
So you heard it right, we have brought the Flash Platform to the iPhone OS for applications. In fact some of the applications are already on the Apple AppStore for you to download
We thought it was fun to put them up in secret and working with a very very small set of developers, and our engineering teams I think we’ve really proven that Flash can run effectively on the iPhone without changes.
The applications are:
- Just Letters
- Finger Paint
- Red Hood
- Chroma Circuit
- FickleBlox
- That Roach Game
- Trading Stuff
- South Park Avatar Creator
Enabling the Flash Platform to run on the iPhone has been a really tough task, and one that results in some limitations. Though you have told us that this is a top priority for your mobile projects, and so we’ve worked for over a year to build this solution.
For developers the new tooling will be made available with the Flash Professional tool, which will also be in pre-release later this year. So today you can begin your work on mobile devices targeting Flash Player 10, or Adobe AIR 2.0 Apis in time.
One caveat of this Ahead of Time compilation method is that we can only use AS3 code. AOT compilation means that we have no interpreter on the device, as per Apple’s restriction. Without the interpreter you won’t be able to load SWFs unless they were packaged with your application, boo Apple
This new tool set and a subset of apis from Adobe AIR will have all manner of features enabled, along with the hardware acceleration, battery, memory and rendering performance increases that we have worked on in Flash Player 10.1.
Some typical iPhone features that are not supported are:
• Photo selection from file system
• Contact selection from the address book
• Camera
• Cut/copy/paste
• Accessory support
• In app purchase support
• Peer to peer
• Maps
• iPod library access
• Compass
• Push notifications
• Audio recording
• Video recording
• Parental controls
Of course because of the huge amount of work involved, and lack of public API access from Apple we have to drop a few Flash features too.
• Embedded HTML content
• RTMPE (this was our call)
• H.264 Video (you can use URLRequest)
• Dynamically loading SWFs (containing AS3 code)
• PixelBender
So what about Flex? Well here at Adobe MAX we’ll have a session specifically around Adobe Flex Mobile Framework, codename “Slider”. We expect that in time we’ll enable this version of the framework to run effectively on the iPhone. You’ll be using the same tools, Apis and core framework elements.
Although there would be nothing technically stopping you from using Flex, you would suffer huge performance penalties, and have to re-write the components for mobile and device interactions.
Go and get started then today!

#1 by Dave Yang on October 5, 2009 - 6:48 pm
Thanks Mark, great news. I knew something’s happening from your response that this is coming.
#2 by Maximiliano Firtman on October 5, 2009 - 7:03 pm
Thanks! One question: do you know if a windows-based user can package the final .app for AppStore?
#3 by Porter on October 5, 2009 - 8:42 pm
Awesome, I’m very eager to see what people get ported to the iphone.
#4 by Marcos on October 5, 2009 - 11:42 pm
Hi Mark, fantastic news for flash mobile developers this MAX… I’m trying to assimilate all these news! The question of Maximiliano Firtman it’s a good question, I suppose the answer is yes, you no longer need a Mac to build iPhone apps.
#5 by Adobe Flash Lite on October 5, 2009 - 11:58 pm
Good news, Thanks!
#6 by Almog Koren on October 6, 2009 - 12:40 am
This is great can wait to start
#7 by Yogesh on October 6, 2009 - 9:46 am
This is a great news…now I have one more reason to wait eagerly for release of Flash CS5
#8 by Bintal on October 6, 2009 - 11:17 am
Wow! That’s AWWWESOME!
So does that mean we’ve got iPhone development on a Windows machine via Flash CS5? Or will this be limited to Mac’s like the current iPhone/iPod Touch gumph is?
#9 by Mark Doherty on October 9, 2009 - 1:28 pm
In theory we could do this on a Windows machine, although it might get tricky without the Apple SDK. Ideally we’d have both if the developer experience can be easily maintained.
#10 by Bintal on October 17, 2009 - 11:16 pm
Aah, “in theory”…that’s a shame. I thought you may have trumped Apple and got iPhone dev on Windows machines before them….
Oh well, this may be just the excuse for my boss to relent and allow me to get a Macbook….
….looks like I may HAVE to turn into a shiny-glass-eyed Apple-ite, where you can only see me as a silhouette with white wires sticking outta me
#11 by CurtisCLaugh on October 7, 2009 - 7:53 pm
Three of the apps listed are free to download from the apple app store. They seem to work very well. This is great news! What do you suppose Apple’s reaction to all this is? Will they disapprove apps if they know they were developed using flash?
#12 by CurtisCLaugh on October 7, 2009 - 8:34 pm
Do you think Adobe will provide an emulator profile for the iphone?
#13 by Mark Doherty on October 12, 2009 - 6:52 am
lol – It was a good idea Dave, feel free to take the credit
#14 by Mark Doherty on October 12, 2009 - 6:53 am
We’re looking at it and I don’t forsee any reason why we couldn’t do that. The LLVM tools, Flash Pro and our compiler are cross platform already.
Mark
#15 by Mark Doherty on October 12, 2009 - 6:55 am
We don’t believe so as there are other platforms using similar methods to run on the iPhone such as Unity3D.
#16 by Transporto nuoma on October 19, 2009 - 12:55 pm
Great news, thanks for information
#17 by Subhodh on November 16, 2009 - 9:17 am
Thanks for sharing. Great news. Even Nokia is not far behind. You can download from various applications available at Nokia’s Ovi store. And a great opportunity for developers to publish their applications and content at the Ovi store. Surely it is a great time for flash lite developers. at the Forum Nokia developer conference, apart from Symbian developers, Flash lite developers would be present in huge numbers.