Re: [Flashcoders] Apple changes their guidelines

2010-09-23 Thread Kevin Newman
 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

2010-09-22 Thread Kevin Newman
 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




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Re: [Flashcoders] Apple changes their guidelines

2010-09-22 Thread jared stanley
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

2010-09-22 Thread Tom Gooding
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

2010-09-22 Thread Kevin Newman
 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.



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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Tom Gooding
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 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




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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 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?!



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Re: [Flashcoders] Apple changes their guidelines

2010-09-21 Thread Kevin Newman
 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


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Re: [Flashcoders] Apple changes their guidelines

2010-09-16 Thread Anthony Pace
 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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-15 Thread Jon Bradley
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-10 Thread Juan Delgado
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
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RE: [Flashcoders] Apple changes their guidelines

2010-09-10 Thread Merrill, Jason
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
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 Flashcoders@chattyfig.figleaf.com
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Re: [Flashcoders] Apple changes their guidelines

2010-09-10 Thread Brian Mays
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.

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Re: [Flashcoders] Apple changes their guidelines

2010-09-10 Thread Matt S.
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

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[Flashcoders] Apple changes their guidelines

2010-09-09 Thread Henrik Andersson

http://www.apple.com/pr/library/2010/09/09statement.html
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RE: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread David Hunter

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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Eric E. Dolecki
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Zeh Fernando
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Nathan Mynarcik
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Henrik Andersson

Nathan Mynarcik skriver:

That link is not even a page long...


True, but it's not the actual agreement either.

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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
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
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RE: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Merrill, Jason
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Nathan Mynarcik
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Tom Gooding
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Henrik Andersson

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.
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Glen Pike
 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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
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

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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Nathan Mynarcik
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
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RE: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Merrill, Jason
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
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Kurt Dommermuth
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

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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread allandt bik-elliott (thefieldcomic.com)
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
 
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread Ktu
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
  
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-- 
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.
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Re: [Flashcoders] Apple changes their guidelines

2010-09-09 Thread co...@moock.org

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
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