Flash Player 10.1 on Google TV
I posted over on the Flash Platform blog over work we've been doing to bring Flash Player 10.1 to the Google TV.
Adobe and Google are working closely together on a number of different efforts including support for Flash Player 10.1 and AIR across various platforms and devices. One of these new platforms is Google TV, Google's new Android based platform that brings the power of the web in to the living room. Google TV includes Flash Player 10.1 integrated directly into the Google Chrome browser delivering the full Web to consumers on their television sets. The digital home is a huge step for Flash and it represents an amazing new screen for developers and content creators to bring rich interactive content to the TV.
With support for Flash Player 10.1, Google TV customers have access to the full web. This includes the approximately 75% of online videos and web games that use Flash, the vast numbers of rich Internet applications, and content across social networks. Flash Player 10.1 will support hardware-accelerated video playback and deliver smooth, HD (1080p) quality video on Google TV devices. We're excited that having Flash Player 10.1 as a key part of Google TV will enable an additional screen for the more than 3 million Flash developers to create content for.
We are seeing widespread interest from our partners in the digital home space and we are working closely with them to include support for Flash. Today, consumers can experience rich Flash-based applications, content and user interfaces in televisions, set-top boxes, and Blu-ray players from Samsung, Vizio, Haier, BestBuy Insignia, and Tivo. Game consoles such as Nintendo Wii and Sony PlayStation 3 also feature Flash technology.
Want to see it in action? Check out this video we shot on site at the Googleplex showing Flash Player running on Google TV.
Eight Hour Email Break
You know you're probably doing something wrong when there's exactly eight hours between your last email from the night before and the first from the next day. At least I'm sleeping eight hours a day. I call it my eight hour email break.
New Year, New Job (Same Adobe!)
What's a better way to start a new year than a new job? In January, I moved over from our AIR group, where I was doing iPhone stuff, to our Digital Home group, helping to bring Flash in to the Digital Home and connected living room segment.
I've had an amazing time working to bring AIR to the iPhone (and now the iPad!). It was a very unique opportunity to work within the company on a small, motivated, focused and talented team to bring out what was effectively a secret project and launch it at MAX. With the CS5 launch right around the corner, it's super-exciting to see the technology ship in Flash (apparently our team is in the credits!) and get developers access to what we've been working on.
It's a very exciting change and I've been having a blast these last three months working in the new team. We've been working hard to build out our strategy and get all the pieces in place to really execute and bring out a whole new set of TV experiences over the next few years. Having spent the last few weeks traveling and talking to customers it's amazing what kind of innovation will happen in this space in the next few years. Hardware specs in TVs, Bluray Players, and set top boxes are growing rapidly which will enable content creators and developers to unlock the TV in ways we haven't seen before. To give you some flavor of this, we're seeing a quick move in the industry from 300MHz CPUs last year up to nearly GHz CPUs in the next 6-18 months.
So what is Adobe doing in the Digital Home space? Well, there's some stuff that's pretty obvious, some stuff we've shipped, and some stuff I can't mention just yet. I'm lucky enough to be working with a team that has the first release under their belt which is a Flash Lite 3.1 based runtime optimized for TV-style devices. We've got a ton of customers building content and others shipping that content on their devices. As we go in to the year we'll see a lot more devices ship with Flash. Plus, we're hard at work on the next version of our runtime and our software solution (hint: it's a lot like we've done for mobile web browsing). But more details on that later!
BTW: I'll be at NAB next week in Las Vegas if anybody is there and wants to chat about what Adobe is doing in this space. DM me @hyperionab. I'm also presenting at the theater in the Adobe booth Tuesday at 230pm in the Las Vegas Convention Center, giving a talk entitled "Extending the Adobe Flash Platform Across Screens". It'll also be on Adobe TV if you missed it and wanted to see it.
Requesting Access To the Flash CS5 Beta
We've been posting in a few places how to get access to the Flash CS5 private beta program. This whole iPad thing has gotten people really excited, so folks have been emailing our iphone-prerelease@adobe.com address in order to request access. Here's a screenshot of my inbox getting flooded with the access requests. Much love to the Flash community!
Flash iPhone Apps and the iPad
If you were anywhere near tech news today, you probably noticed Apple announced the iPad. I don't fully get it, but hey -- they're Apple and they'll probably sell a few million of them.
The cool thing for iPhone developers is that their iPhone apps run out of the box on the iPad. The iPad is 1024x768 device that runs an "Apple A4" processor. What this means to iPhone developers is their UIs will be by default upscaled by 2x from their native 480x320 to 960x640. I'm going to assume there will be some unused areas of the screen since the aspect ratios don't match up between the two devices.
The processor, an Apple A4 is a new beast that has no mention prior. I'm going to venture a guess here that it's an ARM core, probably Cortex A8 or Cortex A9, built with some of the IP they acquired from P.A. Semi.
Since they're running iPhone / iPod touch apps which are ARM binaries, it's unlikely they're running an emulation layer of any sort, and just running the apps straight on the A4 core.
What does this mean for Flash app built with the Packager for iPhone? It means more devices and faster processors! We'll be working to ensure that our packager works to enable developers to target the new iPad device. Even today, apps that are already in the App Store built with the Flash Platform should be supported.
My colleague Michael Chou has posted additional information on the Flash Platform blog. Also, Christian Cantrell has posted a great article on authoring for multiple screen sizes that went live today.
Unlocking the iPhone for Flash Developers
I wrote a post for the Flash Platform Blog entitled Unlocking the iPhone for Flash Developers, which talks about the latest apps that have been built for the iPhone using a pre-release of our Packager for iPhone. I'm cross posting it here.
Over the weekend there was a great article in TechCrunch about the large number of Flash developers who are ramping up to deliver apps on the iPhone using Flash Platform tooling.
As you know, since we announced the Packager for iPhone at MAX, we've been running a small pre-release program for Flash Pro CS5. Adobe pre-releases give a small set of developers early access to builds of our tools (in this case Flash CS5) to test and to create content. Developers in our pre-release work closely with our product teams to give feedback and submit bugs. The fun part in the case of the Flash pre-release is the end product of working with our developers, they end up building and getting apps into Apple's App Store.
We wanted to share a couple of the apps that were built by our pre-release developers that we thought would be interesting to our readers.
Alchemist
Alchemist is an addictive puzzle that challenges player's memory, reaction and logic. You are playing an apprentice who has to help his Alchemist master to test our secret formulas and find the one that produces the most gold.
Boost Your Brain
Are you smarter than your friends? Boost your Brain is a collection of fun and addicting games including logic puzzles, mental calculations and memory trainers.
iGevalt
iGevalt is a 3D dreidel simulator for Hanukkah. A dreidel is a four-sided spinning top, played with during the Jewish holiday of Hanukkah.We're starting to see our developers coming to the CS5 pre-release with existing web apps and games they have that they want to build for the iPhone. Our own Ted Patrick made his Sudoku game run as an AIR app and an iPhone app from the exact same code base. Want to do the same? If you have an app you want to build, shoot us a mail at iphone-prerelease@adobe.com. We've got a few spots open on the pre-release if you have a specific app you'd like to port.
Sprint Backlog Task: Ice Cream
One of the many, many reasons I love working on software is how whimsical it can sometimes be. I was reviewing a sprint backlog for one of the scrum teams that work on the Distribution Service and came across this sprint item.

Building software is most of the time super stressful but I love when people find a way to add some funny in to the mix. Remember, getting the ice cream comes before updating the production server.
P.S. This backlog item reminds me of a similar story when I was working in China. One of our developers in China was reading a set up document written by a developer in the states. One of the steps read "install Windows Server", and the step right after that said to "Enjoy a Dr Pepper" since the installation would take a while. Our dev had no idea what that meant and of course Baidu nor Google were of any help. In the end, he ended up having to ask his manager what that step meant.
Flash Apps for iPhone Video
Lee Brimelow did a video cast of how you can use Flash Pro CS5 to build an app for the iPhone. Lee goes through setting up your project and builds a quick application that uses the new accelerometer APIs. Take a look at the video and the process that's used to go build the app. Since it's beta software, the UIs may/will change but the video gives you a good idea of how to get started building an app for the iPhone using ActionScript 3.0.
AIR 2 and Flash Player 10.1 Betas
Today we made available the betas for Flash Player 10.1 (on the desktop) and AIR 2. While there's a ton of features in both runtimes, one of the things that's coolest to me is the shared work that's gone in to the core of the "Flash runtime". Across both runtimes, apps will use less memory and consume fewer CPU cycles just by the nature of the work that's gone in to the runtime.
Since the cores are the same between Flash Player and AIR both runtimes benefit from the shared work. All this matters even more as we bring the Flash Platform to mobile devices (esp memory and CPU). Plus, features like the global exception handler (something the community has wanted for years, as I understand it) get exposed in the browser and in the desktop.
On the features side, I'm most excited about the support in Flash Player for hardware decoding of H.264 videos on Windows. The demo that our CTO showed at MAX had Hulu HD running on a netbook sipping CPU. On the AIR side it's a tossup between the new networking features and the new native process APIs. My coworker, Rob, has a full write up at Logged In in the Adobe Developer Connection, so head there to learn more.
Needless to say, congrats to the teams and send us your feedback!




