Category Archives: Flash

Flash Pro now exports HTML5 canvas

“Adobe isn’t in the Flash business, it’s in the helping people communicate business.”

So I wrote three+ years ago, and I meant it. Flash, Photoshop, and every other tool/technology is just a means to an end. Now that Web browser technology is maturing (with Adobe’s help), Flash Professional can export interactive animations as HTML5 content. Check it out:

http://www.youtube.com/watch?v=ciDyHsEQXQY&feature=youtu.be

The team writes,

The new HTML5 Canvas support lets you create interactive content leveraging well-established Flash Pro paradigms of timeline, frame-scripts and creation tools, all customized for the HTML5 Canvas platform. Add frame-script using native support for JavaScript including code-hinting, code-coloring, and more.

Check out more details here, or download the free trial.

[YouTube]

Atari uses Flash Pro to make… HTML5?

The job’s never been about Flash per se; it’s been about helping people express themselves & solve problems. Flash Professional (the authoring tool) is a great way for animators to create assets for multiple runtimes (HTML or Flash Player):

The project involved creating multitudes of animated assets to create touch-friendly games with rich content. Yes, you guessed it right, Flash Professional CS6 along with the Toolkit for CreateJS extension and some custom JSFL was used to carry out this mammoth task of preparing assets.


Here’s more info.

Adobe on HTML5: "We're trying to go beyond what you can do with Flash."

Cool, right? Flash is & was always just a means to an end (helping people express themselves, and making money selling tools to do so). Adobe continues to pour manpower into bringing Flash innovations (hardware-accelerated filters, better typography, etc.) to HTML. Check out CNET’s interview with engineering manager Arno Gourdol for more details for what we’re doing with blending modes, SVG, and more.

Oh, and if you want to help us move things along, see my next post.

Creating HTML Canvas content with Flash Pro

Let’s get a lot more people making animated HTML5 content. To do that, we need to lower the barriers to entry. Letting the hundreds of thousands of people with Flash skills leverage those skills is a good solid step. Flash PM Tom Barclay shows how the Toolkit for CreateJS can help smooth the transition from ActionScript development to the JavaScript world.

And here Christian Cantrell goes into a bit more depth around things like sprite sheets:

Adobe's sticking with Flex, investigating HTML5, for CS extensibility

PM Gabriel Tavridis shares some thoughts on where things are headed. Key points:

  • The Creative Suite SDK and CS Extension Builder will continue to be developed and enhanced with new features and support for Creative Suite applications.
  • We will make CS Extension Builder available through the Adobe Store at a compelling price point. We want the tool to become broadly available, so that every Creative Suite developer can enjoy its benefits.
  • We will continue our investigation on new technologies (e.g. HTML5) for extension development and occasionally share our findings with the developer community. We want to be transparent with the community and keep you involved in our planning.

All these tools & runtimes are just means to an end–specifically, that Photoshop and other apps get really well tailored to your needs. Your feedback is always welcome.

Google: "Flash developers: Export to HTML5 with new Swiffy extension"

Like the idea of turning Flash Professional projects into HTML5, but don’t want to wait for a new version of Flash to ship?  Try Google’s new Swiffy plug-in for Flash CS4 or higher. Developer Esteban de la Canal writes,

The extension enables you to convert your animation to HTML5 with one click (or keyboard shortcut). The extension is available for both Mac and Windows, and it uses Swiffy as a web service, so you’ll always get our latest and greatest conversion. Information about the conversion process is shown within Flash Professional.

By the way, a number of comments on my related post Monday highlighted current challenges and shortcomings with HTML5 work (portability, file size, etc.). It strikes me that the only way forward is to improve the standards and the browsers.  If you think something sucks, jump in and contribute ideas and code, like Adobe’s doing. [Via]

Check out Flash Pro generating HTML5

Let’s get a lot more people making animated HTML5 content. To do that, we need to lower the barriers to entry.  That means making content run reliably across browsers, and letting the hundreds of thousands of people with Flash skills apply those skills to a new output format.

Because HTML is so broadly useful (Web pages, mobile apps, magazines, etc.), there’s no one-size-fits-all solution. In this 10-minute demo, Adobe VP Paul Gubbay shows:

  • Animating in the new Adobe Edge app (download it from Labs)
  • Turning that output into an app using PhoneGap [jump]
  • Using Flash Professional to export animation as HTML [jump]
  • Running CSS Shaders in WebKit [jump]
  • Enabling “liquid layout” from InDesign [jump]

 

 

I find the Flash Pro HTML export demo especially exciting, because it helps you reach your audience across configurations (e.g. letting an ad run with or without Flash installed), and it helps migrate content from Flash into HTML.

I should emphasize that this technology remains a work in progress, but here’s some of what I’ve learned:

  • This path will be most useful for relatively simple pieces–think ads, microsites, & other animated branded experiences, not complex games.
  • Output will be editable in Edge where it can be choreographed with other Edge motion content and where you can add interactivity in JavaScript. Flash Pro can play to its strengths, such as frame-by-frame character animations, feeding these into Edge.
  • The Flash Pro team is experimenting with converting ActionScript to JavaScript, again with ads being a key use case.
  • Sprite sheet export (see separate demo) will be useful across a variety of tools & runtimes (CSS, Canvas, Starling, and more).

I find all this extremely exciting. What’s your take? Anything else Adobe should be doing here?

 

PS–This demo was excerpted from last week’s Adobe financial analysts meeting. You might find some of the complete recordings & slide decks interesting. (Paul spoke during the David Wadhwani segment.)

Mike Chambers on Flash Professional & the Future

Veteran Flash developer & evangelist Mike Chambers has posted a note addressing the future of Adobe’s Flash Professional product:

The rumor is that the entire Flash Authoring team was laid off and that we are no longer developing Flash Professional.

Both of these rumors are false.

We are actively working on the next version of Flash Professional and have a long term commitment to its continued development.

Mike goes on to mention some of the features being built, including HTML5 export. (I hope to share more details on that one shortly.) Please see his post for details & to ask any questions.

CNET: "Flash-derived iPad game tops App Store charts"

Congratulations to the developers of the beautifully illustrated Machinarium:

Gaming evangelist Tom Krcha has posted an interview with the designers & some behind-the-scenes photos.

It’s funny how things change: As CNET’s Stephen Shankland points out, “A year ago, the app wouldn’t have been allowed under Apple’s rules. But now Apple is getting $1.50 each time another person downloads Machinarium.” (I’m not trying to start some flame war here–at all. I do however like seeing Adobe technology help creative folks bring their work to more people.)

Download Adobe's new HTML5 animation tool

I joined Adobe specifically to build a Web-standards-based animation & interactivity app. Great thought, but we were a decade off base about when browsers would actually be ready to play ball.

That time has come, and the company is today releasing the first preview version of Adobe Edge, a fast, lightweight way to add life to your sites. Feature highlights in this release:

  • Create new compositions with Edge’s drawing and text tools.
  • Animate position, size, color, shape, rotation and more at the property level.
  • Bring motion to existing HTML files while preserving the integrity of CSS-based HTML layouts. (Edge stores all of its animation in a separate JavaScript file that cleanly distinguishes the original HTML from Edge’s animation code.)
  • Copy and paste transitions, invert them, and choose from over 25 built-in easing effects.

Check out Edge in action:

Additionally, Adobe has launched The Expressive Web, a site showing off some of the cool stuff you can make modern browsers do, especially by using Adobe tools like Edge and Dreamweaver CS 5.5. Here’s a demo:

Lastly, I don’t want to get into any tedious “Flash vs. HTML5” blah-blah here, though I do see that angle still bubbling up on link-baiting sites.  For that reason it’s worth noting that both Dreamweaver & GoLive were pushing Web animation starting in the 90’s, that Adobe championed SVG early on, and that it has been a main contributor helping to improve jQuery and lots of other HTML/JS/CSS tech.  Point is, Adobe’s been driving both rich, animated HTML and Flash for 15 years, and the company will keep evolving both to address different customer needs.

Meanwhile, we hope you like what you see in Edge, and we’d be grateful for your feedback. (Oh, and if you create some cool stuff with it, please show off a link in the comments; thanks.)

Related resource: Devnet on HTML5

News for Suite developers

You can control Photoshop using Flash, Flex, and AIR, much like the various Photoshop Touch apps do. Check out developer Daniel Koestler’s detailed write-up for more info.

On a related note, a CS Extension Builder Trial version will be available soon, and you can sign up for notification via the team blog.  Extension Builder is essentially a custom version of Flash Builder that makes it easy to extend Photoshop, Illustrator, InDesign, and other apps.

 

Lion: Flash video acceleration works just fine

Flash PM Rob Christensen clarifies:

The final release of Mac OS X Lion (10.7) provides the same support for Flash hardware video acceleration as Mac OS X Snow Leopard (10.6).  The previous “Known Issue” described in a tech note suggesting that video hardware acceleration was disabled in Lion was incorrect and based on tests with a pre-release version of Mac OS X Lion that related to only one particular Mac GPU configuration.  We continue to work closely with Apple to provide Flash Player users with a high quality experience on Mac computers.

64-bit Flash Player 11 accelerates 3D, more

You can download a beta version of the new Flash Player 11 from Adobe Labs. Highlights include:

  • Stage3D APIs — A new set of low-level, GPU-accelerated 3D APIs enable advanced 3D experiences and improved 2D performance across devices.
  • 64-bit support — Support for 64-bit operating systems and browsers on Linux, Mac OS, and Windows.
  • G.711 audio compression for telephony — Integrate voice/telephony into business apps using G.711 codec.
  • H.264/AVC SW Encoding — Encode higher quality video locally using H.264 video.
  • Socket Progress Events — Build advanced file sharing apps like FTP clients that send large amounts of data.
  • HD surround sound — Deliver full HD videos with 7.1 channel surround sound directly to AIR powered TVs.

 

More features are listed here, and you can check out Flash Player PM Thibault Imbert’s post for more background & detail on the features.

 

"Wallaby" Flash-to-HTML5 conversion tool now available

Adobe’s job is to help you solve problems, not to get hung up on one technology vs. another.

Millions of people have honed their Web animation skills in Flash, and now their customers want content that can run anywhere, including on non-Flash-enabled devices. Accordingly Adobe’s releasing “Wallaby,” an experimental Flash-to-HTML5 conversion tool. For now it’s aimed at WebKit-based browsers (notably Safari & Chrome):

The focus for this initial version of Wallaby is to do the best job possible of converting typical banner ads to HTML5. Wallaby does a good job of converting graphical content along with complex, timeline-based animation to HTML5 in a form that can be viewed with browsers using a WebKit rendering engine. Supported WebKit browsers include Chrome and Safari on OSX, Windows, and iOS (iPad, iPhone, iPod).

Wallaby’s design goal was not to produce final-form HTML ready for deployment to web pages. Instead it focuses on converting the rich animated graphical content into a form that can easily be imported into other web pages in development with web page design tools like Dreamweaver.

The tool is new & presently limited (e.g. no ActionScript conversion), but the team welcomes your feedback on how it should evolve.

Having come here specifically to build standards-based Web animation software*, I’m delighted to see this release and a ton of other HTML5 initiatives from Adobe. As long as the company puts solving customer needs ahead of politics, I predict good things.

Update: Here’s the original demo from Wallaby’s sneak peek back in October:

* Back then, in 2000, we were assured that widespread SVG support was *riiiight* around the corner. Sometimes it takes a while for reality to catch up with on-paper standards; c’est la guerre.

New GuideGuide panel sets columns & grids in Photoshop

Designer Cameron McEfee has created “GuideGuide, a columns, rows and midpoints panel for Photoshop CS4 & CS5.”

The tool sets margins, columns, and midpoints, and it even pays attention to active selections. I’ve only kicked the tires a bit, but the panel seems solid and useful. Do note that because it sets each guide separately, setting numerous guides may fill up your undo stack (meaning that you won’t be able to undo operations prior to creating the guides). I’ll look into whether that’s something that could be addressed in the script.
In any event, nice work & thanks, Cameron. [Via Joel Eby]
[PS: The panel was done in Flash. Just thought the haters would like to know.]

Flash video gets dramatically more efficient

Flash Player didn’t start out trying to become the world’s most popular video player, but life takes some interesting turns.  Instead of just playing linear media files, Flash makes video part of a flexible rendering pipeline. Engineer Mike Melanson posted an excellent summary earlier this year:

In addition to decoding the data, [Flash] has to convert YUV data to the RGB colorspace and combine the image with other Flash elements. Then it has to cooperate with another application (web browser) to present the video to the user… It plays linear media files from start to finish while combining the video with a wide array of graphical and interactive elements (buttons, bitmaps, vector graphics, filters), as well as providing network, webcam, and microphone facilities, all programmable via a full-featured scripting language.

Good news, though: the new Flash Player 10.2 (download the beta) offers a new, video-playback-optimized mode called Stage Video.  Building on top of the GPU acceleration added earlier this year, Stage Video can

leverage complete hardware acceleration of the video rendering pipeline, from video decoding to scaling/blitting, enabling best-in-class playback performance. Stage Video can dramatically decrease processor usage and enables higher frame rates, reduced memory usage, and greater pixel fidelity and quality.

Here’s a demo* showing a 10X reduction (!) in CPU usage:

Stage Video requires Flash developers to update the code in video players, so simply updating to the new player won’t automatically improve CPU usage on all sites, but YouTube has already updates its player & others will follow. If you’re a Flash developer and want to start experimenting, check out this tutorial from Lee Brimelow.

* For some reason the audio/video sync in the footage is slightly screwed up. That’s a problem with the source video file, not with Flash Player.

Flash Player's adding hardware-accelerated 3D

“Flash will innovate or die,” I wrote earlier this year. “I’m betting on innovation,” and that’s paying off.
Flash Player is used to deliver something like 70% of all online games, and its 3D chops about to grow much more powerful. At MAX the team announced “Molehill,” a new set of low-level, GPU-accelerated 3D APIs that work across screens (desktops, phones, TVs, etc.). Here’s a sample demo:

Flash Player PM Thibault Imbert shares more info & demos here:

And for a deeper dive, check out this presentation from engineering manager Kevin Goldsmith.

Photoshop.com, Dreamweaver add HTML5 video playback

I’ve seen some requests for Adobe TV to add HTML5 video playback support.  That’s indeed in the works, though I don’t have a schedule to share.

In the meantime, Adobe’s photo- and video-sharing site, Photoshop.com, has added HTML5 video support.  Here’s a random video* you can check out on play on any device that supports Flash or H.264-encoded HTML5 video.

Elsewhere, the Dreamweaver team has released the HTML5 Video Player widget.  The widget leverages both browser support & Flash Player as needed to ensure playback:

Code generated from the widget plays video in the best possible player for the requested platform using a range of video codecs. Based on the Kaltura open source library, the HTML5 Video Player widget is fully cross-browser compatible with support for Internet Explorer, Firefox, Safari, Chrome, and Opera. [Update: technical details here.]

 

I have to say, all this absurd zero-sum “Flash vs. HTML5 video” stuff makes me laugh (which is better than making me angry, as it used to do). [Background: H.264 isn’t an alternative to Flash]  Flash is a big reason that H.264 is ascendant, because by serving H.264 video, publishers can reach 98% of desktop machines through Flash, and reach non-Flash-enabled devices via HTML5.  Do you think we’d see that uptake if the content were viewable by only the <15% that use Chrome or Safari?  “Flash remains the dominant player within desktop environments,” and now viewers & publishers have more choices about how to use video online.  That’s all good.  (Er, I mean, it’s all bad and Flash is doomed; sorry, I went off script there for a minute.)

At the end of the day, you want to watch what you want, on whatever device you want. Through its publishing tools, servers, and players, Adobe’s working to get you what you want.

 

*In case you’re curious, Photoshop.com PM Jordan Davis was decorating his baby son’s room & experimenting with time lapse creation.

 

 

Adobe demos Flash-to-HTML5 conversion tool

Where there’s pain, there’s opportunity.
Pre-Adobe, I made my living building rich, Flash-intensive sites for Gucci, Coca-Cola, Nike, and other big brands. Doing that job today, I’d be in a jam: How could I create rich experiences that run on desktops (where Flash is the obvious, consistent (cross-browser/-platform) choice) and on iOS devices where Flash isn’t allowed? I’d have to create two versions of a everything–one Flash, and one HTML5*. Good luck getting clients to double their budgets, though, and yet they don’t want richness cut in half.
So, the opportunity: Cut the cost of targeting multiple runtimes & we’ll deliver real wins: more richness for clients, and a competitive advantage for customers.
Check out what engineer Rik Cabanier showed (just a tech demo, no promises, etc.) during MAX sneak peeks Tuesday night:

 

[You can skip the last minute–unless you happen to want to glimpse William Shatner watching the demo.]

 
Are you surprised? Don’t be. As I’ve written many times, Adobe lives or dies by its ability to help customers solve real problems. That means putting pragmatism ahead of ideology.
Flash is great for a lot of things, and this week’s demos showed it’s only improving. It’s not the only game in town, however, and Adobe makes its money selling tools, not giving away players. Let’s help people target whatever media** they need, as efficiently as possible.

 
* Someone will probably start quibbling with the use of “HTML5” as a stand-in for SVG, CSS3, Canvas, etc. I know, I know. I use the umbrella term in the loose, commonly understood sense: “Flash stuff without Flash.”
** Historical fun fact: Flash Professional used to export Java, as that was the relevant runtime of the day. Tools evolve to meet viewer demands.
Final footnote/disclaimer: I don’t work in the Flash group, so all this just represents my take on what’s possible. Your feedback is of course most welcome.

Flash runs faster, more efficiently than HTML5 on mobile

Web developer Chris Black benchmarked an HTML5 animation made using the Canvas tag against the same animation running in Flash.  The results may surprise you:

  • HTML5 Canvas on iPhone 4: 22fps
  • HTML5 Canvas on Nexus One: 40fps
  • Flash Player 10.1 on Nexus One: 57fps

Oh, and Flash Player used half as much battery.

Now, does this mean that HTML5 sucks or shouldn’t be used?  Of course not! As Chris points out in the comments, it may be possible to tune this Canvas implementation to run better on mobile.  He also points out ways that Flash could run better on mobile.  All these implementations are new, and I expect they’ll all improve, especially as developers figure out what techniques work best for each.

Competition is great.  For things that HTML5 does best, use it; same goes for Flash.  Focus on your viewers’ needs, and Adobe will step up with great tools no matter which technolog(ies) you choose.

[Update: Per various reader comments, Chris has posted more details on optimizing Canvas/JavaScript-based animation.]

Flash Player goes 64-bit on Mac, Linux, & Windows

Great news for all the people who’ve been requesting native 64-bit support in Flash: a preview version is available for download from Adobe Labs.  Among other enhancements, according to engineering manager Paul Betlem,

Flash Player ‘Square’ leverages the new GPU support available with Internet Explorer 9 Beta to deliver a faster and more responsive user experience. In our internal testing, we’ve seen significant improvements in Flash Player graphics performance – exceeding 35% in Internet Explorer 9 Beta compared to Flash Player running in previous versions of IE.

Check out the 64-bit FAQ (PDF) for details on the benefits & challenges of 64-bit development.  Expect to hear other interesting details soon.

WSJ: Demand for Flash development increases

Interesting news from the Wall Street Journal:

Top full-time Flash engineers can now command more than $150,000 a year in salary, says Stuart Liroff, a headhunter at GreeneSearch recruiting firm. That compares with $50,000 to $80,000 a year three years ago, several entrepreneurs say.

With the advent of online social gaming start-ups such… demand for Flash engineers has suddenly surged.

I’m sure you’ll see this news on Mac fan sites, right about… now [commence breath-holding].

And yes yes, let me save people some typing: No doubt demand for HTML5 development is going up, too, and that’s good news for Adobe as we make great tools for HTML5 work & will make even more going forward.  I just get tired of one-sized, zero-sum, non-pragmatic, and–it turns out–inaccurate triumphalism. [Via Jens Loeffler]

Flash video gets more efficient on Macs

I’m pleased to see that today’s update to Flash Player 10.1 (get it here) brings hardware-accelerated playback of H.264-encoded video to the Mac. Similar support has been available on Windows for some time, but it wasn’t until a recent OS update (10.6.3) that Apple enabled plug-in access to the necessary APIs. The Flash Player & Safari teams worked closely together to get things humming.

Long story short: If you’re running Snow Leopard on a supported Mac, you should get video playback with much lower CPU usage. If you’d like details see Flash Player engineer Tinic Uro’s post from April.

SlideShowPro does HTML5, Flash

Todd Dominey & co., the makers of the excellent Flash-based SlideShowPro, have created a visually rich alternative version that uses HTML5 instead of Flash.

This is a good thing.

Why?  Because it’s putting customers ahead of technologies, and it’s using both Flash & HTML to maximize viewers’ ability to see rich content, including on i-devices.  As the site explains:

SlideShowPro Mobile is an entirely new media player built using HTML5 that doesn’t require the Flash Player plugin and can serve as a fallback for users accessing your web sites using these devices. But it’s not just any fallback — it’s specially designed for touch interfaces and smaller screen sizes. So it looks nothing like the SlideShowPro player and more like a native application that’s intuitive, easy to use, and just feels right. [Demo]

I’d love to see this support added to the Lightroom version of SlideShowPro, as I rely on it for all our family shots.  I want to generate two presentation layers (one Flash, one HTML) that both provide a rich, beautiful presentation of the same image files, and I want the gallery to auto-select the correct presentation layer based on viewers’ devices.  Make the whole tedious Flash-vs.-HTML thing a non-issue for customers.

YouTube talks Flash and HTML5

The folks at YouTube have put up an informative post about why, despite positive advances in what browsers support, “Adobe Flash provides the best platform for YouTube’s video distribution requirements.”

Of course, Flash is at death’s door, right?  I suppose you didn’t hear that ESPN just streamed the US-Algeria World Cup match via Flash to “the largest U.S. audience ever for a sports event on the web,” with 1.1 million unique viewers.  Through 14 days of World Cup coverage, 5 million viewers have watched the World Cup on ESPN3.com and consumed more than 9.2 million total hours.  Somehow the Mac sites fail to notice these things.  (Actually, that few people notice is a good thing: billions of times a month, Flash just works.)

I’m sure someone will point out that Hulu will be streaming video to iPads without using Flash as the presentation layer, so now Flash is screwed, haw haw.  In that case, let me repeat what I said a few months ago:

John Gruber wrote the other day that “Hulu isn’t a Flash site, it’s a video site. Developers go where the users are.” Well sure, of course they do. Flash is a means to an end for Adobe, too, not the end unto itself.

The folks at Hulu, like those at YouTube, are pragmatists.  They’ll use whatever delivery mechanisms, presentation layers, etc. they need to reach the most eyeballs.  On desktops Hulu prefers Flash, for the same reasons YouTube cites.  (Even if more than 13% of the audience could play back H.264-format video on their desktops without using a plug-in, the browsers are lacking in content protection & other vital areas.)  On mobile devices, Flash Player’s support for H.264 (and later VP8) makes it easy to use an alternate player to display the same video files.

I’m not saying all this to rile people up.  I just get tired of all the uninformed rah-rah triumphalism out there, so I thought I’d help share some real-world perspectives.

Snow Leopard update fixes CS3 problem

When Mac OS 10.6.3 was released, we identified a problem that could cause Adobe CS3 apps to fail to launch. A change in 10.6.3 meant that a small number of customers who’d had hardware replaced and whose system serial numbers didn’t get set correctly after the repair could no longer launch CS3 apps. We worked with Apple to identify the problem and get the fix, and it’s now available in the 10.6.4 update.
Speaking of 10.6.4, it includes an older version of the Adobe Flash Player. Adobe recommends users update to the latest, most secure version of Flash Player (10.1.53.64). After running the 10.6.4 update, you can verify the Flash Player version number by checking the About Flash Player page, or by right-clicking SWF and choosing “About Adobe Flash Player.”

Flash Player goes Cocoa, makes a host of improvements

Flash Player 10.1 is here, ready for download, making tons of improvements in rendering efficiency and memory usage. Engineering manager Paul Betlem has provided extensive details on the team blog.

Being a Mac user, I was particularly happy to hear about Mac-specific improvements & the fruits of the team’s collaboration with Apple’s Safari team:

“First and foremost, Flash Player 10.1 is a full-fledged Cocoa app (though legacy Carbon support remains for some browsers that require it). We now leverage Cocoa events, use Cocoa UI for our dialogs, leverage Core Audio for sound, Core Graphics for printing support, and use Core Foundation for bundle-style text… The overall performance improvements of Flash Player for Mac users will result in faster video playback, more efficient CPU utilization, and greater battery life.”

Check out the full post for details on smoother video playback, DVR-style seeking, and much more.

As for mobile devices, FP 10.1 is available in beta form on the Android OS, with the finished version available shortly. Here’s a demo of a 3D flight simulator running in Flash on a Nexus One.

Google brings Flash to TV

Groovy.

Here’s more info.

By the way, Hulu recently posted some info on why they prefer Flash Player to HTML5:

We continue to monitor developments on HTML5, but as of now it doesn’t yet meet all of our customers’ needs. Our player doesn’t just simply stream video, it must also secure the content, handle reporting for our advertisers, render the video using a high performance codec to ensure premium visual quality, communicate back with the server to determine how long to buffer and what bitrate to stream, and dozens of other things that aren’t necessarily visible to the end user.

Absolute Power vs. the Pirate Flag

Today Adobe ran a full-page ad in various newspapers articulating key company beliefs, and company founders John Warnock & Chuck Geschke–whose PostScript innovations were instrumental in the adoption of the Macintosh & desktop publishing–posted their thoughts on open markets & open competition:

Adobe’s business philosophy is based on a premise that, in an open market, the best products will win in the end — and the best way to compete is to create the best technology and innovate faster than your competitors.

I’d like to add a few thoughts of my own.

First, all these conversations tend to get framed in terms of Adobe Flash. That’s a mistake. Apple’s decision to deny customers the choice of whether to use Flash on iPads/iPhones is just one part of a bigger, more interesting question: What maximizes innovation & ultimate benefit to customers?

Let me note that I’ve loved Apple computers since before I could ride a bike. The introduction of the Mac was a life-changing part of my childhood, and in college I got waaay too into identifying with the company (during its darkest days). The pirate flag, “Think Different,” “Here’s to the crazy ones…”–it all spoke to me, and deeply.

I love making great Mac software, and after eight years product managing Photoshop, I’ve been asked to help lead the development of new Adobe applications, written from scratch for tablet computers. In many ways, the iPad is the computer I’ve been waiting for my whole life. Discovering how to draw a car on cocktail napkins at the Algonquin Hotel at age 3 is among my earliest memories, and I can tell you exactly what I drew on my Etch-A-Sketch Animator in 1986. I can’t wait to create & share tablet experiences with my young sons.

Put more simply, I want to build the most amazing iPad imaging apps the world has ever seen.

But will I be allowed to do so? And who decides?

Several years ago we decided to fundamentally rethink our approach to digital photography workflows. Lightroom (a Mac-first Cocoa app, let’s note) was born. Apple introduced Aperture around the same time, and I said “Welcome, Apple” (Seriously)–noting that competition makes us all better. Since that time, each team has pushed the other to innovate, making each one better. (Lightroom, for example, led on 64-bit, beating Aperture and all Apple pro apps to 64-bit by nearly two years.)

Apple refuses to carry Lightroom in Apple retail stores. That’s okay; Lightroom is doing just fine against Aperture, thank you. But what if the Apple store were the only store? How would Apple customers get the benefits of competition?

These aren’t idle questions. When the iPad was introduced, I asked what apps you’d like to see Adobe build for it. Among the 300 or so replies were many, many requests for a mobile version of Lightroom. I think that such an app could be brilliant, and many photographers tell me that its existence would motivate them to buy iPads.

Would Apple let Lightroom for iPad ship? It’s almost impossible to know. Sometimes they approve apps, then spontaneously remove them for “duplicat[ing] features that come with the iPhone.” Other times they allow competitors (apps for Netflix, Kindle, etc.), or enable some apps (e.g. Playboy) while removing similar ones. Maybe they’d let Lightroom ship for a while, but if it started pulling too far ahead of Aperture–well, lights out.

And let’s forget competition for a minute & talk innovation. We have some really interesting ideas for multitouch user interfaces–things you’ve almost certainly never seen previously. Of course, “groundbreaking” almost inherently means “inconsistent with what’s come before,” and Apple can reject an app if, say, it uses two-finger inputs in a new way. They do this to preserve consistency–until, of course, it’s time for them to deviate innovate. (Think Different, as long as you’re Apple.)

The effect on product development & innovation can be chilling. Yes, it’s easy to point to 200,000 apps on the App Store; it’s harder to note all those that aren’t there–serious apps that will be created only if developers know they’ll get a truly fair shot to innovate & compete. Anything else strengthens alternative platforms while undermining the Apple platform.

You shouldn’t care about this stuff because you love or hate Adobe*. You should care because these issues affect your choices as a customer & a creative person.

Will my decision to speak publicly about these concerns harm our ability to deliver iPad apps? I don’t know; that’s up to Apple. But can you imagine a world where, say, constructively criticizing Microsoft could destroy your ability to ship a Windows application? It’s almost unthinkable, and yet that’s the position in which Apple’s App Store puts us.

To borrow from the Think Different campaign, “You can quote them, disagree with them, glorify, or vilify them.” That’s what I ask for Adobe technologies: let them succeed or fail based on their own merits, as determined by customers.

* None of this is specific to Adobe in the least. Just yesterday, the organizer of Mac indie developer conference C4, Jonathan Rentzsch, announced the cancellation of the conference, saying that “[iPhone SDK] Section 3.3.1 has broken my spirit.”

Adobe CTO comments on Flash & the App Store

Adobe Chief Technology Officer Kevin Lynch has touched briefly on some new features in CS5 (hope you can attend the launch on Monday) and provides a short response to yesterday’s news from Apple:

So, what’s all the fuss about the Apple proposed revised SDK license?

Yesterday Apple released some proposed changes to their SDK license restricting the technologies that developers can use, including Adobe software and others such as Unity and Titanium.

First of all, the ability to package an application for the iPhone or iPad is one feature in one product in Creative Suite. CS5 consists of 15 industry-leading applications, which contain hundreds of new capabilities and a ton of innovation. We intend to still deliver this capability in CS5 and it is up to Apple whether they choose to allow or disallow applications as their rules shift over time.

Secondly, multiscreen is growing beyond Apple’s devices. This year we will see a wide range of excellent smartphones, tablets, smartbooks, televisions and more coming to market and we are continuing to work with partners across this whole range to enable your content and applications to be viewed, interacted with and purchased.

Flash video, Daring Fireball, & Engadget

This is quite possibly my own personal, irrelevant hangup, but I keep getting annoyed by the lack of precision in how people talk about online video.

On Daring Fireball today, John Gruber writes, “Ironically, Engadget’s video demos are only available in Flash. Why would a website devoted to leading-edge gadgetry continue to embed video in a format that can’t be played on the best web-reading gadget?”

It’s not that they’ve chosen a format that won’t play on the iPad; it’s that they haven’t yet done the additional work (necessitated by Apple not allowing Flash on the iPad) to target a different player. That is, they need to set up a switch that’ll let them target Flash Player in Mac/Windows Web browsers (giving them 98% desktop viewership) and target the Video tag in Mobile Safari. They can use the same format (H.264) in both cases.

I’d fully expect them to do so: as I’ve written previously, content creators & publishers will use whatever combination of technologies let them reach customers most effectively. On the desktop that means Flash Player; on iPad/iPhone, it has to mean something else.

Adobe & Google working to improve Flash/browser integration

Great news: Better performance, better security, and tighter integration are coming to Web plug-ins & browsers.

According to the Google team building the Chrome browser & Chrome OS, “[W]e are working with Adobe, Mozilla and the broader community to help define the next generation browser plug-in API.” As Flash Player engineering director Paul Betlem explains, the new API specification will offer some distinct benefits over the current technology available:

  • The API will be operating system and browser-neutral, minimizing the chance of inconsistent behavior across platforms.
  • The new API is being designed with the flexibility to allow plug-ins to more tightly integrate with host browsers.
  • The new plug-in API will provide performance benefits since the host browser will be able to directly share more information about its current state.
  • The tighter integration provided by the API can allow for a more secure browsing experience as it will be easier to unify security models and collaborate on security techniques, such as sandboxing.

Google engineering VP Linus Upson says, “Users will automatically receive updates related to Flash Player using Google Chrome’s auto-update mechanism. This eliminates the need to manually download separate updates and reduces the security risk of using outdated versions.” Developers can already download the Chrome developer channel version with Flash Player built in. Going forward, Google will be bundling Flash Player in Chrome so users will always have the most current release of Flash Player.

H.264 isn’t an alternative to Flash

Did you think they were competing formats? If not, congrats: you’re better informed than most. Seems like a lot of people are confused, or at least are kind of careless with their phrasing.
In common usage, “H.264” refers to a video format, and “Flash” refers to a video player. Flash Player displays H.264-encoded video, as do other players (QuickTime, and now the Safari and Chrome Web browsers reading HTML5 video tags–with Internet Explorer to follow).
This all gets muddied, however.
Daring Fireball noted the other day, “TED Goes H.264: Chris Anderson announces a non-Flash version of TED.com for iPhone OS.” Seeing a statement like that, you might think that the TED site has switched file formats, from Flash video to H.264.
I haven’t talked to the TED folks, but I’d be surprised if they weren’t using H.264 already, displaying it in browser via the Flash Player. The news here, such as it is, is that they’re using an alternate player on a device where Flash Player isn’t allowed to run.
That makes perfect sense, of course. If you’re creating content, you probably have no ideological allegiance to formats or players. You don’t care much whether video is, say, H.264 or VC-1 or PDQ-One-Niner, nor do you care whether the player is Flash or QuickTime or anything else. Rather, you care about results. Most particularly, can your audience see it? Once that’s taken care of, does the presentation meet your needs (e.g. interactivity, integration, content protection, stats measurement, etc.)? And from there, do you have effective tools for creating the content? And so on.
TED.com uses Flash Player to display videos because that lets them reach 98% of browsers. If they chose to display the same video via HTML5 markup, they’d reach ~10% of browsers (Safari + Chrome). On the iPhone/iPad, because they’re not able use Flash Player, they’re using an alternate player.
So:

  • You can debate one format vs. another (e.g. H.264 vs. Ogg Theora)
  • You can debate one player vs. another (e.g. Flash Player vs. a Web browser reading HTML5 tags)
  • You can’t really debate “Flash vs. H.264”

On systems where both Flash and other players can run, it’s perfectly legitimate to debate which one to use; each will have pros and cons. My goal mentioning all this is to add a little clarity to those debates.

Adobe, Wired, tablets, & the future of magazines

Adobe and Wired have teamed up to demonstrate a richly interactive tablet-based prototype form of the magazine. It features embedded 360° object viewers, support for video and audio content, and the ability to rotate the page using the tablet’s accelerometer. Check out the demo:

So, what tablets will this support? In short, lots.
I believe the demo video was done via Adobe AIR running on a Windows 7 tablet. Adobe’s Flash-to-iPhone conversion technology will allow publishing to the Apple iPad. And at the Mobile World Congress this week, Adobe announced AIR on Android & has shown the Wired prototype running on Android-based tablet devices powered by NVIDIA Tegra chips. In short, Adobe is working–as it always has–to help people publish across platforms.
What will be the real-world impact? Macworld editor Jason Snell has posted some skeptical tweets, comparing the demo to CD-ROM and VRML visions of yore. He makes good points about the cost of developing rich content, but I can tell you I’m excited about some of the tools Adobe has in the pipeline–stuff that’ll make interactive production easier & more efficient. Stay tuned.

Flash & Core Animation on Mac OS X

Flash Player engineers have been working closely with Apple to improve Flash Player performance on OS X, to the point where Flash Player 10.1 (now available for testing) will run faster on Macs than on Windows.

Now Flash engineer Tinic Uro has provided some interesting info on Flash & Core Animation, highlighting some of the bottlenecks that the teams are now overcoming. It’s techie but readable, and it portends good things for the future.

Notes on Flash Player stability & the future

  • Flash Player Product Mgr. Emmy Huang has shared some details in response to reports of a crashing bug in Flash Player. She apologizes for the bug having gotten past the team & talks about improvements going forward.
  • If you’d like to help improve the quality of Flash Player, please see these notes on betas & bug reporting from Ted Patrick.
  • Interesting reads from non-Adobe staff on the future of Flash come from Grant Skinner (a long-time & highly respected developer) and Jeremy Allaire (creator of ColdFusion & CEO of streaming video company Brightcove).

Adobe CTO talks Flash performance on Macs, more

Adobe Chief Technology Officer Kevin Lynch posted some thoughts on Flash, HTML5, the iPhone/iPad, and more yesterday. I didn’t see anything really new relative to all the discussions that have taken place here, so I’ve been slow in blogging it.

Now, however, Kevin has posted an interesting follow-up via the comments. It’s worth reading in its entirety, but here are bits I found significant:

For those wondering, the main computer I use is a MacBook Pro, and I’ve been using the Mac (and developing software for it) since it came out in 1984. […]

Regarding crashing, I can tell you that we don’t ship Flash with any known crash bugs, and if there was such a widespread problem historically Flash could not have achieved its wide use today. […]

Before we release a new version of Flash Player we run more than 100,000 test cases and have built an automated system that has scanned over 1 million SWFs that we use for testing from across the web. Our QA lab has a very large variety of machines to represent the machines in real use on the web.

Addressing crash issues is a top priority in the engineering team, and currently there are open reports we are researching in Flash Player 10. From the comments across the web there may either be an upswing in incidents or there is a general piling on happening — we are looking into this actively and will work to resolve any real issues. If you are experiencing issues please report them directly to the Flash engineering team via the public bug database and the team will investigate and resolve each. […]

Now regarding performance, given identical hardware, Flash Player on Windows has historically been faster than the Mac, and it is for the most part the same code running in Flash for each operating system. We have and continue to invest significant effort to make Mac OS optimizations to close this gap, and Apple has been helpful in working with us on this. Vector graphics rendering in Flash Player 10 now runs almost exactly the same in terms of CPU usage across Mac and Windows, which is due to this work. In Flash Player 10.1 we are moving to Core Animation, which will further reduce CPU usage and we believe will get us to the point where Mac will be faster than Windows for graphics rendering.

Video rendering is an area we are focusing more attention on — for example, today a 480p video on a 1.8 Ghz Mac Mini in Safari uses about 34% of CPU on Mac versus 16% on Windows (running in BootCamp on same hardware). With Flash Player 10.1, we are optimizing video rendering further on the Mac and expect to reduce CPU usage by half, bringing Mac and Windows closer to parity for video.