[opendtv] Jobs' Thoughts on Flash

  • From: Jay Antzakas <tvjay@xxxxxxx>
  • To: opendtv@xxxxxxxxxxxxx
  • Date: Thu, 29 Apr 2010 11:27:30 -0400

As much of this has been discussed here already, Steve Jobs now speaks on this 
subject on the record.

http://www.apple.com/hotnews/thoughts-on-flash/

------------------------------

Apple has a long relationship with Adobe. In fact, we met Adobe’s founders when 
they were in their proverbial garage. Apple was their first big customer, 
adopting their Postscript language for our new Laserwriter printer. Apple 
invested in Adobe and owned around 20% of the company for many years. The two 
companies worked closely together to pioneer desktop publishing and there were 
many good times. Since that golden era, the companies have grown apart. Apple 
went through its near death experience, and Adobe was drawn to the corporate 
market with their Acrobat products. Today the two companies still work together 
to serve their joint creative customers – Mac users buy around half of Adobe’s 
Creative Suite products – but beyond that there are few joint interests.

I wanted to jot down some of our thoughts on Adobe’s Flash products so that 
customers and critics may better understand why we do not allow Flash on 
iPhones, iPods and iPads. Adobe has characterized our decision as being 
primarily business driven – they say we want to protect our App Store – but in 
reality it is based on technology issues. Adobe claims that we are a closed 
system, and that Flash is open, but in fact the opposite is true. Let me 
explain.

First, there’s “Open”.

Adobe’s Flash products are 100% proprietary. They are only available from 
Adobe, and Adobe has sole authority as to their future enhancement, pricing, 
etc. While Adobe’s Flash products are widely available, this does not mean they 
are open, since they are controlled entirely by Adobe and available only from 
Adobe. By almost any definition, Flash is a closed system.

Apple has many proprietary products too. Though the operating system for the 
iPhone, iPod and iPad is proprietary, we strongly believe that all standards 
pertaining to the web should be open. Rather than use Flash, Apple has adopted 
HTML5, CSS and JavaScript – all open standards. Apple’s mobile devices all ship 
with high performance, low power implementations of these open standards. 
HTML5, the new web standard that has been adopted by Apple, Google and many 
others, lets web developers create advanced graphics, typography, animations 
and transitions without relying on third party browser plug-ins (like Flash). 
HTML5 is completely open and controlled by a standards committee, of which 
Apple is a member.

Apple even creates open standards for the web. For example, Apple began with a 
small open source project and created WebKit, a complete open-source HTML5 
rendering engine that is the heart of the Safari web browser used in all our 
products. WebKit has been widely adopted. Google uses it for Android’s browser, 
Palm uses it, Nokia uses it, and RIM (Blackberry) has announced they will use 
it too. Almost every smartphone web browser other than Microsoft’s uses WebKit. 
By making its WebKit technology open, Apple has set the standard for mobile web 
browsers.

Second, there’s the “full web”.

Adobe has repeatedly said that Apple mobile devices cannot access “the full 
web” because 75% of video on the web is in Flash. What they don’t say is that 
almost all this video is also available in a more modern format, H.264, and 
viewable on iPhones, iPods and iPads. YouTube, with an estimated 40% of the 
web’s video, shines in an app bundled on all Apple mobile devices, with the 
iPad offering perhaps the best YouTube discovery and viewing experience ever. 
Add to this video from Vimeo, Netflix, Facebook, ABC, CBS, CNN, MSNBC, Fox 
News, ESPN, NPR, Time, The New York Times, The Wall Street Journal, Sports 
Illustrated, People, National Geographic, and many, many others. iPhone, iPod 
and iPad users aren’t missing much video.

Another Adobe claim is that Apple devices cannot play Flash games. This is 
true. Fortunately, there are over 50,000 games and entertainment titles on the 
App Store, and many of them are free. There are more games and entertainment 
titles available for iPhone, iPod and iPad than for any other platform in the 
world.

Third, there’s reliability, security and performance.

Symantec recently highlighted Flash for having one of the worst security 
records in 2009. We also know first hand that Flash is the number one reason 
Macs crash. We have been working with Adobe to fix these problems, but they 
have persisted for several years now. We don’t want to reduce the reliability 
and security of our iPhones, iPods and iPads by adding Flash.

In addition, Flash has not performed well on mobile devices. We have routinely 
asked Adobe to show us Flash performing well on a mobile device, any mobile 
device, for a few years now. We have never seen it. Adobe publicly said that 
Flash would ship on a smartphone in early 2009, then the second half of 2009, 
then the first half of 2010, and now they say the second half of 2010. We think 
it will eventually ship, but we’re glad we didn’t hold our breath. Who knows 
how it will perform?

Fourth, there’s battery life.

To achieve long battery life when playing video, mobile devices must decode the 
video in hardware; decoding it in software uses too much power. Many of the 
chips used in modern mobile devices contain a decoder called H.264 – an 
industry standard that is used in every Blu-ray DVD player and has been adopted 
by Apple, Google (YouTube), Vimeo, Netflix and many other companies.

Although Flash has recently added support for H.264, the video on almost all 
Flash websites currently requires an older generation decoder that is not 
implemented in mobile chips and must be run in software. The difference is 
striking: on an iPhone, for example, H.264 videos play for up to 10 hours, 
while videos decoded in software play for less than 5 hours before the battery 
is fully drained.

When websites re-encode their videos using H.264, they can offer them without 
using Flash at all. They play perfectly in browsers like Apple’s Safari and 
Google’s Chrome without any plugins whatsoever, and look great on iPhones, 
iPods and iPads.

Fifth, there’s Touch.

Flash was designed for PCs using mice, not for touch screens using fingers. For 
example, many Flash websites rely on “rollovers”, which pop up menus or other 
elements when the mouse arrow hovers over a specific spot. Apple’s 
revolutionary multi-touch interface doesn’t use a mouse, and there is no 
concept of a rollover. Most Flash websites will need to be rewritten to support 
touch-based devices. If developers need to rewrite their Flash websites, why 
not use modern technologies like HTML5, CSS and JavaScript?

Even if iPhones, iPods and iPads ran Flash, it would not solve the problem that 
most Flash websites need to be rewritten to support touch-based devices.

Sixth, the most important reason.

Besides the fact that Flash is closed and proprietary, has major technical 
drawbacks, and doesn’t support touch based devices, there is an even more 
important reason we do not allow Flash on iPhones, iPods and iPads. We have 
discussed the downsides of using Flash to play video and interactive content 
from websites, but Adobe also wants developers to adopt Flash to create apps 
that run on our mobile devices.

We know from painful experience that letting a third party layer of software 
come between the platform and the developer ultimately results in sub-standard 
apps and hinders the enhancement and progress of the platform. If developers 
grow dependent on third party development libraries and tools, they can only 
take advantage of platform enhancements if and when the third party chooses to 
adopt the new features. We cannot be at the mercy of a third party deciding if 
and when they will make our enhancements available to our developers.

This becomes even worse if the third party is supplying a cross platform 
development tool. The third party may not adopt enhancements from one platform 
unless they are available on all of their supported platforms. Hence developers 
only have access to the lowest common denominator set of features. Again, we 
cannot accept an outcome where developers are blocked from using our 
innovations and enhancements because they are not available on our competitor’s 
platforms.

Flash is a cross platform development tool. It is not Adobe’s goal to help 
developers write the best iPhone, iPod and iPad apps. It is their goal to help 
developers write cross platform apps. And Adobe has been painfully slow to 
adopt enhancements to Apple’s platforms. For example, although Mac OS X has 
been shipping for almost 10 years now, Adobe just adopted it fully (Cocoa) two 
weeks ago when they shipped CS5. Adobe was the last major third party developer 
to fully adopt Mac OS X.

Our motivation is simple – we want to provide the most advanced and innovative 
platform to our developers, and we want them to stand directly on the shoulders 
of this platform and create the best apps the world has ever seen. We want to 
continually enhance the platform so developers can create even more amazing, 
powerful, fun and useful applications. Everyone wins – we sell more devices 
because we have the best apps, developers reach a wider and wider audience and 
customer base, and users are continually delighted by the best and broadest 
selection of apps on any platform.

Conclusions.

Flash was created during the PC era – for PCs and mice. Flash is a successful 
business for Adobe, and we can understand why they want to push it beyond PCs. 
But the mobile era is about low power devices, touch interfaces and open web 
standards – all areas where Flash falls short.

The avalanche of media outlets offering their content for Apple’s mobile 
devices demonstrates that Flash is no longer necessary to watch video or 
consume any kind of web content. And the 200,000 apps on Apple’s App Store 
proves that Flash isn’t necessary for tens of thousands of developers to create 
graphically rich applications, including games.

New open standards created in the mobile era, such as HTML5, will win on mobile 
devices (and PCs too). Perhaps Adobe should focus more on creating great HTML5 
tools for the future, and less on criticizing Apple for leaving the past behind.

Steve Jobs
April, 2010

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