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by jordan3caron 5334 days ago
"As Steve Jobs put it: “Flash was designed for PCs using mice”—which is true. When Flash was created back in the 90′s, the target platform that it was designed for, was the PC. Flash was designed for desktop computers, computers with a fast CPU and a power-cable. This is the root cause of all the hardships Adobe has had with mobile."

read the rest of the article here - http://techcrunch.com/2011/11/09/why-adobe-failed/

explains everything super well!

1 comments

Thanks for the link, I'll take a look.

As for the following: > "As Steve Jobs put it: “Flash was designed for PCs using mice”

Well, HTML was also initially designed for PCs using mice, but it has managed to evolve to the new era of smartphones, so why couldn't Flash evolve to utilize the new touch interface?

> Flash was designed for desktop computers, computers with a fast CPU and a power-cable.

I have several games on my iPhone (Fieldrunners being the example that comes to mind) that are are so power hungry that they deplete my battery in no time. And yet these are acceptable by users, but a Flash game that depletes battery is not acceptable. Why is this the case?

"And yet these are acceptable by users, but a Flash game that depletes battery is not acceptable. Why is this the case?"

If you ask ordinary "users" they'd want everything, including Flash on every device and in the browser too. Then they'd complain that "the internet" is to slow to even appear even if the page "just has a few ads." In Apple's case, Jobs, not "users", decided what he cared more for.

But this is simply pushing the question further up the food chain.

That is, the question becomes: Why did Jobs find it acceptable to have iOS games on the iPhone that kill the battery within an hour, but found it unacceptable to have Flash that kills the battery within an hour?