Thoughts on Flash
By Steve Jobs
By Steve Jobs
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 250,000 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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