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	<title>Comments on: Analysis of FlashLite</title>
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	<link>http://blog.landspurg.net/analysis-of-flashlite/</link>
	<description>Technology, wireless, games...and more.....</description>
	<pubDate>Wed, 19 Nov 2008 12:03:53 +0000</pubDate>
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		<title>By: everypoint</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-186</link>
		<dc:creator>everypoint</dc:creator>
		<pubDate>Wed, 01 Mar 2006 16:46:28 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-186</guid>
		<description>&lt;strong&gt;TomSoft Analysis of FlashLite...&lt;/strong&gt;

Quick excerpts from TomSoft's analysis of the current state of Flashlite Pros Good development environment. Good graphical performance Cons Macromedia/Adobe just start to really experiment the issues of platform interoperability FlashLite, in my view,...</description>
		<content:encoded><![CDATA[<p><strong>TomSoft Analysis of FlashLite&#8230;</strong></p>
<p>Quick excerpts from TomSoft&#8217;s analysis of the current state of Flashlite Pros Good development environment. Good graphical performance Cons Macromedia/Adobe just start to really experiment the issues of platform interoperability FlashLite, in my view,&#8230;</p>
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		<title>By: &#187; Vale a pena?</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-176</link>
		<dc:creator>&#187; Vale a pena?</dc:creator>
		<pubDate>Fri, 24 Feb 2006 07:32:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-176</guid>
		<description>[...] Acabei de ler um interessante post que fala dos pontos positivos de uma aplicaçao desenvolvida em FlashLite e os pontos negativos. Muito bem; os pontos negativos sao maiores que os positivos e infelizmente nao sao problemas pequenos, cito alguns: - O FlashPlayer NAO pode ser atualizado automaticamente - Sera dificil de ofuscar o sucesso das aplicaçoes em J2ME - Outra que li, mas nao no mesmo texto, existem casos de telefones que tinham FlashLite pré instalado, e na nova versao do mesmo telefone, NAO tem mais! [...]</description>
		<content:encoded><![CDATA[<p>[&#8230;] Acabei de ler um interessante post que fala dos pontos positivos de uma aplicaçao desenvolvida em FlashLite e os pontos negativos. Muito bem; os pontos negativos sao maiores que os positivos e infelizmente nao sao problemas pequenos, cito alguns: - O FlashPlayer NAO pode ser atualizado automaticamente - Sera dificil de ofuscar o sucesso das aplicaçoes em J2ME - Outra que li, mas nao no mesmo texto, existem casos de telefones que tinham FlashLite pré instalado, e na nova versao do mesmo telefone, NAO tem mais! [&#8230;]</p>
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		<title>By: John Dowdell</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-103</link>
		<dc:creator>John Dowdell</dc:creator>
		<pubDate>Fri, 10 Feb 2006 22:09:40 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-103</guid>
		<description>Re: The SVG-Tiny engine inside Flash Lite 1.1... this was an optional SWF rendering library which was produced for European 3GPP compliance... from what I understand third-hand, many European phones had already contracted an SVG-T renderer, and SVG-T is low on the wishlist for Asian carriers &#38; manufacturers... I don't know of any distributions which have opted for that SVG-T rendering yet.

For info on how to render SVG-T in your own SWF, see other research into parsing and drawing such SVG files through ActionScript:
http://www.google.com/search?q=svg+wahlers+triolo

For distribution, Flash Lite is already an overwhelming presence in advanced markets, even though it is not yet common in emerging markets... take a look:
http://www.macromedia.com/mobile/supported_devices/

The reasons they prefer Flash Lite to Java are reduced development time, larger creative base, greater abstraction of device differences. 

For "updating your phone", you're right, getting masses of consumers to install something there is not practical. Phones have a shorter life than computers do, though, particularly as a local phone ecology advances. Consumer adoption rates should be slower than on computers because of the embedded angle, but they'll end up being a more solid number because it will be a capability of the phone model itself.

jd/adobe</description>
		<content:encoded><![CDATA[<p>Re: The SVG-Tiny engine inside Flash Lite 1.1&#8230; this was an optional SWF rendering library which was produced for European 3GPP compliance&#8230; from what I understand third-hand, many European phones had already contracted an SVG-T renderer, and SVG-T is low on the wishlist for Asian carriers &amp; manufacturers&#8230; I don&#8217;t know of any distributions which have opted for that SVG-T rendering yet.</p>
<p>For info on how to render SVG-T in your own SWF, see other research into parsing and drawing such SVG files through ActionScript:<br />
<a href="http://www.google.com/search?q=svg+wahlers+triolo" rel="nofollow">http://www.google.com/search?q=svg+wahlers+triolo</a></p>
<p>For distribution, Flash Lite is already an overwhelming presence in advanced markets, even though it is not yet common in emerging markets&#8230; take a look:<br />
<a href="http://www.macromedia.com/mobile/supported_devices/" rel="nofollow">http://www.macromedia.com/mobile/supported_devices/</a></p>
<p>The reasons they prefer Flash Lite to Java are reduced development time, larger creative base, greater abstraction of device differences. </p>
<p>For &#8220;updating your phone&#8221;, you&#8217;re right, getting masses of consumers to install something there is not practical. Phones have a shorter life than computers do, though, particularly as a local phone ecology advances. Consumer adoption rates should be slower than on computers because of the embedded angle, but they&#8217;ll end up being a more solid number because it will be a capability of the phone model itself.</p>
<p>jd/adobe</p>
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		<title>By: Bryan Rieger</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-23</link>
		<dc:creator>Bryan Rieger</dc:creator>
		<pubDate>Fri, 03 Feb 2006 17:50:39 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-23</guid>
		<description>Hi Tom,

Great post. FlashLite is quite interesting but Adobe has a long way to go to get any decent adoption. Nokia is a good start however.

I'm also somewhat suspect in regards to OEMs and carriers licensing yet another proprietary player technology. I think the mobile industry has been down this path too many times to easily be swayed to Flash Lite at this stage. 

A couple of links that might be of interest:

First, OpenLaszlo apps running on FlashLite 2
http://weblog.openlaszlo.org/archives/2006/02/openlaszlo-running-on-a-cell-phone/

Second, the OpenAjax initiative that also includes OpenWave:
http://www.cbronline.com/article_news.asp?guid=97D640A5-48E2-4078-A131-D7256CA376DC

The Flash/Ajaxy stuff on cell-phones won't replace Java and C++ on devices, but it could provide cost effective development alternatives to enable smaller content publishers to enter the mobile market.</description>
		<content:encoded><![CDATA[<p>Hi Tom,</p>
<p>Great post. FlashLite is quite interesting but Adobe has a long way to go to get any decent adoption. Nokia is a good start however.</p>
<p>I&#8217;m also somewhat suspect in regards to OEMs and carriers licensing yet another proprietary player technology. I think the mobile industry has been down this path too many times to easily be swayed to Flash Lite at this stage. </p>
<p>A couple of links that might be of interest:</p>
<p>First, OpenLaszlo apps running on FlashLite 2<br />
<a href="http://weblog.openlaszlo.org/archives/2006/02/openlaszlo-running-on-a-cell-phone/" rel="nofollow">http://weblog.openlaszlo.org/archives/2006/02/openlaszlo-running-on-a-cell-phone/</a></p>
<p>Second, the OpenAjax initiative that also includes OpenWave:<br />
<a href="http://www.cbronline.com/article_news.asp?guid=97D640A5-48E2-4078-A131-D7256CA376DC" rel="nofollow">http://www.cbronline.com/article_news.asp?guid=97D640A5-48E2-4078-A131-D7256CA376DC</a></p>
<p>The Flash/Ajaxy stuff on cell-phones won&#8217;t replace Java and C++ on devices, but it could provide cost effective development alternatives to enable smaller content publishers to enter the mobile market.</p>
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		<title>By: TomSoft</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-22</link>
		<dc:creator>TomSoft</dc:creator>
		<pubDate>Fri, 03 Feb 2006 13:06:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-22</guid>
		<description>Thanks for your comments  Marco.

  I think that what you are describing is the "ideal" target of Flash. However, from my "small" experience with Flash on my SonyEricsson, who is supposed to support FlashLite1.1, I already haves difficulties to make work several FlashLite 1.1 files.
  It seems that all of them works on Nokia S60, but not on SE. That's why I think that fragmentation on Flash is already a reality.

  Now regarding SVG tiny compatibility, can you describe it more? I now that Macromedia support includes a SVG Tiny players in some of his FlashLite implementation.

  About the player update, Flash will have the same issue than all the embeeded techno: if it's OpenOS (Symbian, Smartphone) update might be possible, but impossible on most of the mass market phones. So real advantage or disadvantage compared to others technoç

  Last point, about "designer technology": the development environment is -in my view- much more suited for designer than for developper. Again, I play the dummy guy, but it's probably the first time that I have so much difficulty to learn a new environment and to do some simple things with it.</description>
		<content:encoded><![CDATA[<p>Thanks for your comments  Marco.</p>
<p>  I think that what you are describing is the &#8220;ideal&#8221; target of Flash. However, from my &#8220;small&#8221; experience with Flash on my SonyEricsson, who is supposed to support FlashLite1.1, I already haves difficulties to make work several FlashLite 1.1 files.<br />
  It seems that all of them works on Nokia S60, but not on SE. That&#8217;s why I think that fragmentation on Flash is already a reality.</p>
<p>  Now regarding SVG tiny compatibility, can you describe it more? I now that Macromedia support includes a SVG Tiny players in some of his FlashLite implementation.</p>
<p>  About the player update, Flash will have the same issue than all the embeeded techno: if it&#8217;s OpenOS (Symbian, Smartphone) update might be possible, but impossible on most of the mass market phones. So real advantage or disadvantage compared to others technoç</p>
<p>  Last point, about &#8220;designer technology&#8221;: the development environment is -in my view- much more suited for designer than for developper. Again, I play the dummy guy, but it&#8217;s probably the first time that I have so much difficulty to learn a new environment and to do some simple things with it.</p>
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		<title>By: Marco Casario</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-21</link>
		<dc:creator>Marco Casario</dc:creator>
		<pubDate>Fri, 03 Feb 2006 11:52:31 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-21</guid>
		<description>ops .... when I wrote :

OOP with Actionscript 3 I meant Actionscript 2 ;)</description>
		<content:encoded><![CDATA[<p>ops &#8230;. when I wrote :</p>
<p>OOP with Actionscript 3 I meant Actionscript 2 <img src='http://blog.landspurg.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /></p>
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		<title>By: Marco Casario</title>
		<link>http://blog.landspurg.net/analysis-of-flashlite/#comment-20</link>
		<dc:creator>Marco Casario</dc:creator>
		<pubDate>Fri, 03 Feb 2006 11:46:19 +0000</pubDate>
		<guid isPermaLink="false">http://blog.landspurg.net/?p=52#comment-20</guid>
		<description>Hi Tom,
good analisys, but you missed some important points :

Strengths of FlashLite

- FL development does not imply doing lots of testing on target devices 
- OOP with Actionscript 3 support
- No fragmentation (
- SVG Tiny compatibility
- FL 2.0 supports video device capabilities (you can play/stream 3gp files)
- consistent runtime across profiles
- in my opinions FlashLite is not a designer technology (maybe it is in Asia, where FL is used for ringtones, animated wallpapers ..)
- in some phones you can  update the player just updating the firmware (Nokia phones)

Cons :

- FlashLite is not low-level in mobile development :(

Have a look at my old post on J2ME vs. FlashLite :
http://casario.blogs.com/mmworld/2005/08/flashlite_or_j2.html</description>
		<content:encoded><![CDATA[<p>Hi Tom,<br />
good analisys, but you missed some important points :</p>
<p>Strengths of FlashLite</p>
<p>- FL development does not imply doing lots of testing on target devices<br />
- OOP with Actionscript 3 support<br />
- No fragmentation (<br />
- SVG Tiny compatibility<br />
- FL 2.0 supports video device capabilities (you can play/stream 3gp files)<br />
- consistent runtime across profiles<br />
- in my opinions FlashLite is not a designer technology (maybe it is in Asia, where FL is used for ringtones, animated wallpapers ..)<br />
- in some phones you can  update the player just updating the firmware (Nokia phones)</p>
<p>Cons :</p>
<p>- FlashLite is not low-level in mobile development <img src='http://blog.landspurg.net/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>Have a look at my old post on J2ME vs. FlashLite :<br />
<a href="http://casario.blogs.com/mmworld/2005/08/flashlite_or_j2.html" rel="nofollow">http://casario.blogs.com/mmworld/2005/08/flashlite_or_j2.html</a></p>
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