Showing posts with label flash. Show all posts
Showing posts with label flash. Show all posts

August 17, 2011

Adobe products and Java make Kaspersky's top 10 security loopholes

This includes Aodbe Reader, Flash (of course, with multiple security issues), Air and Shockwave. Microsoft doesn't show up this time. Probably another good reason to switch to Javascript / HTML5 / CSS3?

Adobe Produkte und Java sind laut Kaspersky die Top-10 Sicherheitslücken
Betroffen sind Adobe Reader, Flash (offensichtlich, mit mehreren Sicherheitsrisikos), Air und Shockwave. Microsoft ist übrigens aktuell nicht mehr Teil dieser Liste. Ein weiterer guter Grund auf Javascript / HTML5 / CSS3 umzusteigen?

July 22, 2011

All is not well with Lion

Adobe has posted a long list of known issues with Adobe products on Mac OS 10.7. Basically, all of their products are affected in some way -- including dependencies on Java and Apple's weird decision to not have JRE automatically pre-installed any more. The full list is here.

Personally, I will only switch to Lion for the sake of XCode and App-development, and I'm pretty glad that I am currently in no rush to do so and can sit out some of the problems.

Probleme mit Lion
Adobe hat eine lange Liste mit Problemen von Adobe Produkten auf Mac OS 10.7 veröffentlicht. Betroffen ist mehr oder weniger jedes ihrer Produkte -- z.B. auch wegen Java-Dependencies und Apples etwas seltsamer Entscheidung, JRE nicht mehr automatisch vorzuinstallieren. Die Liste ist hier einzusehen.

Ich werde persönlich nur wegen Xcode und der Entwicklung von Apps auf Lion umsteigen müssen und bin ziemlich froh, daß ich damit im Moment nicht sonderlich in Eile bin und die Probleme aussitzen kann.

April 13, 2011

Another Flash Zero-Day-Exploit

Just a few weeks after the last zero-day-exploit, Adobe warns of a new vulnerability in Flash, with a patch coming up soon. Security-patches seem to be Adobe's new strategy of getting new Flash-versions into the market.


Neue Zero-Day-Lücke in Flash
Gerade mal ein paar Wochen nach dem Schließen der letzten Zero-Day-Lücke warnt Adobe nun vor der nächsten Sicherheitslücke in Flash. Sicherheits-Patches scheinen Adobes neuer Weg zu sein, die neueste Flash-Version in den Markt zu drücken.

November 07, 2010

Proof that Flash decreases battery life

Yep, you heard it before -- but what's the news here? The memory footprint of Flash doubled or tripled after upgrading from Flash-player 9 to 10 last or last-last year (from my own observation on a Mac). It's not uncommon that a complex Flash-app will immediately kick-start the fan.



Flash verkürzt Batteriezeit
Ja, das gab es neulich häufig zu lesen -- aber ist das wirklich neu? Der Memory-Footprint von Flash hat sich beim Upgrade vom Flash-Player 9 zur Version 10 letztes oder vorletztes Jahr verdoppelt oder verdreifacht (von meiner eigenen Etnwicklerarbeit auf einem Mac aus gesehen). Nicht selten startet auf dem Mac beim Aufrufen einer komplexeren Flash-Anwendung direkt der Lüfter.

November 03, 2010

Why Unity won't suffer from hardware-accelerated Flash

Adobe will deliver hardware-acceleration for 3D for Flash in the first half of 2011. They are going to add a new Adobe Labs-page about this key-feature in the next months.


I read a comment on Gamasutra that this spells trouble for Unity3D next year. I beg to differ, mainly out of three reasons:


First: Market-penetration

Of course Flash has a dominant market-penetration with its installed plug-in base. But new hardware-accelerated features will require the latest Flash-plugin (probably version 11). Moreover, Unity seems to have a different approach to its plugin-architecture: more logic seems to be inside compiled code, rather than in the plugin itself; the upgrade from Unity 2.6 to 3.0 did not require any new plugin installation. Furthermore, Unity also caters to the gaming-console-market.


Second: Unity is focussed

Flash is a great all-round-tool, while Unity concentrates on 3D-media and -games. Flash is capable of a lot more, but Unity is better at the things its meant for. Just compare the working-metaphors of Flash and Unity: since the advent of AS3, the mode of operation for Flash changed more and more to "do everything in code" (especially when working with Flex). Unity uses a lot of drag & drop and so-called "exposed properties", which accelerates many production steps.


Third: the production-pipeline counts

Integrating a good production-pipeline is crucial for working with 3D and games. Unity has the edge over Flash here: you simply drop more or less any file-format into your working folder and it immediately becomes usable in Unity. That's a huge difference to the hoops you need to jump through to import complex 3D-assets into one of the large 3D-engines for Flash like Away, Sandy etc. I have written VRML-parsers myself for Sandy and Away in the past years, switching to Unity was a real eye-opener for me.



Warum hadwarebeschleunigtes Flash keine Konkurrenz für Unity ist


In der ersten Hälfte 2011 gönnt Adobe Flash endlich Hardwarebeschleunigung für 3D. In den nächsten Monaten wird es für diese Funktionalität einen neuen Adobe-Labs Bereich geben.


In einem Bericht von Gamasutra las ich den Kommentar, daß Unity sich im nächsten Jahr einigen Schwierigkeiten gegenübersehen wird. Ich sehe das anders, und zwar aus drei Gründen:


Erstens: Marktdurchdringung

Sicher hat Flash gegenüber Unity einen gewaltigen Vorsprung was seine Plugin-Marktdurchdringung angeht. Aber für die neuen 3D-Hardware-Fähigkeiten wird man den neuesten Flash-Player (vermutlich Version 11) benötigen. Zudem: Unity hat offenbar eine andere Philosophie bei seinem Plugin als Adobe -- es scheint mehr Logik im kompilierten Code als im Player zu stecken; so war z.B. beim Umstieg auf das brandneue Unity 3 kein Plugin-Upgrade nötig. Außerdem eröffnet Unity Zugang zum Marktsegment der Konsolenspiele.


Zweitens: Unity ist fokussierter

Flash ist ein Allround-Tool, Unity konzentriert sich auf 3D-Medien und Spiele. Sicher "kann" Flash mehr, aber Unity ist besser in den Dingen, für die es gedacht ist. Das zeigt sich für mich z.B. in der Arbeitsmetapher: seit dem Umstieg auf AS3 ging die Arbeitsweise von Flash immer mehr dazu über, alles durch Programmierung zu lösen (vor allem wenn man mit Flex arbeitet). Bei Unity kommen Drag & Drop und "Exposed Properties" zum Einsatz. Damit lassen sich einfache Arbeitsschritte sehr schnell erledigen.


Drittens: die Produktions-Pipeline zählt

Der Einsatz von 3D hängt stark von der Qualität der Integration der Produktions-Pipeline ab -- und hier hat Unity eindeutig die Nase vorn: man kann ein (fast) beliebiges 3D-Objekt in den Projektordner ziehen und dieses steht dann in Unity zur Verfügung; ein Riesenunterschied zu den Problemen hat, aufwendigere Objekte in einer der gängigen 3D-Flash-Engines (Away3D und Konsorten) zu verwenden. Ich habe in den vergangenen Jahren selber VRML-Parser für Sandy und Away geschrieben. Der Umstieg auf Unity war da ein echter Augenöffner.

September 10, 2010

Hell freezes over

Wer hätte das gedacht: Apple machte gestern bekannt, daß sie von nun an doch cross-kompilierte Inhalte für iPhone und iPad zulassen werden -- dies hatte Apple vor einigen Monaten in einem ihrer SDK-Agreement-Updates blockiert:
"In particular, we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need."
Man darf gespannt sein, ob sich nun eine Flut von Flash-Apps anbahnt.



Hell freezes over
Lo and behold! Apple announced just yesterday that they are going to relax their rules for cross-compiled content on iPhone and iPad:
"In particular, we are relaxing all restrictions on the development tools used to create iOS apps, as long as the resulting apps do not download any code. This should give developers the flexibility they want, while preserving the security we need."
It'll be exciting to see if there will be a flood of Flash-Apps and how this going to influence the future of HTML5


April 10, 2010

Apple drops nuke on Adobe and developers

The day before yesterday, Daring Fireball's John Gruber was the first to point out that iPhone OS 4 SDK bans cross-compiled applications, promoted as a key-feature for Adobe's upcoming Flash CS5:
"Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited)."
"What they are saying is that they won’t allow applications onto their marketplace solely because of what language was originally used to create them. This is a frightening move that has no rational defense other than wanting tyrannical control over developers and more importantly, wanting to use developers as pawns in their crusade against Adobe. This does not just affect Adobe but also other technologies like Unity3D...
Speaking purely for myself, I would look to make it clear what is going through my mind at the moment. Go screw yourself Apple."
As the dust starts to settle, it does not seem to be clear though, if this was a move by Apple solely to kick Adobe in the sternum. AppleInsider reports today:
"But if Apple were simply trying to block Adobe from cross-compiling Flash to create iPhone apps, it could have added the changed text to its existing license agreement and spoiled Adobe's CS5 party immediately, rather than just threatening change that appears fated to kick in when Apple delivers iPhone 4.0 in June...

The primary reason for the change, say sources familiar with Apple's plans, is to support sophisticated new multitasking APIs in iPhone 4.0. The system will now be evaluating apps as they run in order to implement smart multitasking. It can't do this if apps are running within a runtime or are cross compiled with a foreign structure that doesn't behave identically to a native C/C++/Obj-C app.

'[The operating system] can't swap out resources, it can't pause some threads while allowing others to run, it can't selectively notify, etc. Apple needs full access to a properly-compiled app to do the pull off the tricks they are with this new OS,' wrote one reader under the name Ktappe."
Personally, I am more interested if Unity3D will be affected by this rule as well (as expressed by many other users in the Unity3D-Developers' Forum). In a posting at Unity's official blog, CEO and co-founder David Helgason points out today:
"Here at Unity, we are working hard on getting good information, and working to understand whether – or how – the new changes could affect the developer community and others. We have reached out to both official and unofficial contacts at Apple, we are talking to other companies in a similar situation to us, and we’ve been diligent in reading the ToS to get to the best legal (and business-wise) analysis of it.

We haven’t heard anything from Apple about this affecting us, and we believe that with hundreds of titles (or probably over a thousand by now), including a significant proportion of the best selling ones, we’re adding so much value to the iPhone ecosystem that Apple can’t possibly want to shut that down.

Our current best guess is that we’ll be fine. But it would obviously be irresponsible to guarantee that. What I can guarantee is that we’ll continue to do everything in our power to make this work, and that we will be here to inform you when we know more – as soon as we know more."
It's hard to say how Unity3d might be affected; it produces Xcode and Objective-C source files more like a pre-processor rather than a cross-compiler. But then again, Unity-developers are coding in C-Sharp and Javascript, which seems to violate the point of "only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs." This might be an issue, but could probably be fixed with a Unity-update; Unity3D's team is known for such fixes, as Helgason points out:
"In the ancient days of the App Store (July 2008), Apple changed the kernel to disallow JIT (just-in-time) compilation. We worked around this by changing Mono to AOT (ahead of time) compile scripts instead (this is why some dynamic constructs in our JavaScript doesn’t work on the iPhone). It was a lot of work, but we made it work to enable all these amazing Unity games to be sold in the App Store..."


Apple torpediert Adobe und Entwickler
Vorgestern wurde bekannt, daß Apples neues iPhone OS 4 SDK cross-kompilierte Applikationen ausschließt; eines der langerwarteten Features von Adobes neuester Flash-Version CS5. Daring Fireballs John Gruber berichtete als erster darüber:
"Applications may only use Documented APIs in the manner prescribed by Apple and must not use or call any private APIs. Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine, and only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs (e.g., Applications that link to Documented APIs through an intermediary translation or compatibility layer or tool are prohibited)."
Flash-Guru Lee Brimelow zeigte sich in seinem Blog verärgert:
"What they are saying is that they won’t allow applications onto their marketplace solely because of what language was originally used to create them. This is a frightening move that has no rational defense other than wanting tyrannical control over developers and more importantly, wanting to use developers as pawns in their crusade against Adobe. This does not just affect Adobe but also other technologies like Unity3D...
Speaking purely for myself, I would look to make it clear what is going through my mind at the moment. Go screw yourself Apple."
Während sich die ersten Staubwolken legen, scheint es nicht völlig klar zu sein, ob es wirklich Apples Hauptintention war, Adobe in der verlängerten Rücken zu treten. AppleInsider berichtet:
"But if Apple were simply trying to block Adobe from cross-compiling Flash to create iPhone apps, it could have added the changed text to its existing license agreement and spoiled Adobe's CS5 party immediately, rather than just threatening change that appears fated to kick in when Apple delivers iPhone 4.0 in June...

The primary reason for the change, say sources familiar with Apple's plans, is to support sophisticated new multitasking APIs in iPhone 4.0. The system will now be evaluating apps as they run in order to implement smart multitasking. It can't do this if apps are running within a runtime or are cross compiled with a foreign structure that doesn't behave identically to a native C/C++/Obj-C app.

'[The operating system] can't swap out resources, it can't pause some threads while allowing others to run, it can't selectively notify, etc. Apple needs full access to a properly-compiled app to do the pull off the tricks they are with this new OS,' wrote one reader under the name Ktappe."
Ich bin persönlich eher daran interessiert, ob Unity3D ebenso von dieser Regelung betroffen sein wird (genau wie viele weitere Nutzer im Entwicklerforum). Heute reagierte CEO und Gründer David Helgason in Unitys offiziellem Blog:
"Here at Unity, we are working hard on getting good information, and working to understand whether – or how – the new changes could affect the developer community and others. We have reached out to both official and unofficial contacts at Apple, we are talking to other companies in a similar situation to us, and we’ve been diligent in reading the ToS to get to the best legal (and business-wise) analysis of it.

We haven’t heard anything from Apple about this affecting us, and we believe that with hundreds of titles (or probably over a thousand by now), including a significant proportion of the best selling ones, we’re adding so much value to the iPhone ecosystem that Apple can’t possibly want to shut that down.

Our current best guess is that we’ll be fine. But it would obviously be irresponsible to guarantee that. What I can guarantee is that we’ll continue to do everything in our power to make this work, and that we will be here to inform you when we know more – as soon as we know more."
Es ist schwer abzuschätzen, inwiefern Unity betroffen sein wird. Unity erzeugt Xcode und Objective-C-Quelldateien und verhält sich eher wie ein Prä-Prozessor als ein Cross-Compiler. Andererseits schreiben Unity-Entwickler Code in C-Sharp und Javascript, was eventuell die Bedingung "only code written in C, C++, and Objective-C may compile and directly link against the Documented APIs" betrifft. Dies könnte ein Problem darstellen, allerdings ließe sich das vermutlich in einem weiteren Unity-Update fixen. Das Unity-Team ist durchaus bekannt für solche Workarounds, wie David Helgason klarstellt:
"In the ancient days of the App Store (July 2008), Apple changed the kernel to disallow JIT (just-in-time) compilation. We worked around this by changing Mono to AOT (ahead of time) compile scripts instead (this is why some dynamic constructs in our JavaScript doesn’t work on the iPhone). It was a lot of work, but we made it work to enable all these amazing Unity games to be sold in the App Store..."
:) <- Lutz

February 23, 2009

Just how deep is Flash player penetration anyway?

Asks PCPro's Tom Arah. It was about time somebody asked this question. Says Arah:
"...The first of these reveals that the total number of PCs is based on a forecast made two years ago – an age in internet time. Already then the margin of error on numbers at least is enormous... The second reveals that the figure is based on devices capable of reading Flash player 7 content. To be fair to Adobe they do give the penetration stats for different player releases and thanks to auto-updating the figure for the latest Flash player 10 is already around 55%... The third note is the most significant:
“Total Player penetration is a calculation of the total number of PCs connected to the internet, multiplied by the weighted percentage of worldwide penetration from the Millward Brown study. This is an assumption made by Adobe.”
On top of which the underlying numbers on which such a major claim are built seem tiny with an apparent total survey sample size of 4,600 ie around 0.0005% of the suggested 956,000,000 total (and then weighted according to the CIA World Factbook!)..."

I remember the time when Flash 4 was around, when penetration rates climbed very slowly; then, it must have been the transitional period of Flash 4 to 5 (or 5 to 6, I'm not entirely sure here), the figures jumped to around 99% from one month to another, with each new player version consistently starting out at above 50-60 percent of penetration. And that was that. I ever doubted these figures from that moment on. Now, please don't get me wrong -- Flash is totally ubiquitious, and my own work heavily depends on it. I just kept wondering about the real penetration figures all along.

With the stated 5% margin of error, Adobe has already reached a whopping 104 percent of market penetration, now that is something...



Wie weit verbreitet ist Flash wirklich?
Das fragt Tom Arah bei PCPro. Es war wirklich an der Zeit, daß jemand diese Frage stellt:
"...The first of these reveals that the total number of PCs is based on a forecast made two years ago – an age in internet time. Already then the margin of error on numbers at least is enormous... The second reveals that the figure is based on devices capable of reading Flash player 7 content. To be fair to Adobe they do give the penetration stats for different player releases and thanks to auto-updating the figure for the latest Flash player 10 is already around 55%... The third note is the most significant:
“Total Player penetration is a calculation of the total number of PCs connected to the internet, multiplied by the weighted percentage of worldwide penetration from the Millward Brown study. This is an assumption made by Adobe.”
On top of which the underlying numbers on which such a major claim are built seem tiny with an apparent total survey sample size of 4,600 ie around 0.0005% of the suggested 956,000,000 total (and then weighted according to the CIA World Factbook!)..."

Ich erinnere die Zeit, als Flash 4 aktuell war, und die Nutzerzahlen von Flash sehr langsam anstiegen. Während der Übergangsperiode von der 4er- zur 5er-Version (oder von 5 zu 6, ich bin mir hier nicht ganz sicher), stiegen die Zahlen innerhalb weniger Monate sprunghaft auf 99 Prozent an. Seitdem stiegen neue Flash-Versionen nach ihrer Veröffentlichung meistens bei über 50-60 Prozent Marktanteil ein. Dieses Muster hat sich innerhalb der letzten 5 Jahre nicht verändert -- ich habe mich seitdem immer gefragt, ob man diesen Werten trauen darf und wie hoch der Marktanteil von Flash wirklich ist. Aber bitte, um Mißverständnissen vorzubeugen: Flash ist allgegenwertig, das möchte ich nicht bestreiten -- der Großteil meiner eigenen Arbeit beruht auf immerhin auf Flash.

Mit der angegeben 5 prozentigen Fehlerspanne hat Adobe bereits eine Marktdurchdringung von satten 104 Prozent erreicht, das ist doch schon mal was...

Via Slashdot

:) <- Lutz

May 26, 2006

Bye bye embed


Software patents are evil. To some extent they are not being used to protect intellectual property at all, but as a mere cash-cow. They block innovation and limit user-experience. The latest case of such practice with impact on my own work is a patent on embedding multimedia-objects such as Flash into a webpage.
Read more...

Embed wiedergesehen
Software-Patente sind böse. Sie dienen vielen Inhabern nicht als Schutz geistigen Eigentums, sondern nur dazu, Konkurrenten abzumelken. Sie bremsen Innovation und stören die optimale Nutzbarkeit für User. Der neueste Fall eines solchen Patentes, das auch meine eigene Arbeit beeinträchtigt, wurde auf das Einbinden von Multimedia-Objekten (wie z.B. Flash) in Websites angemeldet.
Mehr davon...


The story started out already in February. Wikipedia has the long version:
"Eolas is a United States company and patent licensee. It was founded in 1994 by Dr. Michael David Doyle. His UCSF team has claimed to have created the first web browser that supported plugins. They demonstrated it at Xerox PARC, in November 1993, at the second Bay Area SIGWEB meeting. The claim has been contested by Perry Pei-Yuan Wei, developer of the earlier Viola browser, a claim supported by Sir Tim Berners-Lee and other Web developers.
Patent 5,838,906, titled "Distributed hypermedia method for automatically invoking external application providing interaction and display of embedded objects within a hypermedia document," was filed on October 17, 1994 and granted on November 17, 1998.
In 1999 Eolas filed suit in the US District Court for the Northern District of Illinois against Microsoft over validity and use of the patent. Eolas won the initial case in August 2003 and was awarded damages of $521m from Microsoft for infringement. The District Court reaffirmed its decision in January 2004."

Due to this patent, plug-ins embedded via embed, applet and object will not be interactive unless the user clicked unto them first (and received an irritating message). At the moment only IE is being affected.
If you don't mind using Javascript, then you can use a workaround (find details here and here) to embed your plug-ins via script, thus avoiding the patent ruling.

I initially read about a similar method to embed flash-objects through Javascript at Macromedia's devnet articles before. At that time I disapproved on that method, cause the only argument for it seemingly was that it looked more "clean" than the original embed-code. But now I'm going to use this kind of embedding too... :P




Die Geschichte ereignete sich bereits im Februar. Wikipedia hat eine längere Abhandlung:
"Eolas ist ein US-amerikanisches Unternehmen, welches vor allem durch Patentstreitigkeiten Berühmtheit erlangte.
Eolas wurde 1994 von Dr. Michael David Doyle gegründet. Doyles Team an der Universität Californien (San Francisco) programmierte den ersten Webbrowser, der Plugins unterstützte. Im November 1993 führten sie diese Funktion erstmals vor. Dieser Anspruch wird von Pei Wei, Entwickler des Browsers Viola angezweifelt. Dabei erhält er Rückendeckung von Tim Berners-Lee und anderen wesentlich an der Entwicklung des Webs beteiligten Größen.
Zur Zeit liegt Eolas mit Microsoft im Streit. Dabei geht es vor allem um die Gültigkeit, aber auch um die Nutzung des Patents im Internet Explorer. Nach einem Urteil von 2003 musste Microsoft 512 Millionen Dollar an Eolas zahlen; im Oktober 2003 schlug Microsoft vor, den Internet Explorer und die enthaltene Technik zu ändern, um Lizenzzahlungen an Eolas zu umgehen."

Durch dieses Patent werden Plugins, die mit embed, applet oder object eingebunden wurden, nun erst dann interaktiv, nachdem sie einmal angeklickt wurden (und dem User eine nervige Meldung beschert haben). Z.Zt ist allerdings nur der IE betroffen. Wer sich nicht daran stört, Javascript zu verwenden, kann dieses benutzen, um solche Plugins zu integrieren (mehr über die Methode hier und hier). Dadurch wird die Patentbestimmung umgangen.

Ich habe bereits vorher in einem Macromedia-Entwickler-Artikel über eine ähnliche Methode gelesen. Zu dem Zeitpunkt habe ich sie allerdings verworfen, denn als Argument dafür konnte der Entwickler nur anführen, daß der Code übersichtlicher aussieht. Nun werde ich diese Technik wohl auf einsetzen (müssen)...

:P <- Lutz

December 08, 2005

Is this a monster master?


No its a master monster.

Yuk. Sit down before you read on. Adobe is going to merge the PDF-Reader and SWF-Player Plugins to one big bloatware. WTF?
Flash already does a poor job at what it should be best: rendering animations. On a Mac, the player hardly renders more than 16 fps, no matter what kind of dual-core zillion GHz Velocity Engine G5 you have. There are bugs, dating back from release 2 or 3 that are still not fixed while more and more fancy features are added once per year. Enter PDF.
Can anybody explain to me, what a screen-reader/print-publishing-tool and an animation/video-plugin have to do with each other?
Luckily both plugins will still be available as separate modules. But I guess the new mixed plugin may cause additional validation-effort to flash developers.

If you already wondered what effects the merger of Macromedia and Adobe will have--you can easily find out on Adobe's website. Or just read on, I gathered some of the stuff here.
Read more...

Ist das ein Monster Meister?
Nein, es ist ein Meister-Monster.

Urgs, bitte setzt euch bevor ihr weiterlest. Adobe wird den PDF-Reader und den SWF-Player zu einem großen Über-Plug-in verrühren. Was zum...?
Flash leistet schon jetzt keine besonders gute Arbeit in seinem Kernbereich: dem Darstellen von Animation. Auf einem Mac rendert der Flashplayer kaum mehr als 16 FpS, selbst auf einem Dual-Core 'zig GHz Velocity Engine G5. Es gibt Bugs aus der Version 2 und 3, die immer noch nicht behoben sind, während jährlich neue tolle Features dazu kommen. Und nun also PDF.
Kann mir jemand erklären, was ein Screenreader/Print-Tool und ein Animation/Video-Plugin miteinander zu tun haben?
Zum Glück werden beide Plugins auch weiterhin getrennt erhältlich bleiben. Trotzdem könnte das zusätzliche Mix-Plugin Mehraufwand beim Validieren von Flash-Files bedeuten.

Falls ihr euch schon die ganze Zeit gewundert habt, was der Aufkauf von Macromedia noch so bedeuten wird -- man kann das eigentlich sehr einfach nachlesen. Auf der Website von Adobe, oder hier...
Mehr davon...


The combined company will be traded on the Nasdaq under the symbol ADBE.
Macromedia's stock ceased trading this monday.

Product brands acquired from Macromedia will retain the Macromedia name (probably till the old packaging materials run out), and then will migrate to the Adobe brand (for example, "Adobe Dreamweaver"). Open APIs for both product-lines will still be available.

Macromedia products will also be available at the time. But after 12-18 months, products will start to be merged (Adobe talks about "enhanced product integration"). My guessing: Illustrator + Freehand (high redundancy), GoLive + Dreamweaver (high redundancy), maybe Photoshop + Fireworks (medium redundancy).

SVG as well as SWF will both be supported.



Die neue Firma wird von nun an im Nasdaq unter der Kennung ADBE gehandelt. Der Handel mit Macromedia-Aktien wurde an diesem Montag eingestellt.

Macromedia-Produkte werden noch eine Weile weiterhin mit Macromedia betitelt sein (vermutlich bis die alten Verpackungen aufgebraucht sind), und dann umbenannt ("z.B. "Adobe Dreamweaver"). Offene APIs für beide Produktlinien werden nach wie vor weiter bestehen.

Zur Zeit bleiben Macromedia-Produkte erhältlich. Nach 12-18 Monaten werden wohl diverse Produkte zusammengelegt werden (Adobe spricht hier von "enhanced product integration"). Ich würde hier mal tippen auf Illustrator + Freehand (hohe Redundanz), GoLive + Dreamweaver (hohe Redundanz) und vielleicht Photoshop + Fireworks (mäßige Redundanz).

Sowohl SVG als auch SWF werden getrennt weiterentwickelt.

:P <- Lutz