Posts Tagged ‘iphone’

The real reason your iPhone will NEVER get Flash

Sunday, February 21st, 2010

Oh, for crying out loud. If I read one more blog post about why Flash doesn’t work on an iPod / iPad / iPhone I’m going to scream. I bit my lip when the “because the swf format is not open source” comments started. I rolled my eyes when the “it’s because they hate each other” nonsense took hold. Same with the processor hogging / battery life debate. And now I’ve just read a post that argues the fact that roll-over states can’t be implemented on a touch screen as the main reason. The fact that every App on the App store seems to get on fine without a roll-over state and a simple change in approach to flash design would solve it, seems to be too much of a mountain to climb. [Update] Seems Mike Chambers is with me too. Flash designers (myself included at times) have the same attitude to Accessibility, I.e. I would have to change, so it’s not worth it. Each arguement has a valid point some extent but all in all, they are (in my opinion) just pointless finger waving compared to the main issue.

As is customary at this point, on this subject, I seem to have to declare my allegiances. Yes I develop Flash and have for years. But I also have experience publishing iPhone apps and the inner workings of the iPhone development (and deployment) world. I’ve also been coding since 1982. I was there before flash and the iPhone and I’ll be there after no doubt. I’ve seen many things come and go and have a job in a digital agency where I get involved in the inner workings of the business models of certain platforms and content strategies. I like my iPhone, I like Flash, I like Adobe, I like Apple.

Right, that’s that out of the way. What’s my point? The App store model is the ONLY point. So 3 billion Apps have been download, of which an estimated $75million goes to Apple EACH MONTH. That’s profit btw. They didn’t develop the Apps, they don’t have to support the Apps, Apple simply take their 30% of the App revenue to cover ‘making it happen’.

If you want to play a game on the iPhone, you download the App.

If you want to play a game on a PC / Mac, you go to Miniclip or similar and play a Flash game. The ad-funded or Advergame model may not be perfect but it does seem to, just about, keep the internet free.

In fact, if you want to do many things on your PC / Mac, you will probably find a Flash or Java ’something’ for it. Quite literally… “there’s a free App for that”.

Now imagine what would happen to that juicy $75million a month if you just went to a full screen Flash App on a website using Safari. Yep, you wouldn’t pay a thing for a game again.

Apple innovated with music downloads when others were struggling to come up with a model. With the App Store, Apple have also managed to get people to pay for low-level content too. Something not achieved before. Of course they wouldn’t want to allow Flash to punch big, leaky holes in their ever-so-tight monopoly for extending the iPhone’s functionality. I can’t EVER see a point where Apple will let this change unless all Flash content is preceded with an ‘pay now’ popup or micro-payment system or, heaven forbid, Adobe pays a hefty fee each month ($75million?) to offset Apple’s loss in profit.

So it’s not about handbags at dawn, it’s not about something as trivial as a rollover state, it’s (unsurprisingly) about guarding a business model that makes more in a month than most companies make in their lifetime.

I do love the blurring of the edges however. Those ’screw you’ moments like Gordon, completely written in iPhone-browser-friendly javascript that allows simple Flash to be played in the Safari browser. I also like Adobe’s own (rather cobbled together) functionality in the upcoming Adobe Creative Suite 5 to allow Flash to be compiled directly as an iPhone App. For Flash developers, Apple has turned itself into the cliché vision of King Kong, swatting off the annoying advances of desperate attackers determined to find a weakness, and exploit it. Will they succeed? I hope so. Will Apple’s clean, tidy walled-garden get scruffy and diluted? Probably. Will Flash content be on your iPhone any time soon? No.

Google Anal…

Wednesday, February 3rd, 2010

Just checking my Google Analytics on the old iPhone… crikey! Not sure what’s funnier, the cut-off URL or the fact I’ve just entered ‘anal’ as a tag on one of my own blog posts.

iPhone OS 3.0 GM SEED install error -9807

Thursday, June 11th, 2009

Just installed the iPhone OS 3.0 GM seed file onto my iPhone 3G from my iMac. I’m part of the iPhone Developers program so the ’seed’ means ‘pre-release’, as the official update isn’t due until the 17th June or so. So slightly excited and nervous just in case something went wrong.

So, initially all went well. Process was something like this…

  1. Download the .dmg disk image
  2. Open it to view the .ipsw file
  3. Fire up iTunes, select the iPhone
  4. VERY IMPORTANT: **Backup the phone** You may need the backup data later!!!
  5. Option-click (alt-click) the ‘restore’ button
  6. In the dialogue box, locate the .ipsw file
  7. Wait for it to do its thing and restart the phone
  8. Restarted iTunes… PROBLEM!!

The iPhone had a ‘connect to iTunes’ diagram on it’s screen and wouldn’t go any further. Like so…

Restarted iTunes then it threw an error…

“We could not complete your iTunes Store request. An unknown error occurred (-9807).”

This can happen with the iTunes store and keychain errors, so I repaired my keychain. No change to the error though.

The iPhone was visible intermittently in iTunes but had no options or content listed under the icon, even right-clicking it just displayed ‘Eject’. Tried restarting both Mac and iPhone. No joy.

Finally tracked it down to a permissions thing. Luckily, I had a few user accounts set up on my iMac, so I logged out of mine and into another. If you don’t have them, then set one up from the System Preferences/Accounts panel. Fired up iTunes in the other account and the iPhone sprang to life! Yay!

Then I logged into the main user account again, fired up iTunes again and everything worked.

I then noticed my data hadn’t actually migrated back during the update (apps, prefs, photos etc.). Thank god for that backup I just did (see above). So I then restored to the backup. This restores the data, not the OS, so I still have OS 3.0 etc.

I then had to manually synced the Applications back (as I had them set to manually sync anyway) and it finally looks like it was supposed to!

Had a quick play and all my emails are there, text messages intact, contacts, ringtones, apps etc. Had to move my apps around the screen manually to tidy them up but apart from that all good.

Hopefully this won’t happen to the public release but hope this helps if you do need it.

:: STOP PRESS ::

Just found this entry that may help. If you’ve got Little Snitch running on your Mac, you may be seconds away from the answer!

The iPhone iPint and other cool ads…

Monday, November 3rd, 2008

If you manage to get your hands on the November edition of Revolution Magazine you may recognise the name on page 76! Well, you would if they spelt it right (it’s Dino Burbidge, not Dino Burbridge… story of my life).

I had the honour of writing the ‘Creative Review’ feature, where industry big-wigs pick campaigns and content that has caught their eye, or that caused a stir. I chose the ubiquitous iPint for the iPhone by Beattie McGuinness Bungay as my feature and also chose four others that I thought warranted some heat, both good and bad.

If you’re interested, click the page layout image below to get a bigger, almost readable sized version… or go and buy the magazine! :)

Beware the Android!

Monday, September 29th, 2008

I had a fiddle with the Apple iPhone developer kit last week and it was a relatively painless experience. I had an app, albeit a useless one, up and running within an hour, like so. Apple applied the same philosophy to their development tools as they did to their consumer-facing products. It was fun, simple and even a Visual C newbie like me could figure the basic out.

Just done the same to Google’s Android developer platform. Wow, what a difference. Where Apple installs lots of applications, tools and nic-nacs to fiddle with, Android can barely bring itself to unzip the scattering of .jar files and nasty looking anonymous files into a snappily named folder “android-sdk-mac-x86-1.0_r1″.

Hmmm ok. Discarding my own “if you need to look at the manual, it’s not very good” philosophy, I followed the ugly-as-hell installation instructions. What a can of worms I’ve just opened. I need to download a third-party development environment such as Eclipse 3.4. I Google it, visit their website but can’t figure out what to download. Eclipse IDE for Java Developers? Eclipse Classic 3.4.1? Don’t know. Didn’t bother… boredom setting in…

Once you’ve installed Eclipse, you also have to install the Eclipse Plugin (ADT) with it’s own set of tecno-babble installation instructions.

So now I’m ready for my “Hello Android” starter experience. I believe the expression in OMFG! How nasty and difficult can they make it?

Ok, what’s my point? My point is the internet exploded because of two things. Creatives and Flash. Before flash, developers used stuff like C++ or HTML. Some used Javascript but on the whole, they smelled of wee and old pastry and knew the names of all the planets in Star Wars. Coders stayed in their cave and designers stayed in theirs. Then designers found a tool they could play with without too much programming. They could make content for the internet that was fun, irreverent, thought-provoking, high quality and cheap. Tradition coders didn’t get involved as ‘Actions’ were too crude to make anything out of. I loved it and so did many others. I made Flash 4 games, sites, I solved problems and people started to see the internet as a fun place rather than a place where games had interfaces made with grey Windows UI buttons. Here’s the first site I ever made in Flash 4 btw, and it ran off text files! :)

The beauty happens when people cross the lines. The epiphany where code and creativity combine to create something greater than the sum of the parts. Content exploded. Games, videos, animations, crazy (and often pointless) websites popped up at an astonishing rate to feed the new demand of the first dot-com boom. I’d been using the web for 6 years before flash came out and in one year, it was astonishing what was happening.

Spool forward a few years and Flash updated its coding engine to Actionscript, then Actionscript 2… and now Actionscript 3. Coders can come to flash from C++, Java etc. and get developing straight away. Unfortunately, flash has started to get too complex for those pioneers of creativity, the bedroom creatives out there. Coders now have a bigger cave to sit in and designers are too busy playing with their iPhones to notice the gap that’s opening up again. Most are too young to know how it ‘used to be’. Those of us that remember know it was a sterile, fractured, dysfunctional and ugly place to be. If someone has an idea, it’s imperative they have the tools to express themselves without barriers. Creativity isn’t just for designers, it’s for everyone. I can’t express how important it is to offer tools to allow those with ideas to create them, to innovate, to inspire and drive the internet forward.

As an example, look at the winners of Android’s $10 million Developer Challenge. I’m sure they’re very clever, but please, these were judged the best in the world!

What Google have offered in this case is embarrassing and depressing. I’m a big fan of a bunch of their stuff but this smacks of slapping their name on someone else’s technology and turning a blind eye to their values. I cannot use their ‘open platform’ as it’s closed to anyone other than hardcore coders. Ok, you can argue that the Apple Xcode Visual C experience is pretty nasty, but the doors are wide open and welcoming. Google has locked theirs, dug a couple of moats and put a huge, angry robot on guard to quickly beat the enthusiasm out of any passer by.

Maybe that’s why they called it Android…

My first iPhone app…

Friday, September 26th, 2008

Yep… I make my first iPhone app and it really is that simple to compile. No reason for the Chuck Norris image really, I had to use something. I don’t actually have an iPhone yet so I even find the emulator fun to play with at the moment.

The Xcode development platform absolutely rocks but if I’m honest, I only get half of it. It really is a half and half thing. The half I get is the interface constructor, the UI libraries and so on. The half I don’t get is the slightl weird Visual C syntax of the code. If you know C or maybe even AS2 or 3, some of it will be familiar but the rest is propper strange. Most of the answers to “why?” are “because you have to”. Still, I fully realise its my lack of cleverness rather than Apple’s dev platform. They seem to have done pretty well with it so far.

Anyway, I’m off to get some more skill, so watch this space.