@Scott- I had a fortune of playing with couple of different phones sporting different Android versions recently and realized that one showed availability whereas other one didn’t! So clearly either the Marketplace or the Flash player knows the version of the OS/device requesting the download. I think for Flash, the fragmentation would be no different for any other application. If I was to look at the comments made on different Android applications that I tried till date- some of them work well on some phones and not on others. So Flash applications would be similar - they may work on Droid but not on Samsung Vibrant for example. But for Flash applications, the publisher could clearly specify that ‘Flash player 10 required’.]]>
Flash 10.1 is not perfect, but it’s a step up from some of the issues experienced with Flash Lite.
I am curious to see just how much frag affects all these Android devices running Flash 10.1]]>
Are these hardware requirements different than what Google recommends for a device to run Android 2.2 (with or without Flash)?
Is it likely there will be devices that have minimum requirements for 2.2 but not for Flash 10?]]>
Even with ARM there are plenty of variations- ARM9, ARM11, ARM Cortex A8, XScale etc. In theory, the binaries for ARM are supposed to be compatible but in reality that doesn’t always hold up.]]>
On point #2- Windows OS hides details of the underlying devices from the application by providing common APIs. Linux on the other hand comes in different flavors which can be customized per requirements. For example, Ubuntu Linux and Fedora linux use differnet kernels, could use different UIs (KDE vs Gnome), audio/video interface etc. etc. So lets take an example of X86 device running Ubuntu and Fedora Linux. If the Flash binary is created for Ubuntu, there’s no guarantee that it’ll run on Fedora because the packages that support audio, video, graphics could be different. Essentially Flash depends on platform for device specific features.
Also, the binary created for X86 is not going to work on ARM or MIPS processor. The PC world is quite uniform with Wintel configuration but embedded isn’t. So now in addition to the OS dependency, you also have to deal with CPU dependency and create as many binaries.]]>
I am especially confused by your comparison to the PC world. PCs come in all flavors, with all sorts of different hardware and CPU combinations, and varying OSes and OS versions. Yet the Flash Player seems to work essentially the same across these operation systems. It seems to me that if Adobe can do this for the PC then they can apply the same techniques to the ARM-based devices that run Android.
Would you mind clarifying the main point? Thanks!]]>