The Flash player is on hundreds of millions of mobile and other non-PC devices. It is a great runtime to quickly create effective applications and compelling experiences targeting both mobile and other device platforms.
Attend this session to take a journey through the pains and pleasures of design and development with the Flash Platform across mobile and devices. The session will cover: application design and development with Flash and ActionScript, testing with Adobe Device Central, and deploying to device.
18. Flash Mobile & Devices 101 .SWF = Flash Content .FLV = Flash Video Flash Lite 1.x/2.x/3.x/4.x Flash 10 Supported Device Platforms = Dozens of OEM
19. Flash Lite vs. Flash 10 Flash Lite Optimized Flash Player for Mobile & Devices (4.x) Flash Lite 4.0 supports ActionScript 3, and it is a browser plugin (i.e. not standalone player) Flash Lite 4.0 is for slower, less powerful and memory-constraint devices, and Flash 10 is for more powerful devices, possibly with hardware graphics acceleration.
20. Flash Lite vs. Flash 10 Flash Player 10.1* Top-Tier Mobile & Devices (in beta for Android OS) *Late 2010 might be timeframe for release?
21. Flash Lite vs. Flash 10 FlashPlayer 10.1 Features* Enhanced Performance (87% on rendering) Reduced Memory Comsumption (55% improvement) Multitouch & Gesture Support Accelerometer and Geolocation Support Screen Orientation Support Mobile Input Models H.264 Video & Hardware acceleration ActionScript 3 Out of Memory Management Sleep Mode Optimized SWF Management *Late 2010 might be timeframe for release?
22. Flash Lite vs. Flash 10 AIR for Mobile* Top-Tier Mobile & Devices (in beta for Android OS) *Late 2010 might be timeframe for release?
29. Designing: Best Practices Wireframe and/or paper prototype Design LOTS of prototypes Start with vectors to handle varying screen resolutions Learn design considerations for your platform Reuse UI components when possible
31. The Flash Platform TOOLS FRAMEWORK CLIENTS SERVICES SERVERS Flash Player Flex Flash Media Server Family Flash PlatformServices FlashCatalyst FlashProfessional FLASH PLATFORM Flash Builder AIR LiveCycle
32. Develop: Best Practices Prototype Conserving memory Using bitmaps Minimizing CPU usage Optimizing network interactions SQL Database performance Read: Optimizing Performance for the Adobe Flash Platform
39. mobileMAX Overview Flash Lite 2.x Application Platform = Nokia S60 (Symbian) Targets = N95, 6650 3-5 weeks project time Features Personal Schedule unConferences Had no idea what this would lead to…
40. mobileMAX Overview WebKit/iUi Platform = iPhone/iPod 1 week project time Features Personal Schedule unConferences Had no idea what this would lead to…