the packager for iphone dev guide PDF: http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf In particular: Allocating fresh blocks of memory is costly. It can slow down your application or cause performance to lag during animation or interaction as the garbage collection gets triggered. and: As memory fills up, iPhone OS notifies other running, native iPhone applications to free up memory. As these applications process this notification and work to free memory, they may compete with your application for CPU cycles. This can momentarily degrade the performance of your application. For me, memory allocation has been the biggest cause for stuttering and visual lag in Flash on iPhone. I haven't posted the results yet, because I only finished this work at 3am. ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in the Player swf builds (to run on Android or Frash) so I'm not certain a posted swf would truly represent these improvements (I'll try it anyway though). Hopefully I can finish and polish something within a few weeks or months and get it into the app store! :-D Kevin N. On 9/21/10 5:07 PM, Kevin Newman wrote: I've been attempting to tackle the same issues, and would love a lot more info, if there is any available, on how to get the framerates to be stable. I've actually had a bit of luck, and I'm currently operating on the theory that the problem lies with memory allocation/deallocation and the garbage collector. This seems to apply to any situation where the player might create objects that will have to be collected - including events (the event object - passed on dispatch), and maybe even functions in general (args array?) - and certain built in methods like hitTestObject, or txtFld.htmlText. Constructors are a killer. I'm in the process of refactoring this: http://www.unfocus.com/unBrix.html to aggressively remove all reliance on black box APIs (like hitTestObject) and create 0 (zero) new objects per frame, except the two event objects (ENTER_FRAME and possibly RENDER) and touch/mouse events. I should be done with that tonight, and then I'll have a better idea of what kind of impact that has if any on the performance, and most importantly on the lag spikes (for lack of a better term). In general, I'll also note that Frash (the hacked Android player on iOS) works far better in terms of scripting than the iPhone compiler - I hope the recent changes in Apple's ToS means that Adobe can just ship AVM2 and skip all this AOT compilation, since AVM2 from what I can tell, performs better anyway (it should help make the compile times bearable too). From what I'm seeing, the scripting has a definite impact on performance, much more than the folks at Adobe are letting on (maybe they aren't aware?). Kevin N. On 9/21/10 9:19 AM, Tom Gooding wrote: Hi Flashcoders (back to Apple again), I'm wondering, having seen reports that developers are getting CS5 packager content approved on the app store, if anyone knows of a decent Flash game / app on iPhone? I have just read this thread on Adobe labs: http://forums.adobe.com/thread/718595?tstart=0 Whilst there's some regrettable bickering to wade through - the overall impression I take from it, is that decent visual performance, say 30fps, (even when optimising for gpu according to the guidelines) isn't possible. I'm considering whether to dedicate some resources to our own benchmarking of it, but currently, I get the impression it's not worth it if you want stuff that runs well / is comparable to the native platform.
Re: [Flashcoders] Apple changes their guidelines
Yes, I'd love to see this too, thanks for keeping us updated Kevin, nice one Tom On 22 Sep 2010, at 18:07, jared stanley wrote: wow 60 fps sounds impressive! i have not been impressed with the flashiphone demos adobe has been showcasing; they showcased the same blox game when they first announced it and again 6 months later just before release...i would love to see your example as it would be the first smooth-running demo i've seen. On Wed, Sep 22, 2010 at 9:29 AM, Kevin Newman capta...@unfocus.com wrote: This all worked great. I now have the unBrix demo running at 60FPS - smooth as silk (almost, there are a very few small hiccups, nothing like in the previous demo - I have one last optimization left that I think will clean that up). The things I did were to make sure GPU acceleration is working (the bricks were red previously) - and preallocating (instantiating and storing) any and all objects I might need, and removing reliance on build in black box methods like hitTextObject. Actually, I separated the entire game engine into simpler shape objects (x, y, width, height - all int - final classes, no getter/setter, no inheritance) and did all the hit testing movement calculation manually on those, then apply that to scene in the render phase of ENTER_FRAME. I'll try moving it to RENDER event and see if that yields any improvement too (which'll be hard to spot!). Doing all that preallocation jives with what is mentioned in the packager for iphone dev guide PDF: http://download.macromedia.com/pub/labs/packagerforiphone/packagerforiphone_devguide.pdf In particular: Allocating fresh blocks of memory is costly. It can slow down your application or cause performance to lag during animation or interaction as the garbage collection gets triggered. and: As memory fills up, iPhone OS notifies other running, native iPhone applications to free up memory. As these applications process this notification and work to free memory, they may compete with your application for CPU cycles. This can momentarily degrade the performance of your application. For me, memory allocation has been the biggest cause for stuttering and visual lag in Flash on iPhone. I haven't posted the results yet, because I only finished this work at 3am. ;-) Also, certain properties like cacheAsBitmapMatrix aren't available in the Player swf builds (to run on Android or Frash) so I'm not certain a posted swf would truly represent these improvements (I'll try it anyway though). Hopefully I can finish and polish something within a few weeks or months and get it into the app store! :-D Kevin N. On 9/21/10 5:07 PM, Kevin Newman wrote: I've been attempting to tackle the same issues, and would love a lot more info, if there is any available, on how to get the framerates to be stable. I've actually had a bit of luck, and I'm currently operating on the theory that the problem lies with memory allocation/deallocation and the garbage collector. This seems to apply to any situation where the player might create objects that will have to be collected - including events (the event object - passed on dispatch), and maybe even functions in general (args array?) - and certain built in methods like hitTestObject, or txtFld.htmlText. Constructors are a killer. I'm in the process of refactoring this: http://www.unfocus.com/unBrix.html to aggressively remove all reliance on black box APIs (like hitTestObject) and create 0 (zero) new objects per frame, except the two event objects (ENTER_FRAME and possibly RENDER) and touch/mouse events. I should be done with that tonight, and then I'll have a better idea of what kind of impact that has if any on the performance, and most importantly on the lag spikes (for lack of a better term). In general, I'll also note that Frash (the hacked Android player on iOS) works far better in terms of scripting than the iPhone compiler - I hope the recent changes in Apple's ToS means that Adobe can just ship AVM2 and skip all this AOT compilation, since AVM2 from what I can tell, performs better anyway (it should help make the compile times bearable too). From what I'm seeing, the scripting has a definite impact on performance, much more than the folks at Adobe are letting on (maybe they aren't aware?). Kevin N. On 9/21/10 9:19 AM, Tom Gooding wrote: Hi Flashcoders (back to Apple again), I'm wondering, having seen reports that developers are getting CS5 packager content approved on the app store, if anyone knows of a decent Flash game / app on iPhone? I have just read this thread on Adobe labs: http://forums.adobe.com/thread/718595?tstart=0 Whilst there's some regrettable bickering to wade through - the overall impression I take from it, is that decent visual performance, say 30fps, (even when optimising for gpu according to the guidelines) isn't possible. I'm considering whether to dedicate some resources to
Re: [Flashcoders] Apple changes their guidelines
I haven't published a swf for the mobile player yet (will do tonight). I don't actually have an Android device to test that on either - I test primarily in Frash (Android plugin on iOS). Oddly enough, swfs perform better in that, than on Android. O.o The other thing is GPU acceleration with the mobile player is different than it would be in iPhone apps, or AIR - because there is no cacheAsBitmapMatrix, which is important when you want to alpha transition a DisplayObject or scale/rotate it (I'm doing alpha transitions). Like I said though, I'll publish a swf based version of the demo and put it up so you can all test it. I bet it come close enough to 60FPS even in the plugin. ;-) I have no problem putting up an ipa as well, but you'll need to jailbreak your iOS device to test that. Kevin N. On 9/22/10 1:07 PM, jared stanley wrote: wow 60 fps sounds impressive! i have not been impressed with the flashiphone demos adobe has been showcasing; they showcased the same blox game when they first announced it and again 6 months later just before release...i would love to see your example as it would be the first smooth-running demo i've seen. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Hi Flashcoders (back to Apple again), I'm wondering, having seen reports that developers are getting CS5 packager content approved on the app store, if anyone knows of a decent Flash game / app on iPhone? I have just read this thread on Adobe labs: http://forums.adobe.com/thread/718595?tstart=0 Whilst there's some regrettable bickering to wade through - the overall impression I take from it, is that decent visual performance, say 30fps, (even when optimising for gpu according to the guidelines) isn't possible. I'm considering whether to dedicate some resources to our own benchmarking of it, but currently, I get the impression it's not worth it if you want stuff that runs well / is comparable to the native platform. Can anyone point me in the direction of something that makes a genuine case for Flash on iPhone before we dump it in favour of Unity3D?! Thanks! Tom On 17 Sep 2010, at 03:39, Anthony Pace wrote: I have to say that the restriction that says you cannot download code is ridiculous; for, the language in their public statement is just too ambiguous. If interpreted differently it could mean: -no more web services, as this is code you download and parse to get data -no embedding a browser into your application, or web ads for that matter -images/sound/assets of any type are just sequences of code interpreted to do something specific -no connecting to the net at all IMHO, Apple has actually messed up on this one again. On 9/9/2010 9:46 AM, Henrik Andersson wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I've been attempting to tackle the same issues, and would love a lot more info, if there is any available, on how to get the framerates to be stable. I've actually had a bit of luck, and I'm currently operating on the theory that the problem lies with memory allocation/deallocation and the garbage collector. This seems to apply to any situation where the player might create objects that will have to be collected - including events (the event object - passed on dispatch), and maybe even functions in general (args array?) - and certain built in methods like hitTestObject, or txtFld.htmlText. Constructors are a killer. I'm in the process of refactoring this: http://www.unfocus.com/unBrix.html to aggressively remove all reliance on black box APIs (like hitTestObject) and create 0 (zero) new objects per frame, except the two event objects (ENTER_FRAME and possibly RENDER) and touch/mouse events. I should be done with that tonight, and then I'll have a better idea of what kind of impact that has if any on the performance, and most importantly on the lag spikes (for lack of a better term). In general, I'll also note that Frash (the hacked Android player on iOS) works far better in terms of scripting than the iPhone compiler - I hope the recent changes in Apple's ToS means that Adobe can just ship AVM2 and skip all this AOT compilation, since AVM2 from what I can tell, performs better anyway (it should help make the compile times bearable too). From what I'm seeing, the scripting has a definite impact on performance, much more than the folks at Adobe are letting on (maybe they aren't aware?). Kevin N. On 9/21/10 9:19 AM, Tom Gooding wrote: Hi Flashcoders (back to Apple again), I'm wondering, having seen reports that developers are getting CS5 packager content approved on the app store, if anyone knows of a decent Flash game / app on iPhone? I have just read this thread on Adobe labs: http://forums.adobe.com/thread/718595?tstart=0 Whilst there's some regrettable bickering to wade through - the overall impression I take from it, is that decent visual performance, say 30fps, (even when optimising for gpu according to the guidelines) isn't possible. I'm considering whether to dedicate some resources to our own benchmarking of it, but currently, I get the impression it's not worth it if you want stuff that runs well / is comparable to the native platform. Can anyone point me in the direction of something that makes a genuine case for Flash on iPhone before we dump it in favour of Unity3D?! Thanks! Tom ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I have to be honest, the only reason I haven't jumped ship to Unity3D is because 1, it's a lot of new to learn, and I find time scarce, and 2, the free version doesn't have the ability to output iphone apps, and especially not from a PC - which is to say, I don't have the time or money to purchase and learn a bunch of new platforms (it's not for lack of interest). If it's on the table, I can't see why not to switch to Unity3D - unless you are betting on the rumored (confirmed?) new Rendering Engine Adobe's got in the works - but idk, I hope they impress. Kevin N. On 9/21/10 9:19 AM, Tom Gooding wrote: Can anyone point me in the direction of something that makes a genuine case for Flash on iPhone before we dump it in favour of Unity3D?! ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I'm sorry to gum up this thread (I'm so happy to be back in flashcoders after months without!) - after reading this, I'm not certain my objects are GPU accelerated. Good info here (despite the whining). I'll reply to this thread with more info when I get it. Kevin N. On 9/21/10 9:19 AM, Tom Gooding wrote: I have just read this thread on Adobe labs: http://forums.adobe.com/thread/718595?tstart=0 ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I have to say that the restriction that says you cannot download code is ridiculous; for, the language in their public statement is just too ambiguous. If interpreted differently it could mean: -no more web services, as this is code you download and parse to get data -no embedding a browser into your application, or web ads for that matter -images/sound/assets of any type are just sequences of code interpreted to do something specific -no connecting to the net at all IMHO, Apple has actually messed up on this one again. On 9/9/2010 9:46 AM, Henrik Andersson wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
LLVM. On Sep 9, 2010, at 9:59 AM, allandt bik-elliott (thefieldcomic.com) wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Wondering how this no download code to be executed thing affects HTML developers. Say I create an app based on HTML, and get it to visit a website with some JavaScript files. That looks like external code not part of the original app being executed to me. J On Fri, Sep 10, 2010 at 5:40 AM, co...@moock.org co...@moock.org wrote: adobe's current official response: http://blogs.adobe.com/conversations/2010/09/great-news-for-developers.html Apple’s announcement today that it has lifted restrictions on its third-party developer guidelines has direct implications for Adobe’s Packager for iPhone, a feature in the Flash Professional CS5 authoring tool. This feature was created to enable Flash developers to quickly and easily deliver applications for iOS devices. The feature is available for developers to use today in Flash Professional CS5, and we will now resume development work on this feature for future releases. This is great news for developers and we’re hearing from our developer community that Packager apps are already being approved for the App Store. We do want to point out that Apple’s restriction on Flash content running in the browser on iOS devices remains in place. Adobe will continue to work to bring full web browsing with Flash Player 10.1 as well as standalone applications on AIR to a broad range of devices, working with key industry partners including Google, HTC, Microsoft, Motorola, Nokia, Palm/HP, RIM, Samsung and others. colin On 09/09/10 09:46, Henrik Andersson wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Juan Delgado - Zárate http://zarate.tv http://blog.zarate.tv ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
This refers to building actual iOS applications for the app store, not web sites. You can't develop iOS apps with HTML. But, your site is fine - Javascript is supported in iOS's Safari browser, so building a site with HTML and Javscript and HTML is no problem. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Juan Delgado Sent: Friday, September 10, 2010 3:58 AM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines Wondering how this no download code to be executed thing affects HTML developers. Say I create an app based on HTML, and get it to visit a website with some JavaScript files. That looks like external code not part of the original app being executed to me. J On Fri, Sep 10, 2010 at 5:40 AM, co...@moock.org co...@moock.org wrote: adobe's current official response: http://blogs.adobe.com/conversations/2010/09/great-news-for-developers .html Apple's announcement today that it has lifted restrictions on its third-party developer guidelines has direct implications for Adobe's Packager for iPhone, a feature in the Flash Professional CS5 authoring tool. This feature was created to enable Flash developers to quickly and easily deliver applications for iOS devices. The feature is available for developers to use today in Flash Professional CS5, and we will now resume development work on this feature for future releases. This is great news for developers and we're hearing from our developer community that Packager apps are already being approved for the App Store. We do want to point out that Apple's restriction on Flash content running in the browser on iOS devices remains in place. Adobe will continue to work to bring full web browsing with Flash Player 10.1 as well as standalone applications on AIR to a broad range of devices, working with key industry partners including Google, HTC, Microsoft, Motorola, Nokia, Palm/HP, RIM, Samsung and others. colin On 09/09/10 09:46, Henrik Andersson wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Juan Delgado - Zárate http://zarate.tv http://blog.zarate.tv ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Random thoughts that may spark some ideas for some here: Something that I've begun looking at recently has been web apps. Using a line of code you can have a web page function like an app, opening from a bookmark on the home screen of an iOS device without the Safari interface. It seems like if a web app is properly built you could practically have an app running without the need to go through the iTunes store. I've jst begun looking into it so I have no deep knowledge to offer yet, but poke around the metatag apple-mobile-web-app-capable in Google. Have also seen some developers practically build a website with HTML5 and CSS3 then wrap it all up in an app shell at the end. Brian Mays On 9/10/10 6:01 AM, Merrill, Jason jason.merr...@bankofamerica.com wrote: This refers to building actual iOS applications for the app store, not web sites. You can't develop iOS apps with HTML. But, your site is fine - Javascript is supported in iOS's Safari browser, so building a site with HTML and Javscript and HTML is no problem. -Original Message- Wondering how this no download code to be executed thing affects HTML developers. Say I create an app based on HTML, and get it to visit a website with some JavaScript files. That looks like external code not part of the original app being executed to me. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I think O'Reilly has a book on this topic: http://building-iphone-apps.labs.oreilly.com/ On Fri, Sep 10, 2010 at 9:10 AM, Brian Mays bm...@newsok.com wrote: Random thoughts that may spark some ideas for some here: Something that I've begun looking at recently has been web apps. Using a line of code you can have a web page function like an app, opening from a bookmark on the home screen of an iOS device without the Safari interface. It seems like if a web app is properly built you could practically have an app running without the need to go through the iTunes store. I've jst begun looking into it so I have no deep knowledge to offer yet, but poke around the metatag apple-mobile-web-app-capable in Google. Have also seen some developers practically build a website with HTML5 and CSS3 then wrap it all up in an app shell at the end. Brian Mays ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
[Flashcoders] Apple changes their guidelines
http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
wow! wasn't expecting that. Date: Thu, 9 Sep 2010 15:46:00 +0200 From: he...@henke37.cjb.net To: flashcoders@chattyfig.figleaf.com Subject: [Flashcoders] Apple changes their guidelines http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Some magic voodoo turns it all into an executable for the iPhone. No SWF. Google Voice: (508) 656-0622 Twitter: eric_dolecki XBoxLive: edolecki PSN: eric_dolecki http://blog.ericd.net On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Nathan Mynarcik skriver: That link is not even a page long... True, but it's not the actual agreement either. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
apple doesn't like to make a big show of bowing to pressure - i'm surprised it didn't turn up in the middle of a eula for iTunes a On 9 September 2010 15:53, Nathan Mynarcik nat...@mynarcik.com wrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
thanks guys - it came up in a conversation in the office a On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote: It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
Flash CS5 still ships with the iOS export option right? Sweet. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt bik-elliott (thefieldcomic.com) Sent: Thursday, September 09, 2010 11:09 AM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines thanks guys - it came up in a conversation in the office a On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote: It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I think (and hope) so. Looks like my new business expense actually calls for the upgrade to CS5 now. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:10 AM, Merrill, Jason jason.merr...@bankofamerica.com wrote: Flash CS5 still ships with the iOS export option right? Sweet. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of allandt bik-elliott (thefieldcomic.com) Sent: Thursday, September 09, 2010 11:09 AM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines thanks guys - it came up in a conversation in the office a On 9 September 2010 15:25, Zeh Fernando z...@zehfernando.com wrote: It supposedly compiles the AS code into native iOS binary code, with an internal framework that duplicates Flash's capabilities. So there's no middle SWF (AVM) or objective C code being generated. Zeh On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.comwrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
It means no external application logic can be loaded and executed; you can load visual assets but no runtime code libraries. This is how it was originally envisaged before they canned flash altogether. Guess the race is on to write a Flash CS5 / iPhone app that doesn't run like a dog. On 9 Sep 2010, at 16:37, Kurt Dommermuth wrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.comwrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Kurt Dommermuth skriver: ... but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? You are not to make any application that can run code that is not distributed with the application. Or as it applies to flash applications: no loading of swf files at runtime. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I am guessing you App cannot be a shell for other code that is not downloaded from the AppStore - so your Flash iPhone app has to be totally self-contained, not like you can download the Flex Framework, etc. as external resources. You might be allowed to download graphics. Depending on the legalese, you could argue that reading websites that display source is downloading other code, but then I am guessing the agreement is better worded than that. e.g. you can't write your own App store, web-browser that runs js, etc. Glen On 09/09/2010 16:37, Kurt Dommermuth wrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarciknat...@mynarcik.comwrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuthk...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Anderssonhe...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Exactly. It appears that all of the sudden we are all iApp developers. On Thu, Sep 9, 2010 at 11:37 AM, Nathan Mynarcik nat...@mynarcik.comwrote: I think (and hope) so. Looks like my new business expense actually calls for the upgrade to CS5 now. Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:37 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.com wrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com ) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
RE: [Flashcoders] Apple changes their guidelines
I don't think Apple would consider XML as code - it would be data. If that were the case, that would restricts thousands and thousands of existing apps that do the same thing. I think for security reasons they mean runtime code that executes and is external to the app itself. Jason Merrill Instructional Technology Architect Bank of America Global Learning Join the Bank of America Flash Platform Community and visit our Instructional Technology Design Blog (Note: these resources are only available for Bank of America associates) -Original Message- From: flashcoders-boun...@chattyfig.figleaf.com [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Nathan Mynarcik Sent: Thursday, September 09, 2010 12:04 PM To: Flash Coders List Subject: Re: [Flashcoders] Apple changes their guidelines I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 11:37 AM, Kurt Dommermuth k...@kurtdommermuth.comwrote: Hi Nathan, It's the agreement they are referring to where the legalese is that sucks to read. The article is fine. At this point I've read enough to feel confident that they will accept CS5 as a development tool, but what I'm curious about is the statement as long as code isn't downloaded. What does that mean? On Thu, Sep 9, 2010 at 10:53 AM, Nathan Mynarcik nat...@mynarcik.com wrote: That link is not even a page long... Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com On Thu, Sep 9, 2010 at 10:13 AM, Kurt Dommermuth k...@kurtdommermuth.com wrote: shit. I don't want to read their damn agreement. What the hell does this mean? On Thu, Sep 9, 2010 at 9:59 AM, allandt bik-elliott (thefieldcomic.com ) alla...@gmail.com wrote: how does cs5 generate files for iphone? Does it create a swf and then use a cocoa framework to make it work or does it transcode the file directly into objective c? suddenly looks very interesting again a On 9 September 2010 14:46, Henrik Andersson he...@henke37.cjb.net wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
Exactly. I don't think XML would be considered code, but they could justify anything they want. All in all, I'm pretty damn excited. Personally I was crushed when Apple blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade. Now I can. I'm sure I'm not alone. I bet Adobe's sales will be up quite a bit in the coming weeks. Now that Apple seems to be making rational business decisions it makes me think that flash players will be on their mobile devices soon too. Maybe within a year. On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.comwrote: I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
the downloaded code thing prevents oracle from creating a jvm and adobe from creating flash plugin although why they need it as it's already in their eula a On 9 September 2010 17:27, Kurt Dommermuth k...@kurtdommermuth.com wrote: Exactly. I don't think XML would be considered code, but they could justify anything they want. All in all, I'm pretty damn excited. Personally I was crushed when Apple blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade. Now I can. I'm sure I'm not alone. I bet Adobe's sales will be up quite a bit in the coming weeks. Now that Apple seems to be making rational business decisions it makes me think that flash players will be on their mobile devices soon too. Maybe within a year. On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.com wrote: I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
It seems like everyone is concerned about the details of getting Flash on iDrones. Does this statement by Apple make anyone more upset with them? On Thu, Sep 9, 2010 at 12:47 PM, allandt bik-elliott (thefieldcomic.com) alla...@gmail.com wrote: the downloaded code thing prevents oracle from creating a jvm and adobe from creating flash plugin although why they need it as it's already in their eula a On 9 September 2010 17:27, Kurt Dommermuth k...@kurtdommermuth.com wrote: Exactly. I don't think XML would be considered code, but they could justify anything they want. All in all, I'm pretty damn excited. Personally I was crushed when Apple blocked CS5 and unfortunately for Adobe I couldn't justify an upgrade. Now I can. I'm sure I'm not alone. I bet Adobe's sales will be up quite a bit in the coming weeks. Now that Apple seems to be making rational business decisions it makes me think that flash players will be on their mobile devices soon too. Maybe within a year. On Thu, Sep 9, 2010 at 12:04 PM, Nathan Mynarcik nat...@mynarcik.com wrote: I understand. I have slight concerns about that statement too. And the fact that it's to Apple's discretion on what they really mean... For example: Can we not access XML data stored on the web from our Apps? Nathan Mynarcik nat...@mynarcik.com 254.749.2525 www.mynarcik.com ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders -- Ktu; The information contained in this message may be privileged and/or confidential. If you are NOT the intended recipient, please notify the sender immediately and destroy this message. ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Re: [Flashcoders] Apple changes their guidelines
adobe's current official response: http://blogs.adobe.com/conversations/2010/09/great-news-for-developers.html Apple’s announcement today that it has lifted restrictions on its third-party developer guidelines has direct implications for Adobe’s Packager for iPhone, a feature in the Flash Professional CS5 authoring tool. This feature was created to enable Flash developers to quickly and easily deliver applications for iOS devices. The feature is available for developers to use today in Flash Professional CS5, and we will now resume development work on this feature for future releases. This is great news for developers and we’re hearing from our developer community that Packager apps are already being approved for the App Store. We do want to point out that Apple’s restriction on Flash content running in the browser on iOS devices remains in place. Adobe will continue to work to bring full web browsing with Flash Player 10.1 as well as standalone applications on AIR to a broad range of devices, working with key industry partners including Google, HTC, Microsoft, Motorola, Nokia, Palm/HP, RIM, Samsung and others. colin On 09/09/10 09:46, Henrik Andersson wrote: http://www.apple.com/pr/library/2010/09/09statement.html ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders ___ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders