The other problem is that in a GPU rendering pipeline, vector art is
even more expensive (maybe a bit less so with D3D 11 and hardware
tessellation, but so far that isn't common on mobile devices). The GPU
really needs bitmaps. But a smart render path with vector caching could
really get the
Ah, for those interested in developing for mobile by using Flash/Air, I
suggest to check this forum:
http://forums.adobe.com/community/air/development/mobile?view=discussions
There are many interesting discussions-
Il 18/09/2012 22:45, Kevin Newman ha scritto:
On 9/18/12 11:04 AM, Tom Gooding
I have made loads of AIR apps for tablets and display stands. They are not
for public download, they are all for marketing events that guests at an
event use or trained staff use. I use Flash CS5.5 and we normally use
Samsung tablets as compiling to Android is so much quicker and easier than
to
Jon Bradley wrote :
The problem of flash for mobile is as much about politics and protecting the
Apple appstore than anything else -it seems to me that flash was a threat by
allowing apps to be produced bypassing Apples appstore.
It is the problem of HTML5 too, since all these may happen in
On 18/09/2012 10:48, Cédric Muller wrote:
Jon Bradley wrote :
The problem of flash for mobile is as much about politics and protecting the
Apple appstore than anything else -it seems to me that flash was a threat by
allowing apps to be produced bypassing Apples appstore.
It is the problem of
Flash is not dead. It's hibernating.
I for one don't see why everyone went with Apples view. Flash works on almost
all other phone devices doesn't it? I do agree with Jobs, that flash pieces
(not Flash itself) can be an inferior product, but this I believe was a problem
that lay in the flash
Flash would not have been an option when the first iPhone came out, we all know
it by now.
Apple is too protective, but that's why they achieved to release hardware that
always work with their OS and apps. That's a true plus when it comes to users;
though it is getting less innovative with the
Karl DeSaulniers wrote :
Flash is not dead. It's hibernating.
. With SOME of the fault in the way flash handles things.
Adobe was a little confusing on that one. It somehow proved it lacked of
vision, and failed to capitalize the 'money grabbing' process that was needed
for Mankind
I personally think that if Flash wants to compete with the likes of
HTML 5 and jQuery, it needs to step out of the plugin area.
Make it an EMCA viable script language. Like Actionscript becoming
Javascripts competitor. Make it so Actionscript can control and
manipulate DOM.
Just sayin..
The web standards comittee already squashed Adobe's attempt to get
ecmascript 2 adopted as a browser standard - making actionscript and
javascript compatible.
Adobe is never going to try and make Flash compete with javascript as a
DOM manipulator.
Adobe is going to concentrate on markets
Well in my understanding from starting with Flash 5.
HTML and javascript could not do what Flash was doing and that made it
all the rage.
Now that HTML (so to speak) has caught up, I think Flash would do a
great service and join in if you will.
Just because they turn you down, doesn't mean
hmmm, i'd say from future splash days flash was doing something that html
could not deliver. it still does in a lot of ways but it's always a plugin.
adobe could have done a google a while back and made a browser but that
boat has sailed a long time ago. flash is still way better than any flavour
Ooops...mis-quote. I didn't write that bit :)
On Sep 18, 2012, at 5:48 AM, Cédric Muller wrote:
Jon Bradley wrote :
The problem of flash for mobile is as much about politics and protecting
the Apple appstore than anything else -it seems to me that flash was a
threat by allowing apps to
Make it an EMCA viable script language. Like Actionscript becoming
Javascripts competitor. Make it so Actionscript can control and manipulate
DOM.
Just sayin..
THAT would be AWESOME and make me VERY HAPPY.
Jason Merrill
Instructional Technology Architect II
Bank of America Global
Actionscript can manipulate DOM... because as1 is quite the same as js.
My personal experience: I'm a flash developer since 2002, I've begun
with Flash 6 (before I was a classic programmer, c, clipper and so on).
I appreciated very much when As3 came out because I was freed by that
nightmare of
I have a couple of questions about AIR / mobile device dev:
1) Has anyone on this list shipped anything decent (by this I guess I mean
commercially successful; gave +ve ROI on dev/sales costs) into the AppStore
using AS3/AIR?
2) Has anyone got any practical advice for technology choices for an
1) Has anyone on this list shipped anything decent (by this I guess I mean
commercially successful; gave +ve ROI on dev/sales costs) into the AppStore
using AS3/AIR?
Not me personally, but aware of these chart toppers:
thanks - had seen Machinarium - will take a look at Wonderputt, thing that
worries us specifically with AIR is the networking stack; running robust /
low-latency socket connections for multiplayer games (which we do fine in
browser flash).
On 18 Sep 2012, at 16:48, Mike Duguid wrote:
1)
Tom Gooding skriver:
thanks - had seen Machinarium - will take a look at Wonderputt, thing that
worries us specifically with AIR is the networking stack; running robust /
low-latency socket connections for multiplayer games (which we do fine in
browser flash).
I say that AIR is even more
Henrick
I do agree with you that Flash's vector graphics would save a lot of
bandwidth. What I meant was that if you download a bitmap the effect on
battery life would be the same for Flash, HTML5 and JS, so the argument
about Flash didn't stand up.
On this vector vs bitmaps thing...
For
Unfortunately the problem is pixels themselves. With higher res screens the
desire for clean imagery is greater. So with pixels, they have to be set at
there largest size at 72 DPI. So this means with zoomed material you have to
have multiple images set at their largest size per device
what program did you use for creating apps for android and ios?
Gus
On Sep 18, 2012, at 11:02 AM, Ima Newsletta wrote:
Actionscript can manipulate DOM... because as1 is quite the same
as js.
My personal experience: I'm a flash developer since 2002, I've begun
with Flash 6 (before I was a
On 18/09/2012 18:49, Gustavo Duenas wrote:
what program did you use for creating apps for android and ios?
Btw I didn't left Flash, I use it for making Android and iOS apps and
it works very well.
Gus
On Sep 18, 2012, at 11:02 AM, Ima Newsletta wrote:
Actionscript can manipulate DOM...
Adobe Flash CS5.5 updated to AIR3.2, I'm really satisfied with it.
I've made this application (100,000+ downloads, more than 1,000 feebacks
for an avarage rate of 4.6)
https://play.google.com/store/apps/details?id=air.com.int33h.kfm
It took me about a year to design, program and testing and I'm
Ah this gives me more confident to stay where I am and continue upgrading
myself in action script sphere. I have been into action scripting for now
nearly a decade and recently was getting a bit confused of where will it
actually lead to. Though my knowledge of action scripting helped me a lot
There are a number of Stage3D based frameworks that are attempting to do
just that (including my poor neglected Backstage2D).
Kevin N.
On 9/17/12 5:54 PM, Henrik Andersson wrote:
Flash needs a more powerful caching system for rasterized vector art.
I haven't shipped anything public, but have shipped a couple of demos
and ad-hoc distributed apps that clients were pretty happy with.
There is a highish profile Flash site that we are currently planning to
revamp for mobile and desktop, all using Flash and AIR. I think Adobe
has a good story
On 9/18/12 11:04 AM, Tom Gooding wrote:
1) Has anyone on this list shipped anything decent (by this I guess I mean
commercially successful; gave +ve ROI on dev/sales costs) into the AppStore
using AS3/AIR?
Also, I didn't have anything to do with it, but I think the NBC Sports
(formerly NBC
HTML5 is finally on the downslide of the gartner hype cycle's peak of
inflated expectations. So it makes sense that people are starting to
pronounce it's death. Mark Zuckerberg has caught on with his comments
about native apps vs. HTML5 from last week too.
HTML always had a place, and
That article is very interesting Kevin. I will chew on it a bit more
tomorrow, after work.
One thing that Apple issue seemed to miss was that any significant
download of pixels, no matter what the delivery language, is going to
use a similar amount of battery life. So it really had little to
John McCormack skriver:
One thing that Apple issue seemed to miss was that any significant
download of pixels, no matter what the delivery language, is going to
use a similar amount of battery life. So it really had little to do with
Flash. More to do with control of the market.
I beg to
...@chattyfig.figleaf.com] On Behalf Of John
McCormack
Sent: Monday, September 17, 2012 3:05 PM
To: Flash Coders List
Subject: Re: [Flashcoders] Actionscript lives on.
That article is very interesting Kevin. I will chew on it a bit more
tomorrow, after work.
One thing that Apple issue seemed
Of static art and of limiting complexity. The moment complex vectors are used,
the data requirements balloon and once motion is taken into consideration (data
for per-control point manipulation) the argument is far out the window.
Either way, it's a moot argument.
-j
On Sep 17, 2012, at 4:13
i think battery life is paramount to data consumption in mobile, and the bits
saved by vector formats
have a very high cost in cpu cycles.
this is why AIR for iOS tends towards starling / spritesheet methodologies.
On Sep 17, 2012, at 4:13 PM, Henrik Andersson he...@henke37.cjb.net wrote:
Jon Bradley skriver:
Of static art and of limiting complexity. The moment complex vectors are
used, the data requirements balloon and once motion is taken into
consideration (data for per-control point manipulation) the argument is far
out the window.
Either way, it's a moot argument.
http://www.adobe.com/devnet/flash/articles/optimizing-mobile-performance.html
On Sep 17, 2012, at 4:35 PM, Henrik Andersson he...@henke37.cjb.net wrote:
Jon Bradley skriver:
Of static art and of limiting complexity. The moment complex vectors are
used, the data requirements balloon and once
It's just the mathematics of how vectors are managed and calculated (on CPU).
There really is no comparison - vector graphics are convenient, not performant.
It's quite easy to look up online - or imagine watching your favorite movie on
the big screen and it being all vector (it would never
Ross P. Sclafani skriver:
http://www.adobe.com/devnet/flash/articles/optimizing-mobile-performance.html
That discusses runtime performance, not how big the data is. And it does
not provide any concrete research results. Just unscientific individual
observations.
I want concrete numbers that
Just look up the storage and memory needs of a vector point (plus it's
animation) and compare that to an RGB triplet.
It's pretty easy to find what you are looking for.
-j
On Sep 17, 2012, at 4:57 PM, Henrik Andersson he...@henke37.cjb.net wrote:
Ross P. Sclafani skriver:
On 17/09/2012 22:10, Jon Bradley wrote:
Just look up the storage and memory needs of a vector point (plus it's
animation) and compare that to an RGB triplet.
It's pretty easy to find what you are looking for.
I don't think it's easy at all. A complex image with a lot of irregular
detail may
Paul Andrews skriver:
Adobe has said for years that mobile platforms should use bitmaps to
conserve processor utilisation. The other real problem with flash is
that some developers use inefficient processing loops that eat up
processing power - I can often see it on my laptop when the fan
Agreed.
By converting from vectored to rastered art for some of our complex
components we tripled the frame rate in Flash.
At the same time, we converted our character from 6MB to 42KB by converting
it from a sprite sheet into animated components in Flash, but it took the
artist quite a while!
You are right about this - it is situational. However, if one is concerned with
performance and processor load, vectors fail at any mild level of complexity
compared to bitmaps.
An image with irregular detail can still, most always (unless every pixel is
different) be compressed down to a
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