Flash Player 10.2 beta out now – Stage Video rocks !
Adobe is happy to announce a beta release of Flash Player 10.2 for Windows, Mac, and Linux. It is now available for download on Adobe Labs. Flash Player 10.2 beta introduces a number of enhancements , including Stage Video, a new API that delivers best-in-class, high performance video playback across platforms. The new beta also includes Internet Explorer 9 hardware acceleration support previewed earlier (in Flash Player “Square”), enhanced text rendering, and two popular requests from the community: a native custom mouse cursors API and support for full screen playback with multiple monitors.
The video about Stage Video during Adobe MAX a few weeks ago:
Just to let you understand why this update is really important…
Facts and Figures about the Flash Player for the web and mobile :
- 75% of all video on the web is viewed with Flash Player.
- Flash Player is on 99% of all connected PCs.
- 85 % of 100 top websites use Flash
- 95% of top 20 phone OEMs will deliver Flash
Stage Video
I saw it myself at Adobe MAX during the sneak peaks and it was really amazing to see such a performance update. Now it is already available for everybody to play with. To summarize stage Video stands for:
- smoothest, highest quality, seamless video
- lowest CPU usage, longest battery life
- optimized for multi-screen: PC, smartphone, tablet, television
- reaching also out to low-end PC devices
- API compatible with Flash Player 10.X
- no changes needed beyond updated SWF and wmode
Stage Video is already used on AIR for TV and Google TV and is a new way to present video to users. I encourage everybody to use StageVideo from now on
Linking and liking:
Read the blog post about FP 10.2 by Thibault Imbert about it.
Get it here: http://labs.adobe.com/technologies/flashplayer10/
Tutorial: Getting started with StageVideo on Adobe Developer Connection
Adobe AIR Mobile: Application performance optimization on Android
When we talk about mobile development, we have to make sure our application is optimized as good as possible to run smooth on a wide variety of devices. Like Kevin Lynch said at MAX 2010, mobile development is like desktop/web development 7 years ago. Let’s take a look on how we can make sure that our mobile applications run smooth. I can already tell you that always a lot of testing (starting early in your development process) on different devices will be necessary to achieve the results you want.
When your application slows down on a device, it means that your code execution per frame or the rendering per frame or both is the bottleneck.
What to display in the DisplayList ?
Always make sure you use the right DisplayOject for the right job. As you know, a MovieClip uses more bytes then a Sprite and Sprite uses more bytes than a Bitmap…etc. When building up your DisplayList always keep in mind that the DisplayList really affects the memory usage of your application. If you have a set of Sprites on your stage for example, you can draw them in a BitmapData object and put that in a bitmap on the DisplayList. That approach will save some memory for sure!
When we talk about Bitmaps, we have to say something about the 2 Flash player render operations also. In the Flash Player every graphical element in your application is rasterized inside a bit/pixel buffer (=rasterizing) and those tiles of pixels are then arranged to make up your scene (=scene compositing) in the main pixel buffer (what you finally see on the device). Every frame, the player calculates a dirty region (=the redraw regions) to see what must be rasterized again and merged again in the main pixel buffer. All those tasks are done by the CPU when doing web/desktop development but with Adobe AIR 2.5 targeting mobile devices, you can choose if the CPU or the GPU needs to do those important tasks.
CPU/GPU rendering
At this moment on IOS, a ‘special’ GPU mode is only supported, it is called GPU Blend. This means that the task of the the creation of the different pixel buffers is done by the CPU and then the CPU sends it to the GPU. The GPU finally does the scene compositing.
On Android, when you use GPU rendering, this is called GPU Vector, the tasks are done fully by the GPU. So, the creation of individual pixel buffers and the scene compositing, it all happens at the GPU. This can give you a huge performance boost. But can we make sure we are using GPU rendering?
That is where bitmap caching comes in.
Adobe Ideas – Sketching Software live
Quick post to spread the news that the Adobe® Ideas v1.1 update went live this morning on the iTunes US store.
What is Adobe Ideas?
Adobe® Ideas is an iPad and iPhone app that allows creative professionals to leverage devices for their ideation process. Capture and explore your ideas with Adobe Ideas, then import them into Adobe® Illustrator®, Adobe® Photoshop® and other creative tools as starting points. Now with a new in-app purchase option, you can get up to 10 drawing layers plus a photo layer for each sketch and control opacity for each layer.
Who should try Adobe Ideas?
Anyone! Adobe Ideas is a fun way to capture ideas whether you are taking notes, doodling, or sketching. Also if you happen to use Adobe Illustrator or Photoshop, you can take your work from Adobe Ideas to Illustrator or Photoshop and keep working.
What features come with the 1.1 update?
Free Features:
- Redo
- Sketches save much faster, avoiding loss of data when you close the app or you need to answer a phone call.
- Save drawing to “saved photos” album on iPad and iPhone (no longer a need to create a screenshot)
- Support for iPhone 4 retina display
- Support for iOS4 Multi-tasking
- Now available in French, German and Japanese
A look at Adobe Ideas 1.1
Interesting links:
Download page: http://itunes.apple.com/us/app/adobe-ideas-1-0-for-ipad/id364617858?mt=8
Web page on Adobe.com: www.adobe.com/products/adobeideas <http://www.adobe.com/products/adobeideas>
Facebook page: http://www.facebook.com/adobeideas
Flickr Gallery: http://www.flickr.com/groups/1408891@N21/
Blog: blogs.adobe.com/adobeideas




