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No. Generally, the missing features you mention were inconsequential to decision-makers (outside of some ideological devs) and many of them were being gradually addressed by Macromedia/Adobe anyway.

Flash died because Microsoft was agressingly nipping at Adobe on the commercial side with Silverlight, because standard bodies were finally chipping away at its feature advantages with long-needed improvements to HTML, CSS, and Javascript, and most impactfully of of all: because Steve Jobs decreed it.

The death knell for Flash sounded exactly when the market-revolutionizing iPhone refused to support altogether.

But all of that's just about the runtime platform. The posted app calls back to the Flash editor itself, which was extremely mature and powerul but had too much inertia to successfully pivot to targeting HTML or apps before Adobe would give up on it.

Later apps have come, but inevitably start far behind the features that Flash offered designers, animators, and developers at its peak.



I'm surprised you bothered to mention SilverLight. It was Microsoft's intent, sure, but did it ever have any uptake?

It's more of a curiosity or footnote than a relevant factor.


Yeah, coming from back at that time, to consider Silverlight at all is to give it too much credit.

Jobs and his unwillingness to support it on iPhone killed Flash, and that's that.


Internally Adobe hated Flash. It strode right past Live Motion which used the UI paradigm of After Effects to produce animations which didn't cater to the traditional key framing model Flash was built on. I feel pretty strongly that there were forces inside Adobe that wanted to take advantage of the merger to bury the Macromedia IPs. Adobe had a great relationship with Apple. Photoshop was finely tuned to work on Macs and the majority of the creatives using it were working on Macs. Adobe could have threatened to put Apple's computers in the ground by limiting Photoshop support for OSX in 2009 in order to gain support for Flash on iOS. They didn't. They just never thought of Flash as an Adobe product. If Apple stopped supporting Photoshop things would have gone nuclear.


That would definitely explain why they were so half-assed in their attempts to adapt to HTML5.


Word on the street, at the time, was that Apple and Adobe collaborated actively on making Flash work on the iPhone without straining its battery. It is the failure to achieve that goal that prompted the whole about-face.


I think Silverlight was making deep inroads in the enterprise market for rich internet apps and that this was a growing customer retention issue for Adobe with Flash. That's part of why they invested so much in Flex and AIR as a more engineering-centric alternative to the Flash app's designer-centric timeline interface. They wanted to shore up what they were losing to Microsoft.

The consumer usage of Flash was most visible (games, cartoons, brochure sites, video streaming) and Apple's evisceration of that market was what ultimately killed Flash, but things were already looking grim on several fronts before that happened.


The original Netflix streaming site used Silverlight, I'm guessing because browser DRM wasn't up to snuff at the time. That's about the only time I willingly used it.


Lots of enterprise apps like ERP and that type of shit may STILL require Silverlight for older versions. It was huge in that market.


Edit: I replied to the wrong comment, although this still stands!

I still miss macromedia Director though. I learned to program with HyperCard and then director, and I always thought it was a shame it got canned when adobe bought it.. it was much nicer in lots of ways, although the player was more heavyweight. Actually, I don’t think I’ve ever really found a proper replacement for HyperCard!


Perhaps you would enjoy Decker: http://beyondloom.com/decker/


The only time I ever interacted with it knowingly was the LEGO MINDSTORMS EV3 software.


Yes, people forgot that websites for big companies were often flash based trash until the iPhone and the web changed to be mobile friendly as iPhones sales continued to skyrocket.


I remember reading something about how difficult it was to get flash to render correctly on iphone hardware at the time because it had no hardware support and software emulation was slow and terrible at best.

But this is only a vague memory of some article in a magazine or something similar, so take it as anecdotal at best.


Apple specifically refused to support Flash in mobile Safari and the original sandbox model for apps prevented any kind of perfomant virtual machine for something as sophisticated as SWF (or Java or .NET). That's improved some in the 15 years since, although the sandbox is still fairly conservative and tight.

But at the time, I don't believe Adobe engineeing publically bothered to swim upstream against this, and while there were third-party attempts to run SWF files or AIR applications on iOS they were indeed janky and slow (as you would expect).

So I'd give your memory like a B+ on this one!


The current sandbox model for apps still does not allow any sort of performant VM; by design. Hell, one of the biggest announcements of Apple's DMA compliance is just that they had to provide entitlements to access some kind of JIT support on iOS. They are extremely pissed that they had to do that, only they are supposed to be allowed to JIT code.

That being said the only people who complain about not having JIT on iOS are Mozilla and people who want to run game console emulators, which Apple doesn't want their users having because they despise the Church-Turing thesis. Game developers that use engines with VMs in them just develop around the execution of those VMs being very slow.

Apple wasn't refusing to support Flash on mobile Safari. The actual story is more complicated: Apple tried to collaborate with Adobe four times on mobile Flash but, depending on who you ask, Adobe either shipped code that just plain didn't work on phones, or Apple couldn't be bothered to even get Flash to compile. Probably both are true. The very public open letter from Jobs regarding Flash is after Adobe said "fuck it" and decided to ship what they had as a packaging solution for developing iOS apps. While most of the open letter is written to say "this is why we're not shipping Flash as a browser plug-in", the real reason it was published was to justify rule changes in their developer agreement intended to prohibit porting Flash apps to iOS.

Said rule changes were overturned in 3 months, thanks Obama.


Thanks for this. People forget the creator experience in Flash. It was really amazing, albeit a little quirky.




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