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Adobe Flash
Adobe Flash
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Adobe Flash
Developer(s)
Target platform(s)Web browsers, iOS (via third-party software), Android, Windows, macOS, Linux
Editor software
Player software
Format(s)
Programming language(s)ActionScript
Application(s)
StatusActive only for enterprise users and all users in China; discontinued outside China
LicenseProprietary
Websiteadobe.com/flash

Adobe Flash (formerly Macromedia Flash and FutureSplash) is a mostly discontinued[note 1] multimedia software platform used for production of animations, rich internet applications, desktop applications, mobile apps, mobile games, and embedded web browser video players.

About

[edit]

Flash displays text, vector graphics, and raster graphics to provide animations, video games, and applications. It allows streaming of audio and video, and can capture mouse, keyboard, microphone, and camera input.

Artists may produce Flash graphics and animations using Adobe Animate (formerly known as Adobe Flash Professional). Software developers may produce applications and video games using Adobe Flash Builder, FlashDevelop, Flash Catalyst, or any text editor combined with the Apache Flex SDK. End users view Flash content via Flash Player (for web browsers), Adobe AIR (for desktop or mobile apps), or third-party players such as Scaleform (for video games). Adobe Flash Player (which is available on Microsoft Windows, macOS, and Linux) enables end users to view Flash content using web browsers. Adobe Flash Lite enabled viewing Flash content on older smartphones, but since has been discontinued and superseded by Adobe AIR.

The ActionScript programming language allows the development of interactive animations, video games, web applications, desktop applications, and mobile applications. Programmers can implement Flash software using an IDE such as Adobe Animate, Adobe Flash Builder, Adobe Director, FlashDevelop, and Powerflasher FDT. Adobe AIR enables full-featured desktop and mobile applications to be developed with Flash and published for Windows, macOS, Android, iOS, Xbox One, PlayStation 4, Wii U, and Nintendo Switch.

Flash was initially used to create fully-interactive websites, but this approach was phased out with the introduction of HTML5. Instead, Flash found a niche as the dominant platform for online multimedia content, particularly for browser games. Following an open letter written by Steve Jobs in 2010 stating that he would not approve the use of Flash on Apple's iOS devices due to numerous security flaws, use of Flash declined as Adobe transitioned to the Adobe AIR platform. The Flash Player was deprecated in 2017 and officially discontinued at the end of 2020 for all users outside mainland China as well as non-enterprise users,[6] with many web browsers and operating systems scheduled to remove the Flash Player software around the same time. Adobe continues to develop Adobe Animate, which supports web standards such as HTML5 instead of the Flash format.[7]

Applications

[edit]

Websites

[edit]

In the early 2000s, Flash was widely installed on desktop computers, and was often used to display interactive web pages and online games, and to play video and audio content. In 2005, YouTube was founded by former PayPal employees, and it used Adobe Flash Player as a means to display compressed video content on the web.[8]

Between 2000 and 2010, numerous businesses used Flash-based websites to launch new products or to create interactive company portals.[9] Notable users include Nike, Hewlett-Packard (now HP Inc.), Nokia, General Electric, World Wildlife Fund, HBO, Cartoon Network, Disney, and Motorola.[9][10] After Adobe introduced hardware-accelerated 3D for Flash (Stage3D), Flash websites saw a growth of 3D content for product demonstrations and virtual tours.[11][12]

In 2007, YouTube offered videos in HTML5 format to support the iPhone and iPad, which did not support Flash Player. After a controversy with Apple, Adobe stopped developing Flash Player for Mobile, focusing its efforts on Adobe AIR applications and HTML5 animation.[8] In 2015, Google introduced Google Swiffy, a tool that converted Flash animation to HTML5, which Google used to automatically convert Flash web ads for mobile devices.[13] In 2016, Google discontinued Swiffy and its support.[14] In 2015, YouTube switched to HTML5 technology on most devices by default;[15][16][17]. However, YouTube supported the Flash-based video player for older web browsers and devices until 2017.[18]

Rich Internet Applications

[edit]

After Flash 5 introduced ActionScript in 2000, developers combined the visual and programming capabilities of Flash to produce interactive experiences and applications for the Web.[19] Such Web-based applications eventually became known as "Rich Internet Applications"[19] and later "Rich Web Applications".[20]

In 2004, Macromedia Flex was released, and specifically targeted the application development market.[19] Flex introduced new user interface components, advanced data visualization components, data remoting, and a modern IDE (Flash Builder).[19][21] Flex competed with Asynchronous JavaScript and XML (AJAX) and Microsoft Silverlight during its tenure.[19] Flex was upgraded to support integration with remote data sources, using AMF, BlazeDS, Adobe LiveCycle, Amazon Elastic Compute Cloud, and others.[22]

Between 2006 and 2016, the Speedtest.net web service conducted over 9.0 billion speed tests with a utility built with Adobe Flash.[23][24] In 2016, the service shifted to HTML5 due to the decreasing availability of Adobe Flash Player on PCs.[25]

Developers could create rich internet applications and browser plugin-based applets in ActionScript 3.0 programming language with IDEs, including Adobe Flash Builder, FlashDevelop, and Powerflasher FDT. Flex applications were typically built using Flex frameworks such as PureMVC.[22]

Video games

[edit]
Screenshots and footage of Flash games QWOP, Solipskier, and Hundreds

Flash video games were popular on the Internet, with portals like Newgrounds, Kongregate, and Armor Games dedicated to hosting Flash-based games. Many Flash games were developed by individuals or groups of friends due to the simplicity of the software.[26] Popular Flash games include Farmville, Alien Hominid, QWOP, Club Penguin, and Dofus.[27][28]

Adobe introduced various technologies to help build video games, including Adobe AIR (to release games for desktop or mobile platforms), Adobe Scout (to improve performance), CrossBridge (to convert C++-based games to run in Flash), and Stage3D (to support GPU-accelerated video games). 3D frameworks like Away3D and Flare3D simplified creation of 3D content for Flash.[citation needed]

Adobe AIR allows the creation of Flash-based mobile games, which may be published to the Google Play and Apple app stores.[29][30][31]

Flash is also used to build interfaces and HUDs for 3D video games using Scaleform GFx, a technology that renders Flash content within non-Flash video games. Scaleform is supported by more than 10 major video game engines, including Unreal Engine 3, CryEngine, and PhyreEngine, and has been used to provide 3D interfaces for more than 150 major video game titles since its launch in 2003.[citation needed]

Film and animation

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Notable users of Flash include DHX Media Vancouver for productions including Pound Puppies, Littlest Pet Shop and My Little Pony: Friendship Is Magic, Fresh TV for Total Drama, Nelvana for 6teen and Clone High, Williams Street for Metalocalypse and Squidbillies, Nickelodeon Animation Studio for El Tigre: The Adventures of Manny Rivera, Starz Media for Wow! Wow! Wubbzy!, Ankama Animation for Wakfu: The Animated Series, among others.[citation needed]

History

[edit]

FutureWave

[edit]

The precursor to Flash was SmartSketch, a product published by FutureWave Software in 1993. The company was founded by Charlie Jackson, Jonathan Gay, and Michelle Alsip-Welsh.[32][33][34][35] SmartSketch was a vector drawing application for pen computers running the PenPoint OS.[36][37] When PenPoint failed in the marketplace, SmartSketch was ported to Microsoft Windows and Mac OS.[33][38]

As the Internet became more popular, FutureWave realized the potential for a vector-based web animation tool that might challenge Macromedia Shockwave technology.[32][33] In 1995, FutureWave modified SmartSketch by adding frame-by-frame animation features and released this new product as FutureSplash Animator on Macintosh and PC.[32][33][39][40]

FutureWave approached Adobe Systems with an offer to sell them FutureSplash in 1995, but Adobe turned down the offer at that time.[33][failed verification] Microsoft wanted to create an "online TV network" (MSN 2.0) and adopted FutureSplash animated content as a central part of it.[33] Disney Online used FutureSplash animations for their subscription-based service Disney's Daily Blast.[32][33] Fox Broadcasting Company launched The Simpsons using FutureSplash.[33]

Macromedia

[edit]

In December 1996,[41] FutureSplash was acquired by Macromedia, and Macromedia re-branded and released FutureSplash Animator as Macromedia Flash 1.0. Flash was a two-part system, a graphics and animation editor known as Macromedia Flash, and a player known as Macromedia Flash Player.[42]

FutureSplash Animator was an animation tool originally developed for pen-based computing devices. Due to the small size of the FutureSplash Viewer, it was particularly suited for download on the Web. Macromedia distributed Flash Player as a free browser plugin to quickly gain market share. By 2005, more computers worldwide had Flash Player installed than any other Web media format, including Java, QuickTime, RealNetworks, and Windows Media Player.[43]

Macromedia upgraded the Flash system between 1996 and 1999, adding MovieClips, Actions (the precursor to ActionScript), Alpha transparency, and other features. As Flash matured, Macromedia's focus shifted from marketing it as a graphics and media tool to promoting it as a Web application platform, adding scripting and data access capabilities to the player while attempting to retain its small footprint.[citation needed]

In 2000, the first major version of ActionScript was developed and released with Flash 5. ActionScript 2.0 was released with Flash MX 2004 and supported object-oriented programming, improved UI components, and other programming features. The last version of Flash released by Macromedia was Flash 8, which focused on graphical upgrades such as filters (blur, drop shadow, etc.), blend modes (similar to Adobe Photoshop), and advanced features for FLV video.[citation needed]

Release Year Icon Description
FutureSplash

Animator

1996 Initial version of Flash was released in May 1996 with basic editing tools and a timeline.[44][45]
Macromedia

Flash 1

1996 A re-branded version of the FutureSplash Animator, released on December 18, 1996, under the name Macromedia Flash 1.0. The name "Flash" was created by blending the words Future and Splash.[46][45]
Macromedia

Flash 2

1997 Released with Flash Player 2 on May 18, 1997,[47] new features include synchronized WAV and AIFF sound support, enhanced bitmap editing, Macromedia FreeHand integration, TrueType and PostScript fonts support, color transformations, auto-trace and the object library.[48][49]
Macromedia

Flash 3

1998 Released with Flash Player 3 on May 12, 1998,[50] new features include shape tweening, the movie clip element, JavaScript plug-in integration, PNG support, sprite animation, vector & bitmap transparency, bandwidth profiling and an external stand-alone player.[51]
Macromedia

Flash 4

1999 Released with Flash Player 4 on June 15, 1999,[52] new features include a redesigned user interface, internal variables, an input field, improved timeline (smart guides, outline color mode), advanced ActionScript, publish settings panel and MP3 audio streaming.[53]
Macromedia

Flash 5

2000 Released with Flash Player 5 on August 24, 2000,[54] new features include pen and sub-selection tools, ActionScript 1.0 (based on ECMAScript, making it very similar to JavaScript in syntax), XML support, Smartclips (the precursor to components in Flash), HTML text formatting added for dynamic text.[55]
Macromedia

Flash MX (6)

2002

Released with Flash Player 6 on March 15, 2002,[56] new features include a context-sensitive properties panel, timeline folders, improved color mixer, a video codec (Sorenson Spark), Unicode, v1 UI Components, compression, ActionScript vector drawing API.[57]
Macromedia

Flash MX 2004 (7)

2003 Released with Flash Player 7 on September 9, 2003,[58] new features include screens (forms for non-linear state-based development and slides for organizing content in a linear slide format like PowerPoint), small font size rendering, timeline effects, updated templates, high-fidelity import and video import wizard.[59]

ActionScript 2.0 was released with this version, enabling object-oriented programming but lacking the easier "Script assist" method of writing code. JavaScript for Flash (JSFL) allowed users to write scripts to automate tasks within the Flash editor. New programming features included: web services integration, MP3/FLV media playback components, XML data service components, data binding APIs, the Project Panel, V2 UI components, and Transition libraries.[60]

Macromedia

Flash 8

2005 Released with Flash Player 8 on September 13, 2005,[61] new features include graphical filters (blur, drop shadow, glow, etc.) and blend modes, easing control for animation, enhanced stroke properties (caps and joins), object-based drawing mode, run-time bitmap caching, FlashType advanced anti-aliasing for text, On2 VP6 advanced video codec, support for alpha transparency in video, a stand-alone encoder and advanced video importer, cue point support in FLV files, an advanced video playback component, and an interactive mobile device emulator.[62]

Macromedia Flash Basic 8, a "lite" version of the Flash authoring tool targeted to new users who only wanted to do basic drawing, animation, and interactivity. The Basic product was eventually stopped and replaced by a discounted educational version of Flash CS3 Professional.[63]

Macromedia Flash 8 was one of the most used and popular versions of Flash.

Adobe

[edit]

On December 3, 2005, Adobe Systems acquired Macromedia[64] alongside its product line which included Flash, Dreamweaver, Director/Shockwave, Fireworks, and Authorware.[65]

In 2007, Adobe's first version release was Adobe Flash CS3 Professional, the ninth major version of Flash. It introduced the ActionScript 3.0 programming language, which supported modern programming practices and enabled business applications to be developed with Flash. Adobe Flex Builder (built on Eclipse) targeted the enterprise application development market, and was also released the same year. Flex Builder included the Flex SDK, a set of components that included charting, advanced UI, and data services (Flex Data Services).[citation needed]

In 2008, Adobe released the tenth version of Flash, Adobe Flash CS4. Flash 10 improved animation capabilities within the Flash editor, adding a motion editor panel (similar to Adobe After Effects), inverse kinematics (bones), basic 3D object animation, object-based animation, and other text and graphics features. Flash Player 10 included an in-built 3D engine (without GPU acceleration) that allowed basic object transformations in 3D space (position, rotation, scaling).[citation needed]

Also in 2008, Adobe released the first version of Adobe Integrated Runtime (later re-branded as Adobe AIR), a runtime engine that replaced Flash Player, and provided additional capabilities to the ActionScript 3.0 language to build desktop and mobile applications. With AIR, developers could access the file system (the user's files and folders), and connected devices such as a joystick, gamepad, and sensors for the first time.[citation needed]

In 2011, Adobe Flash Player 11 was released, and with it the first version of Stage3D, allowing GPU-accelerated 3D rendering for Flash applications and games on desktop platforms such as Microsoft Windows and Mac OS X.[66] Adobe further improved 3D capabilities from 2011 to 2013, adding support for 3D rendering on Android and iOS platforms, alpha-channels, compressed textures, texture atlases, and other features.[67][68] Adobe AIR was upgraded to support 64-bit computers, and to allow developers to add additional functionality to the AIR runtime using AIR Native Extensions (ANE).

In May 2014, Adobe announced that Adobe AIR was used in over 100,000 unique applications and had over 1 billion installations logged worldwide.[69] Adobe AIR was voted the Best Mobile Application Development product at the Consumer Electronics Show on two consecutive years (CES 2014 and CES 2015).[70][71]

In 2016, Adobe renamed Flash Professional, the primary authoring software for Flash content, to Adobe Animate to reflect its growing use for authoring HTML5 content in favor of Flash content.[72]

Release Year Icon Description
Adobe Flash Professional CS3 (9) 2007 Flash CS3 is the first version of Flash released under the Adobe brand name, and features improved integration with Adobe Photoshop, enhanced QuickTime video export, filter and motion tween copy-paste support, improved vector drawing tools becoming more like Adobe Illustrator and Adobe Fireworks.[73]

ActionScript 3.0 was released with this version, along with ActionScript Virtual Machine 2.0 (AVM2) for faster code execution and garbage collection[74] New programming features included: strongly typed variables with type safety, runtime errors, improved events, display list instead of "depth" system, and many new classes (Socket, ByteArray, Loader, RegExp, etc.).[75] AS3 allowed entire applications to be written in code, without needing the Flash timeline.

Adobe Flash Professional CS4 (10) 2008 Flash CS4, released on September 23, 2008, introduces a new object-based motion-tween, renaming the former frame-based version as classic tween. Additions include basic 3D object manipulation, inverse kinematics (bones), a vertical properties panel, the Deco and Spray brush tools, motion presets, and further expansions to ActionScript 3.0 (Vector arrays). CS4 allows the developer to create animations with many features absent in prior versions.[76][77]
Adobe Flash Professional CS5 (11) 2010 Flash CS5 was released on April 12, 2010, and launched for purchase on April 30, 2010. Flash CS5 Professional includes support for publishing iPhone applications.[78] However, on April 8, 2010, Apple changed the terms of its Developer License to effectively ban the use of the Flash-to-iPhone compiler[79][80] and on April 20, 2010, Adobe announced that they will be making no additional investments in targeting the iPhone and iPad in Flash CS5.[81]

Other features of Flash CS5 are a new text engine (TLF), new document templates, further improvement to inverse kinematics, new Deco tool effects, live FLV playback preview, and the code snippets panel.[82][83]

Adobe Flash Professional CS5.5 (11.5) 2011 Flash Professional CS5.5 was released in 2011. It includes improved support for publishing iPhone applications, following Apple's revision of their iOS developer terms.[84] Flash CS5.5 also contains several features to improve mobile app workflows across devices. Some examples are content scaling and stage resizing, copy and paste layers, sharing symbols across FLA files, symbol rasterization, incremental compilation, auto-save and file recovery, and integration with CS Live online services.[82]
Adobe Flash Professional CS6 (12) 2012 Adobe Flash Professional CS6 was released in 2012. It includes support for publishing files as HTML5 and generating sprite sheets.[85] This is the last 32-bit version and last perpetually licensed version.
Adobe Flash Professional CC (13) 2013 Flash Professional CC was released in June 2013, as part of Adobe's Creative Cloud rebrand. Changes include a native 64-bit scene rendering engine, HiDPI user interface with Dark/Light themes, unlimited pasteboard size, live preview in shapes, fills, and strokes, new distribute to keyframes option, full-screen mode, center stage button, multiple selection support for layer properties, guides, masks, etc. Minor performance improvements and bug fixes, and the removal of legacy features such as ActionScript 2 support, as well as the removal of the bone tool, deco tool, and spray brush tools. As part of the Creative Cloud suite, Flash CC offered users the ability to synchronize settings and save files online.[86]
Adobe Flash Professional CC 2014 (14) 2014 Flash Professional CC (2014) was released on June 18, 2014. It includes variable-width strokes, SVG export, and WebGL publishing for animations, as well as a redesigned Motion Editor.[87]
Adobe Flash Professional CC 2014 (14.1) 2014 Flash Professional CC (2014.1) was released on October 6, 2014, featuring expanded WebGL publishing abilities, brush custom settings (angle, flatness), and the ability to import external SWFs.[87] Also, a new software development kit (SDK) enabling extensibility for custom platforms without depending on the Flash runtime, to reach more viewers.
Adobe Flash Professional CC 2015 (15) 2015 Flash Professional CC (2015) was released on June 15, 2015, with the return of the bone animation tool (inverse kinematics), import H.264 videos with audio, export bitmaps as spritesheet for HTML5 Canvas, brush scaling with stage zoom, universal document type converter, improved audio workflows, improved Motion Editor, panel locking, faster saving of FLA files, auto-recovery optimizations, organize imported GIFs in a library, library search by linkage name, invert selection, paste and overwrite frames. Programming features include code snippet support for WebGL, improved Custom Platform Support SDK, latest Flash Player (version 17.0), AIR SDK (version 17.0) and CreateJS libraries.[88]

Open Source

[edit]

Adobe has taken steps to reduce or eliminate Flash licensing costs. For instance, the SWF file format documentation is provided free of charge[89] after they relaxed the requirement of accepting a non-disclosure agreement to view it in 2008.[90] Adobe also created the Open Screen Project, which removes licensing fees and opens data protocols for Flash.

Adobe has also open-sourced many components relating to Flash.

  • In 2006, the ActionScript Virtual Machine 2 (AVM2) which implements ActionScript 3 was donated as open-source to Mozilla Foundation, to begin work on the Tamarin virtual machine that would implement the ECMAScript 4 language standard with the help of the Mozilla community.[91] It was released under the terms of a MPL/GPL/LGPL tri-license and includes the specification for the ActionScript bytecode format; Tamarin Project jointly managed by Mozilla and Adobe Systems[92] It is now considered obsolete by Mozilla.
  • In 2011, the Adobe Flex Framework was donated as open-source to the Apache Software Foundation and rebranded as Apache Flex.[93] Some saw this move as Adobe abandoning Flex, and stepping away from the Flash Platform as a whole.[94][95] Sources from Apache say that "Enterprise application development is no longer a focus at Adobe. At least as Flash is concerned, Adobe is concentrating on games and video.",[94][96] and they conclude that "Flex Innovation is Exploding!".[96] The donated source code included a partly developed AS3 compiler (dubbed "Falcon") and the BlazeDS set of technologies.[95][96]
  • In 2013, the CrossBridge C++ cross-compilation toolset was open sourced by Adobe and released on GitHub.[97][98] The project was formerly termed "Alchemy" and "Flash Runtime C++ Compiler", and targeted the game development market to enable C++ video games to run in Adobe Flash Player.[99]

Adobe has not been willing to make complete source code of the Flash Player available for free software development and even though free and open source alternatives such as Shumway and Gnash have been built, they are no longer under active development.[100]

Open Screen Project

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On May 1, 2008, Adobe announced the Open Screen Project, with the intent of providing a consistent application interface across devices such as personal computers, mobile devices, and consumer electronics.[101] When the project was announced, seven goals were outlined: the abolition of licensing fees for Adobe Flash Player and Adobe AIR, the removal of restrictions on the use of the Shockwave Flash (SWF) and Flash Video (FLV) file formats, the publishing of application programming interfaces for porting Flash to new devices, and the publishing of The Flash Cast protocol and Action Message Format (AMF), which let Flash applications receive information from remote databases.[101]

As of February 2009, the specifications removing the restrictions on the use of SWF and FLV/F4V specs have been published. The Flash Cast protocol—now known as the Mobile Content Delivery Protocol—and AMF protocols have also been made available,[102] with AMF available as an open source implementation, BlazeDS.

The list of mobile device providers who have joined the project includes Palm, Motorola, and Nokia,[103] who, together with Adobe, have announced a $10 million Open Screen Project fund.[104]

End of life

[edit]

One of Flash's primary uses on the Internet when it was first released was for building fully immersive, interactive websites. These were typically highly creative site designs that provided more flexibility over what the current HTML standards could provide, as well as operate over dial-up connections.[105] However, these sites limited accessibility by "breaking the Back Button", dumping visitors out of the Flash experience entirely by returning them to whatever page they had been on before first arriving at the site. Fully Flash-run sites fell out of favor for more strategic use of Flash plugins for video and other interactive features among standard HTML conventions, corresponding with the availability of HTML features like cascading style-sheets in the mid-00's.[106] At the same time, this also led to Flash being used for new apps, including video games and animations.[107] Precursors to YouTube featuring user-generated Flash animations and games such as Newgrounds became popular destinations, further helping to spread the use of Flash.[105]

Toward the end of the millennium, the Wireless Application Protocol (WAP) was released, corresponding with the development of Dynamic HTML. Fifteen years later, WAP had largely been replaced by full-capability implementations, and the HTML5 standard included more support for interactive and video elements. Support for Flash in these mobile browsers was not included. In 2010, Apple's Steve Jobs famously wrote Thoughts on Flash, an open letter to Adobe criticizing the closed nature of the Flash platform and the inherent security problems with the application to explain why Flash was not supported on iOS.[108][109] Adobe created the Adobe AIR environment as a means to appease Apple's concerns, and spent time legally fighting Apple over terms of its App Store to allow AIR to be used on iOS. While Adobe eventually won, allowing for other third-party development environments to get access to the iOS, Apple's decision to block Flash itself was considered the "death blow" to the Flash application.[107] In November 2011, about a year after Jobs' open letter, Adobe announced it would no longer be developing Flash and advised developers to switch to HTML5.[110]

In 2011, Adobe ended support for Flash on Android.[110] Adobe stated that Flash platform was transitioning to Adobe AIR and OpenFL, a multi-target open-source implementation of the Flash API.[111] In 2015, Adobe rebranded Flash Professional, the main Flash authoring environment, as Adobe Animate to emphasize its expanded support for HTML5 authoring, and stated that it would "encourage content creators to build with new web standards" rather than use Flash.[112]

In July 2017, Adobe deprecated Flash, and announced its End-Of-Life (EOL) at the end of 2020, and will cease support, distribution, and security updates for Flash Player.[6]

With Flash's EOL announced, many browsers took steps to gradually restrict Flash content (cautioning users before launching it, eventually blocking all content without an option to play it). By January 2021, all major browsers were blocking all Flash content unconditionally. Only IE11, niche browser forks, and some browsers built for China plan to continue support. Furthermore, excluding the China variant of Flash, Flash execution software has a built-in kill switch that prevents it from playing Flash after January 12, 2021.[113] In January 2021, Microsoft released an optional update KB4577586 which removes Flash Player from Windows; in July 2021 this update was pushed out as a security update and applied automatically to all remaining systems.[114]

Post EOL support

[edit]

Adobe Flash will still be supported in China and worldwide on some specialized enterprise platforms beyond 2020.[5]

Content preservation projects

[edit]

As early as 2014, around the same time that Adobe began encouraging Flash developers to transition their works to HTML5 standards, others began efforts to preserve existing Flash content through emulation of Flash in open standards. While some Flash applications were utilitarian, several applications were experimental art, while others had laid the foundation of independent video game development. An early project was Mozilla's Shumway, an open source project that attempted to emulate the Flash standard in HTML5, but the project was shuttered as the team found that more developers were switching to HTML5 than seeking to keep their content in Flash, coupled with the difficulties in assuring full compatibility. Google had developed the Swiffy application, released in 2014, to convert Flash applications to HTML5-compatible scripts for viewing on mobile devices, but it was shut down in 2016.[115]

Closer to Flash's EOL date in 2020, there were more concentrated efforts simply to preserve existing Flash applications, including websites, video games, and animations beyond Flash's EOL.[107][116][117] In November 2020, the Internet Archive integrated Ruffle within its Emularity system to emulate Flash games and animations without the security holes, opening a new collection for creators and users to save and preserve Flash content.[118][119] By October 2023, the Flashpoint Archive had collected more than 160,000 Flash applications, excluding those that were commercial products, and offered as a freely available archive for users to download.[120][121] Kongregate, one of the larger sites that offered Flash games, has been working with the Strong Museum of Play to preserve its games.[115]

Format

[edit]

FLA

[edit]

Flash source files are in the FLA format and contain graphics and animation, as well as embedded assets such as bitmap images, audio files, and FLV video files. The Flash source file format was a proprietary format, and Adobe Animate and Adobe Flash Pro were the only available authoring tools capable of editing such files. Flash source files (.fla) may be compiled into Flash movie files (.swf) using Adobe Animate. Note that FLA files can be edited, but output (.swf) files cannot.

SWF

[edit]

Flash movie files were in the SWF format, traditionally called "ShockWave Flash" movies, "Flash movies", or "Flash applications", usually have a .swf file extension, and may be used in the form of a web page plug-in, strictly "played" in a standalone Flash Player, or incorporated into a self-executing Projector movie (with the .exe extension in Microsoft Windows). Flash Video files[spec 1] have a .flv file extension and are either used from within .swf files or played through a flv-aware player, such as VLC, or QuickTime and Windows Media Player with external codecs added.

The use of vector graphics combined with program code allows Flash files to be smaller—and thus allows streams to use less bandwidth—than the corresponding bitmaps or video clips. For content in a single format (such as just text, video, or audio), other alternatives may provide better performance and consume less CPU power than the corresponding Flash movie, for example, when using transparency or making large screen updates such as photographic or text fades.

In addition to a vector-rendering engine, the Flash Player includes a virtual machine called the ActionScript Virtual Machine (AVM) for scripting interactivity at run-time, with video, MP3-based audio, and bitmap graphics. As of Flash Player 8, it offered two video codecs: On2 Technologies VP6 and Sorenson Spark, and run-time JPEG, Progressive JPEG, PNG, GIF and (DWG) AutoCAD Drawing file (WMV) Windows Metafile capability.

3D

[edit]

Flash Player 11 introduced a full 3D shader API, called Stage3D, which is fairly similar to WebGL.[122][123] Stage3D enables GPU-accelerated rendering of 3D graphics within Flash games and applications, and has been used to build Angry Birds, and a couple of other notable games.

Various 3D frameworks have been built for Flash using Stage3D, such as Away3D 4,[123] CopperCube,[124] Flare3D,[125] and Starling.[126] Professional game engines like Unreal Engine[127][128] and Unity also export Flash versions which use Stage3D to render 3D graphics.

Flash Video

[edit]

Virtually all browser plugins for video are free of charge and cross-platform, including Adobe's offering of Flash Video, which was introduced with Flash version 6. Flash Video had been a popular choice for websites due to the large installed user base and programmability of Flash. In 2010, Apple publicly criticized Adobe Flash, including its implementation of video playback, for not taking advantage of hardware acceleration, one reason Flash was not found on Apple's mobile devices. Soon after Apple's criticism, Adobe demoed and released a beta version of Flash 10.1, which used available GPU hardware acceleration even on a Mac. Flash 10.2 beta, released December 2010, added hardware acceleration for the whole video rendering pipeline.

Flash Player supports two distinct modes of video playback, and hardware-accelerated video decoding may not be used for older video content. Such content causes excessive CPU usage compared to comparable content played with other players. Software Rendered Video: Flash Player supports software-rendered video since version 6. Such a video supports vector animations displayed above the video content. This obligation may, depending on graphic APIs exposed by the operating system, prohibit using a video overlay, like a traditional multimedia player would use, with the consequence that color space conversion and scaling must happen in software.[129]

Hardware Accelerated Video
Flash Player supports hardware-accelerated video playback since version 10.2, for H.264, F4V, and FLV video formats. Such a video is displayed above all Flash content and takes advantage of video codec chipsets installed on the user's device. Developers must specifically use the "StageVideo" technology within Flash Player for hardware decoding to be enabled. Flash Player internally uses technologies such as DirectX Video Acceleration and OpenGL to do so.

In tests done by Ars Technica in 2008 and 2009, Adobe Flash Player performed better on Windows than Mac OS X and Linux with the same hardware.[130][131] Performance has later improved for the latter two, on Mac OS X with Flash Player 10.1,[132] and on Linux with Flash Player 11.[133]

Flash Audio

[edit]

Flash Audio is most commonly encoded in MP3[citation needed]; however, it can also use ADPCM (an IMA ADPCM variation that can use 2, 3, 4, or 5 bits per sample), Nellymoser (Nellymoser Asao Codec) and Speex audio codecs. Flash allows sample rates of 5512, 11025, 22050, and 44100 Hz (but Speex uses 16 kHz and Nellymoser Asao can also use 8 kHz and 16 kHz).[134] It cannot have a 48 kHz audio sample rate, which is the standard TV and DVD sample rate.[citation needed]

On August 20, 2007, Adobe announced on its blog that with Update 3 of Flash Player 9, Flash Video will also implement some parts of the MPEG-4 international standards.[135] Specifically, Flash Player will work with video compressed in H.264 (MPEG-4 Part 10), audio compressed using AAC (MPEG-4 Part 3), the F4V, MP4 (MPEG-4 Part 14), M4V, M4A, 3GP, and MOV multimedia container formats, 3GPP Timed Text specification (MPEG-4 Part 17), which is a standardized subtitle format and partial parsing capability for the "ilst" atom, which is the ID3 equivalent iTunes uses to store metadata. MPEG-4 Part 2 and H.263 will not work in F4V file format. Adobe also announced that it will be gradually moving away from the FLV format to the standard ISO base media file format (MPEG-4 Part 12) owing to functional limits with the FLV structure when streaming H.264. The final release of the Flash Player, implementing some parts of the MPEG-4 standards had become available in Fall 2007.[136]

Adobe Flash Player 10.1 does not have acoustic echo cancellation, unlike the VoIP offerings of Skype and Google Voice, making this and earlier versions of Flash less suitable for group calling or meetings. Flash Player 10.3 Beta incorporates acoustic echo cancellation.

ActionScript

[edit]

Flash programs use ActionScript programming language. It is an enhanced superset of the ECMAScript programming language, with a classical Java-style class model, rather than JavaScript's prototype model.

Specifications

[edit]

In October 1998, Macromedia disclosed the Flash Version 3 Specification on its website. It did this in response to many new and often semi-open formats competing with SWF, such as Xara's Flare and Sharp's Extended Vector Animation formats. Several developers quickly created a C library for producing SWF. In February 1999, MorphInk 99 was introduced, the first third-party program to create SWF files. Macromedia also hired Middlesoft to create a freely available developers' kit for the SWF file format versions 3 to 5.

Macromedia made the Flash Files specifications for versions 6 and later available only under a non-disclosure agreement, but they are widely available from various sites.

In April 2006, the Flash SWF file format specification was released with details on the then newest version format (Flash 8). Although still lacking specific information on the incorporated video compression formats (On2, Sorenson Spark, etc.), this new documentation covered all the new features offered in Flash v8, including new ActionScript commands, expressive filter controls, and so on. The file format specification document is offered only to developers who agree to a license agreement that permits them to use the specifications only to develop programs that can export to the Flash file format. The license does not allow the use of the specifications to create programs that can be used for the playback of Flash files. The Flash 9 specification was made available under similar restrictions.[137]

In June 2009, Adobe launched the Open Screen Project (Adobe link), which made the SWF specification available without restrictions. Previously, developers could not use the specification for making SWF-compatible players, but only for making SWF-exporting authoring software. The specification still omits information on codecs such as Sorenson Spark, however.[138]

Animation tools

[edit]

Official tools

[edit]

The Adobe Animate authoring program is primarily used to design graphics and animation and publish the same for websites, web applications, and video games. The program also offers limited support for audio and video embedding and ActionScript scripting.

Adobe released Adobe LiveMotion, designed to create interactive animation content and export it to a variety of formats, including SWF. LiveMotion failed to gain any notable user base.[specify]

In February 2003, Macromedia purchased Presedia, which had developed a Flash authoring tool that automatically converted PowerPoint files into Flash. Macromedia subsequently released the new product as Breeze, which included many new enhancements.

Third-party tools

[edit]

Various free and commercial software packages can output animations into the Flash SWF format, including:

  • Ajax Animator aims to create a Flash development environment
  • Apple Keynote allows users to export presentations to Flash SWF animations
  • KToon can edit vectors and generate SWF, but its interface is very different from Macromedia's
  • Moho is a 2D animation software package specialized for character animation, that creates Flash animations
  • OpenOffice Impress
  • Screencast and Screencam produce demos or tutorials by capturing the screen and generating a Flash animation of the same
  • SWiSH Max is an animation editor with preset animations, developed by an ex-employee of Macromedia, that can output Flash animations
  • Synfig
  • Toon Boom is a traditional animation tool that can output Flash animations
  • Swift 3d for vector 3D rendering & animation
  • Xara Photo & Graphic Designer can output Flash animations

The Flash 4 Linux project was an initiative to develop an open source Linux application as an alternative to Adobe Animate. Development plans included authoring capacity for 2D animation, and tweening, as well as outputting SWF file formats. F4L evolved into an editor that was capable of authoring 2D animation and publishing SWF files. Flash 4 Linux was renamed UIRA. UIRA intended to combine the resources and knowledge of the F4L project and the Qflash project, both of which were open-source applications that aimed to provide an alternative to the proprietary Adobe Flash.

Programming tools

[edit]

Official tools

[edit]

Adobe provides a series of tools to develop software applications and video games for Flash:

Third-party tools

[edit]

Third-party development tools have been created to assist developers in creating software applications and video games with Flash.

  • FlashDevelop is a free and open source Flash ActionScript IDE, which includes a project manager and debugger for building applications on Flash Player and Adobe AIR.
  • Powerflasher FDT is a commercial ActionScript IDE similar to FlashDevelop.
  • Haxe is an open source, high-level object-oriented programming language geared towards web-content creation that can compile SWF files from Haxe programs. As of 2012, Haxe can build programs for Flash Player that perform faster than the same application built with the Adobe Flex SDK compiler, due to additional compiler optimizations supported in Haxe.[citation needed]
  • SWFTools (specifically, swfc) is an open-source ActionScript 3.0 compiler which generates SWF files from script files, which include SVG tags.
  • swfmill and MTASC also provide tools to create SWF files by compiling text, ActionScript, or XML files into Flash animations
  • Ming library, to create SWF files programmatically, has interfaces for C, PHP, C++, Perl, Python, and Ruby. It can import and export graphics from XML into SWF.

Players

[edit]

Proprietary

[edit]

Adobe Flash Player is the multimedia and application player originally developed by Macromedia and acquired by Adobe Systems. It plays SWF files, which can be created by Adobe Animate, Apache Flex, or several other Adobe Systems and 3rd party tools. It has support for a scripting language called ActionScript, which can be used to display Flash Video from an SWF file.

Scaleform GFx is a commercial alternative Flash player that features fully hardware-accelerated 2D graphics rendering using the GPU. Scaleform has high conformance with both Flash 10 ActionScript 3[139] and Flash 8 ActionScript 2. Scaleform GFx is a game development middleware solution that helps create graphical user interfaces or HUDs within 3D video games. It does not work with web browsers.

IrfanView, an image viewer, uses Flash Player to display SWF files.

Open source

[edit]

OpenFL, a cross-platform open-source implementation of the Adobe Flash API,[111] supports importing SWF assets.[140]

Lightspark is a free and open-source SWF player that supports most of ActionScript 3.0 and has a Mozilla-compatible plug-in.[141] It will fall back on Gnash, a free SWF player supporting ActionScript 1.0 and 2.0 (AVM1) code. Lightspark supports OpenGL-based rendering for 3D content. The player is also compatible with H.264 Flash videos on YouTube.

Gnash aimed to create a software player and browser plugin replacement for the Adobe Flash Player. Gnash can play SWF files up to version 7, and 80% of ActionScript 2.0.[142] Gnash runs on Windows, Linux and other platforms for the 32-bit, 64-bit, and other operating systems, but development has slowed significantly in recent years.

Shumway was an open source Flash Player released by Mozilla in November 2012. It was built in JavaScript and is thus compatible with modern web browsers.[143][144][145] In early October 2013, Shumway was included by default in the Firefox nightly branch.[146] Shumway rendered Flash contents by translating contents inside Flash files to HTML5 elements, and running an ActionScript interpreter in JavaScript.[147] It supported both AVM1 and AVM2, and ActionScript versions 1, 2, and 3.[148] Development of Shumway ceased in early 2016.[149]

In the same year that Shumway was abandoned, work began on Ruffle, a Flash emulator written in Rust. It also runs in web browsers, by compiling down to WebAssembly and using HTML5 Canvas.[150] In 2020, the Internet Archive added support for emulating SWF by adding Ruffle to its emulation scheme.[151] As of March 2023, Ruffle states that it supports 95% of the AS1/2 language and 73% of the AS1/2 APIs, but does not correctly run most AS3 (AVM2) applications.[citation needed]

Availability

[edit]

Desktop computers

[edit]

Adobe Flash Player

[edit]

Adobe Flash Player is currently only supported with the enterprise[1][2][4] and China[5] variants, it has been deprecated everywhere else.[6]

Adobe Flash Player is available in four flavors:

The ActiveX version is an ActiveX control for use in Internet Explorer and any other Windows applications that support ActiveX technology. The Plug-in versions are available for browsers supporting either NPAPI or PPAPI plug-ins on Microsoft Windows, macOS, and Linux. The projector version is a standalone player that can open SWF files directly.[152]

Adobe AIR

[edit]

Adobe AIR shares some code with Adobe Flash Player and essentially embeds it.

Mobile devices

[edit]

Adobe Flash Player

[edit]

Adobe Flash Player was previously available for a variety of mobile operating systems, including Android (between versions 2.2[153] and 4.0.4)[154]., Pocket PC/Windows CE, QNX (e.g., on BlackBerry PlayBook), Symbian, Palm OS, and webOS (since version 2.0[155]). Flash Player for smartphones was originally made available to handset manufacturers at the end of 2009.[156] In November 2011, Adobe announced the withdrawal of support for Flash Player on mobile devices.[157]

In 2011, Adobe reaffirmed its commitment to "aggressively contribute" to HTML5.[158][159] Adobe announced the end of Flash for mobile platforms or TV, instead focusing on HTML5 for browser content and Adobe AIR for the various mobile application stores[160][161][162][163] and described it as "the beginning of the end".[164] BlackBerry LTD (formerly known as RIM) announced that it would continue to develop Flash Player for the PlayBook.[165]

There is no Adobe Flash Player for iOS devices (iPhone, iPad, and iPod Touch). However, Flash content can be made to run on iOS devices in a variety of ways:

  • Flash content can be bundled inside an Adobe AIR app, which will then run on iOS devices. (Apple did not allow this for a while, but they relaxed those restrictions in September 2010.[166])
  • If the content is Flash video being served by Adobe Flash Media Server 4.5, the server will translate and send the video as HTTP Dynamic Streaming or HTTP Live Streaming, both of which can be played by iOS devices.[167]
  • Some specialized mobile browsers manage to accommodate Flash via streaming content from the cloud directly to a user's device. Some examples are Photon Browser[168] and Puffin Web Browser.[169]

The mobile version of Internet Explorer for Windows Phone cannot play Flash content;[170] however, Flash support is still present on the tablet version of Windows.[171]

Adobe AIR

[edit]

AIR is a cross-platform runtime system for developing applications for mobile devices running Android (ARM Cortex-A8 and above)[172] and Apple iOS.[173]

Adobe Flash Lite

[edit]

Adobe Flash Lite is a lightweight version of Adobe Flash Player intended for mobile phones[174]‹The template Self-published inline is being considered for merging.› [self-published source?] and other portable electronic devices like Chumby and iRiver.

Alternatives on the web

[edit]

For a list of non-web alternative players, see § Open Source.

OpenFL

[edit]

OpenFL is an open-source software framework that mirrors the Adobe Flash API. It allows developers to build a single application against the OpenFL APIs, and simultaneously target multiple platforms including iOS, Android, HTML5 (choice of Canvas, WebGL, SVG or DOM), Windows, macOS, Linux, WebAssembly, Flash, AIR, PlayStation 4, PlayStation 3, PlayStation Vita, Xbox One, Wii U, TiVo, Raspberry Pi, and Node.js.[175] OpenFL mirrors the Flash API for graphical operations. OpenFL applications can be written in Haxe, JavaScript (EcmaScript 5 or 6+), or TypeScript.[176]

More than 500 video games have been developed with OpenFL,[177] including the BAFTA-award-winning game Papers, Please, Rymdkapsel, Lightbot, and Madden NFL Mobile.

HTML5

[edit]

HTML5 is often cited as an alternative to Adobe Flash technology usage on web pages. Adobe released a tool that converts Flash to HTML5,[178], and in June 2011, Google released an experimental tool that does the same.[179][180] In January 2015, YouTube defaulted to HTML5 players to better support more devices.[181]

Flash to HTML5

[edit]

The following tools allow converting Flash content to HTML5:

  • Adobe Edge Animate was designed to produce HTML5 animations directly.[182]
  • Adobe Animate now allows Flash animations to be published into HTML5 content directly.
  • Google Swiffy was a web-based tool developed by Google that converts SWF files into HTML5, using SVG for graphics and JavaScript for animation.
  • Adobe Wallaby was a converter developed by Adobe.[183]
  • CreateJS is a library that, while available separately, was also adopted by Adobe as a replacement for Wallaby in CS6. Unlike Wallaby, which was a standalone program, the "Toolkit for CreateJS" only works as a plug-in inside Flash Professional; it generates output for the HTML5 canvas, animated with JavaScript.[184][185] Around December 2013, the toolkit was integrated directly into Flash Professional CC.[186][187]

The following tools run Flash content in an HTML5-enabled browser but do not convert to an HTML5 webpage:

Criticisms

[edit]

Mobile support

[edit]

Websites built with Adobe Flash will not function on most modern mobile devices running Google Android or iOS (iPhone, iPad). The only alternative is using HTML5 and responsive web design to build websites that support both desktop and mobile devices.

However, Flash is still used to build mobile games using Adobe AIR. Such games will not work in mobile web browsers but must be installed via the appropriate app store.

Vendor lock-in

[edit]

The reliance on Adobe for decoding Flash made its use on the World Wide Web a concern—the completeness of its public specifications is debated, and no complete implementation of Flash is publicly available in source code form with a license that permits reuse. Generally, public specifications are what make a format re-implementable (see future proofing data storage), and reusable codebases can be ported to new platforms without the endorsement of the format creator.

Adobe's restrictions on the use of the SWF/FLV specifications were lifted in February 2009 (see Adobe's Open Screen Project). However, despite efforts of projects like Gnash, Swfdec, and Lightspark, a complete free Flash player is yet to be seen, as of September 2011. For example, Gnash cannot use SWF v10 yet.[189] Notably, Gnash was listed on the Free Software Foundation's high priority list, from at least 2007, to its removal in January 2017.[190]

Notable advocates of free software, open standards, and the World Wide Web have warned against the use of Flash:

The founder of Mozilla Europe, Tristan Nitot, stated in 2008:[191]

Companies building websites should beware of proprietary rich-media technologies like Adobe's Flash and Microsoft's Silverlight. (...) You're producing content for your users and there's someone in the middle deciding whether users should see your content.

Representing open standards, inventor of CSS and co-author of HTML5, Håkon Wium Lie explained in a Google tech talk of 2007, entitled "the <video> element", the proposal of Theora as the format for HTML video:[192]

I believe very strongly that we need to agree on some kind of baseline video format if [the video element] is going to succeed. Flash is today the baseline format on the web. The problem with Flash is that it's not an open standard.

Representing the free software movement, Richard Stallman stated in a speech in 2004 that:[193] "The use of Flash in websites is a major problem for our community."

Accessibility and usability

[edit]

Usability consultant Jakob Nielsen published an Alertbox in 2000 entitled, Flash: 99% Bad, stating that "Flash tends to degrade websites for three reasons: it encourages design abuse, it breaks with the Web's fundamental interaction principles, and it distracts attention from the site's core value."[194] Some problems have been at least partially fixed since Nielsen's complaints: text size can be controlled using full page zoom and it has been possible for authors to include alternative text in Flash since Flash Player 6.

Flash blocking in web browsers

[edit]
Some websites rely heavily on Flash and become unusable without Flash Player, or with Flash blocked.

Flash content is usually embedded using the object or embed HTML element.[195] A web browser that does not fully implement one of these elements displays the replacement text, if supplied by the web page. Often, a plugin is required for the browser to fully implement these elements, though some users cannot or will not install it.

Since Flash can be used to produce content (such as advertisements) that some users find obnoxious or take a large amount of bandwidth to download, some web browsers, by default, do not play Flash content until the user clicks on it, e.g., Konqueror, K-Meleon.

Most current browsers have a feature to block plugins, playing one only when the user clicks it. Opera versions since 10.5 feature native Flash blocking. Opera Turbo requires the user to click to play Flash content, and the browser also allows the user to enable this option permanently. Both Chrome[196] and Firefox[197] have an option to enable "click to play plugins". Equivalent "Flash blocker" extensions are also available for many popular browsers: Firefox has Flashblock and NoScript, Internet Explorer has Foxie, which contains several features, one of them named Flashblock. WebKit-based browsers under macOS, such as Apple's Safari, have ClickToFlash.[198] In June 2015, Google announced that Chrome will "pause" advertisements and "non-central" Flash content by default.[199]

Firefox (from version 46) rewrites old Flash-only YouTube embed code into YouTube's modern embedded player that is capable of using either HTML video or Flash.[200] Such embed code is used by non-YouTube sites to embed YouTube's videos, and can still be encountered, for example, on old blogs and forums.

However, there are ways to pass this error in the absence of Flash Player by deleting the validation code in HTML. This also depends on browser vision.

Security

[edit]

For many years, Adobe Flash Player's security record[201] has led many security experts to recommend against installing the player, or to block Flash content.[202][203] The US-CERT has recommended blocking Flash,[204] and security researcher Charlie Miller recommended "not to install Flash";[205] however, for people still using Flash, Intego recommended that users get trusted updates "only directly from the vendor that publishes them."[206] Adobe Flash Player has over 1078 CVE entries,[207] of which over 842 lead to arbitrary code execution, and past vulnerabilities have enabled spying via web cameras.[208][209][210][211] Security experts have long predicted the demise of Flash, saying that with the rise of HTML5 "...the need for browser plugins such as Flash is diminishing".[212]

Active moves by third parties to limit the risk began with Steve Jobs in 2010, saying that Apple would not allow Flash on the iPhone, iPod Touch, and iPad, citing abysmal security as one reason.[213] Flash often used the ability to dynamically change parts of the runtime on languages on OSX to improve their own performance, but caused general instability. In July 2015, a series of newly discovered vulnerabilities resulted in Facebook's chief security officer, Alex Stamos, issuing a call to Adobe to discontinue the software entirely[214] and the Mozilla Firefox web browser, Google Chrome, and Apple Safari to blacklist all earlier versions of Flash Player.[215][216][217]

Flash cookies

[edit]

Like the HTTP cookie, a flash cookie (also known as a "Local Shared Object") can be used to save application data. Flash cookies are not shared across domains. An August 2009 study by the Ashkan Soltani and a team of researchers at UC Berkeley found that 50% of websites using Flash were also employing Flash cookies, yet privacy policies rarely disclosed them, and user controls for privacy preferences were lacking.[218] Most browsers' cache and history suppress or delete functions did not affect Flash Player's writing Local Shared Objects to its own cache in version 10.2 and earlier, at which point the user community was much less aware of the existence and function of Flash cookies than HTTP cookies.[219] Thus, users with those versions, having deleted HTTP cookies and purged browser history files and caches, may believe that they have purged all tracking data from their computers when in fact Flash browsing history remains. Adobe's own Flash Website Storage Settings panel, a submenu of the Settings Manager web application, and other editors and toolkits can manage settings for and delete Flash Local Shared Objects.[220]

Notable people

[edit]

See also

[edit]

Explanatory footnotes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Adobe Flash was a multimedia software platform for authoring and delivering vector-based animations, interactive content, games, and rich internet applications that required a dedicated plugin for web browsers. Originating as FutureSplash Animator developed by , it was acquired and rebranded by as Flash 1.0 in December 1996. 's Flash enabled widespread adoption of dynamic web experiences in the late 1990s and 2000s, powering elements like embedded video streaming, casual browser games, and site navigation before native web standards matured. acquired in 2005, integrating Flash into its ecosystem and extending it with tools like Flash Professional for development and for programming. Despite its innovations in web interactivity, Flash faced escalating security vulnerabilities—over 1,000 documented since 2005—making it a frequent target for exploits due to its plugin architecture and unmanaged code base. announced the end of Flash Player support on December 31, , with content blocking starting January 12, 2021, citing the platform's obsolescence amid HTML5's rise and ongoing security risks. The discontinuation marked the shift to open web standards, though legacy Flash content persists in emulated environments for archival purposes.

Overview

Core Definition and Purpose

Adobe Flash was a software platform for authoring and delivering vector-based animations, interactive content, and rich internet applications via web browsers. Developed initially by in 1996 as a tool for creating scalable and simple animations, it evolved into a comprehensive including the Flash authoring tool, the file format—which supported , images, text, audio, video, and scripting—and the Flash Player runtime plugin required for playback. The platform's core purpose was to overcome limitations in early web standards like by enabling dynamic, bandwidth-efficient content such as advertisements, games, presentations, e-learning modules, and interactive videos that enhanced user engagement on websites. Flash's foundation allowed for resolution-independent rendering, making it ideal for the dial-up and early eras where file size and scalability were critical. By providing scripting via , it facilitated complex interactivity and logic, positioning Flash as a for web multimedia until the rise of and native browser capabilities.

Key Technological Components

The (Small Web Format) file serves as the primary container for Flash content, a compact binary format that embeds , images, animations, text, audio, video, and , enabling efficient delivery and playback of interactive over networks. functions as the platform's , providing programmatic interactivity; early versions (1.0 and 2.0) supported frame-based scripting interpreted by the 1 (AVM1), while 3.0 introduced object-oriented features, compliance, and execution via the more efficient AVM2, which employs for enhanced performance. The Flash Player runtime executes SWF files through an integrated architecture comprising the AVM for script processing, a rendering handling vector paths, , and transformations, and built-in codecs for multimedia such as audio decoding and Sorenson Spark or H.264 video support. Core to rendering is the display list, a hierarchical tree of DisplayObject instances (e.g., sprites, shapes, text fields) managed by the runtime to determine draw order, clipping, and transformations without manual z-depth calculations. Animations rely on timeline data encoded in SWF tags for frame sequences, tweening paths, and shape morphing, supplemented by for scripted motion and event handling.

Historical Development

FutureWave Origins (1993–1996)

was founded in January 1993 in , California, by programmer Jonathan Gay and entrepreneur Charlie Jackson, who provided initial investment. The company targeted the nascent market for pen-based computing, seeking to create intuitive graphics applications for stylus-equipped devices running operating systems like PenPoint. The firm's first product, SmartSketch, was a vector-based program designed for natural input via pen tablets. Released in initially for specialized hardware, it was subsequently ported to Windows and Macintosh after the failure of dedicated pen OS ecosystems, allowing broader adoption among desktop users. SmartSketch emphasized scalable graphics over pixel-based editing, aligning with the technical constraints of early . By 1995, as the expanded and bandwidth remained limited, FutureWave pivoted toward web-compatible animation tools. Engineers extracted and refined the frame-by-frame animation features prototyped in SmartSketch, developing a dedicated authoring environment for lightweight vector animations. This effort produced FutureSplash Animator, publicly launched in May 1996, which generated compact files suitable for embedding in browsers through a companion player plugin. The tool supported keyframe tweening, shape morphing, and export to formats optimized for 28.8 kbps speeds prevalent at the time. FutureSplash Animator found immediate application in professional web production, with early adopters including Disney Online for interactive site elements and Network for dynamic content delivery. Its vector approach offered file sizes dramatically smaller than equivalent animations, addressing a key bottleneck in mid-1990s online media. The product's success validated FutureWave's shift from to web technologies, setting the stage for its acquisition by later that year.

Macromedia Expansion (1996–2005)

In December 1996, Macromedia acquired FutureWave Software, the developer of FutureSplash Animator, for an undisclosed sum and rebranded the tool as Macromedia Flash 1.0. This version focused on vector-based animations, shape tweening, text, and basic interactivity, paired with a free Flash Player plugin for web browsers to enable compact, scalable web content. The acquisition aligned Flash with Macromedia's multimedia ecosystem, including Shockwave, positioning it for broader web deployment. Macromedia rapidly iterated on Flash, expanding its capabilities to support richer web experiences. Flash 2, released in 1997, added support for buttons, symbol libraries, stereo audio streaming, and enhanced integration with motion tweening. Flash 3 in 1998 introduced alpha transparency, reusable movie clips, device fonts, and the Actions panel for scripting basic behaviors, facilitating more sophisticated animations without excessive file sizes. These updates improved compatibility with Macromedia's Director and increased adoption for interactive web elements like banners and simple games. By 1999, Flash 4 debuted , a enabling variables, loops, conditionals, and dynamic content generation, marking Flash's transition from pure animation to programmable multimedia. Flash 5 in 2000 refined with object-oriented features like onClipEvent handlers and improved font embedding, while subsequent releases like Flash MX (version 6) in 2002 overhauled the , added reusable UI components, and enhanced developer tools for server-side integration via XML and 2.0 precursors. Flash MX 2004 (version 7) further advanced video import and encoding, broadening Flash's role in rich internet applications. The pinnacle of Macromedia's stewardship came with Flash 8 in September 2005, which incorporated graphical filters (e.g., blur, , glow), , runtime bitmap caching for performance, and an improved for smoother playback. These enhancements, including FlashType for better text rendering and custom easing, solidified Flash as a versatile platform for professional web animation, interactivity, and early video streaming, achieving widespread use across websites and contributing to Macromedia's market value ahead of its acquisition by later that year.

Adobe Acquisition and Maturity (2005–2017)

Adobe Systems acquired Macromedia on December 3, 2005, in an all-stock transaction valued at $3.4 billion, following an announcement on April 18, 2005. This merger integrated Flash into Adobe's portfolio, renaming authoring tools to Adobe Flash Professional and aligning it with the Creative Suite for enhanced workflow in multimedia design. Post-acquisition, Flash Player 8, released on September 13, 2005, introduced graphical filters such as blur, drop shadow, and glow, improving visual effects for web content. Subsequent releases advanced Flash's capabilities significantly. Flash Player 9, launched in 2006, supported ActionScript 3.0 for more efficient scripting and better performance in rich internet applications (RIAs). Flash Player 10 in 2008 added H.264 video codec support, enabling high-quality streaming that became integral to platforms like , while version 11 in 2010 introduced hardware-accelerated graphics and Stage 3D for 3D rendering. Authoring tools evolved with Adobe Flash CS3 in 2007, incorporating ActionScript 3.0 integration and improved timeline features, followed by CS4 (2008) with object-based animation and CS5 (2010) adding code snippets and enhanced for . Flash achieved widespread adoption during this era, powering over 90% of web video traffic by 2009 and reaching more than 95% browser penetration at its peak, facilitating animations, browser games, and interactive advertisements. Its vector-based format ensured scalability across devices, though proprietary nature limited native mobile support. Efforts to extend Flash to mobile devices faltered, notably after Apple's 2010 refusal to include it on due to concerns over , battery consumption, and , prompting Adobe to abandon mobile browser Flash development in November 2011 in favor of tools. Security challenges emerged as a persistent issue, with Flash becoming a frequent vector for exploits due to its ubiquity and complex runtime, leading to multiple vulnerabilities patched by throughout the period. Despite mitigations like sandboxing in later versions, high-profile attacks underscored risks, contributing to growing scrutiny from browsers and platforms. By 2017, amid declining relevance to open web standards, Adobe signaled the technology's maturity limits, setting the stage for .

Open Source and Standardization Attempts

In May 2008, Adobe launched the Open Screen Project to promote broader adoption of Flash technologies by removing barriers to implementation, including the publication of the and FLV file format specifications, elimination of royalties for Flash Player and Flash Lite, and commitments to royalty-free device distribution. The initiative, announced on May 1, 2008, aimed to standardize Flash across platforms such as mobile devices, desktops, and televisions by enabling over-the-air updates and partnerships with hardware manufacturers, with Adobe allocating a $10 million fund to support developers. As part of this effort, Adobe released the specification on the same date, providing developers with details on the binary format for animations, vectors, and scripts, though it remained a partial disclosure excluding full runtime implementation details. By February 2009, updated specifications further lifted prior licensing restrictions on and FLV/F4V usage. Despite these steps toward standardization, Adobe did not release the Flash Player source code, maintaining proprietary control over the runtime environment and citing encumbrances such as third-party patents on codecs like H.264, which complicated full open-sourcing. The Open Screen Project facilitated limited interoperability but failed to achieve widespread independent implementations, as core features like Virtual Machine execution remained tied to Adobe's closed ecosystem. Community-driven open-source alternatives emerged to decode and render files independently of Adobe's player. Gnash, initiated in 2005 as part of Project, provided a free player supporting core features up to version 7, with partial compatibility for versions 8 and 9, including , basic 1.0/2.0, and standalone or plugin modes. Similarly, Swfdec offered an open-source decoder focused on playback, achieving functional rendering for earlier Flash content but struggling with advanced scripting and video. These projects, while advancing reverse-engineered compatibility, encountered persistent limitations in handling proprietary extensions, encrypted content, and evolving standards, resulting in incomplete feature parity and minimal mainstream adoption. Post-announcement of Flash's end-of-life in , independent calls intensified for fuller disclosure, including a July 2017 petition by developer Martin Lindstedt urging to open-source remaining specifications for archival preservation of legacy content. declined, prioritizing migration to open web standards like , which ultimately supplanted Flash without requiring proprietary format reversals. The standardization attempts underscored Flash's foundations, where partial openness proved insufficient against rising demands for fully libre alternatives.

End-of-Life Transition (2017–2021)

On July 25, 2017, announced the planned end-of-life for Flash Player, stating it would cease updates and distribution by the end of while urging developers to transition content to open web standards such as , , and . This decision followed years of declining usage amid security vulnerabilities, poor mobile support, and the maturation of native web technologies, with committing to collaborate with browser vendors and the Open Web Advocacy group to facilitate a smooth migration. Major browser developers aligned their deprecation timelines with Adobe's schedule to minimize disruption. Microsoft planned to phase out Flash from Edge and Internet Explorer 11, fully removing it from Windows by the end of 2020. Google Chrome implemented click-to-play restrictions starting in version 65 (2018), required explicit user enablement by version 76 (2019), and disabled Flash by default in version 87 (January 2021), with complete removal in version 88. Mozilla Firefox made Flash click-to-activate in version 57 (2017), blocked it by default in version 84 (December 2020), and eliminated support entirely in version 85 (January 26, 2021). Apple had already restricted Flash in Safari since 2010, further accelerating the shift away from proprietary plugins. Throughout 2018–2020, Adobe issued security patches for Flash Player while promoting migration resources, including export tools from to and partnerships with standards organizations to document file formats for archival purposes. Browser vendors notified users of impending blocks, with Chrome and Edge prompting legacy content playback warnings. On December 8, 2020, Adobe released the final Flash Player update (version 32.0.0.465), containing critical security fixes but no new features. Support officially ended on December 31, 2020, after which discontinued all updates and downloads. Beginning January 12, 2021, the Flash Player installer prompted users to uninstall it and actively blocked all content execution to prevent exploitation of unpatched vulnerabilities. Enterprise customers with volume licensing could access offline installers until that date, but post-EOL, reliance shifted to emulators like Ruffle (a Rust-based Flash interpreter) or archival viewers for legacy media, though these lacked official endorsement and carried risks. By mid-2021, web-wide Flash usage had plummeted below 1%, reflecting successful transitions to modern alternatives despite challenges in preserving interactive archives like early games and animations.

Technical Specifications

File Formats and Structure

The primary file format for Adobe Flash content is the , a binary format designed for delivering , animations, interactive applications, and embedded over the via the Flash Player. SWF files consist of a compact header followed by a sequence of tags that define and control content rendering, enabling efficient playback with support for compression via zlib (signature "CWS") or LZMA (signature "ZWS" for version 13 and later). The header spans 8 to variable bytes and includes: a 3-byte ("FWS" for uncompressed), a 1-byte version number (ranging from 1 to 19), a 4-byte unsigned for total file in bytes, a variable-length RECT encoding frame dimensions in twips (1/20th of a ) using 5-bit Nbits followed by minimum/maximum X/Y coordinates, a 2-byte fixed-point 8.8 (e.g., 0x0C00 for 12 frames per second), and a 2-byte unsigned for total frame count. Following the header, the file body comprises a series of tags, each preceded by a RECORDHEADER: a 2-byte short form for lengths ≤62 bytes (10-bit tag + 6-bit ) or a 6-byte long form (tag with length 0x3F + 4-byte for larger data). Tags divide into definition tags, which populate a character dictionary with reusable assets like (e.g., DefineShape tag code 2, including ShapeId, bounds RECT, and shape records for edges/styles), bitmaps (e.g., DefineBitsJPEG3 tag code 35), fonts, and sprites; and control tags, which manage display lists and actions, such as PlaceObject2 (tag code 26, with depth, matrix transforms, and optional color modifiers), ShowFrame (tag code 1, advancing to the next frame for rendering), and DoAction (tag code 12, embedding bytecode). The tag sequence ends with an End tag (code 0), after which the Flash Player decompresses (if applicable) and interprets the dictionary and display instructions sequentially. Flash also employs the FLV (Flash Video) format for embedded or streamed video, structured as a 9-byte header ( "FLV", version byte typically 0x01, flags for audio/video presence, and offset usually 9 bytes) followed by tagged packets prefixed by a 4-byte previous tag size. FLV tags (11-byte header + ) include audio (type 8, with format/rate/size/type bits and codec like AAC), video (type 9, specifying frame type and codec like H.264/AVC with packet types for headers/NALUs), and script (type 18, often AMF-encoded metadata like duration). Additionally, (AMF), versions 0 and 3, serves as a binary serialization protocol embedded in /FLV script tags or used for client-server communication in Flash Remoting, encoding ActionScript objects, arrays, and primitives (e.g., AMF0 starts with type markers like 0x05 for null or 0x0A for objects followed by traits/data pairs; AMF3 optimizes with denser / referencing and dynamic traits). These formats collectively enable Flash's runtime to handle and without relying on external dependencies.

ActionScript Programming

ActionScript is the proprietary integral to Adobe Flash, designed to implement logic, , and dynamic behavior in files, including timeline control, event handling, data manipulation, and integration. Initially rudimentary, it evolved into a robust, ECMAScript-compliant language supporting object-oriented paradigms, enabling complex applications like browser games and rich internet applications. is typically attached to movie clips, buttons, or frames via the authoring tool or external .as files, compiled into for execution in the Flash Player . ActionScript 1.0, released August 24, 2000, with Flash Player 5, introduced formal scripting beyond basic timeline actions, drawing from for variables, loops, conditionals, and prototype-based objects. It supported via handlers like onClipEvent for interactions and frame updates, but lacked strict typing or classes, relying on dynamic properties and functions for simplicity. Performance was adequate for animations but limited for intensive computations due to the AVM1 interpreter. A basic example for advancing a movie clip's position each frame:

actionscript

onClipEvent(enterFrame) { this._x += 5; }

onClipEvent(enterFrame) { this._x += 5; }

This version prioritized accessibility for designers, with frame scripts like stop(); or gotoAndPlay(10); controlling playback. ActionScript 2.0, debuted in September 2003 with Flash MX 2004 (version 7), enhanced and structure by adding optional strict mode for compile-time error checking, class declarations, interfaces, and inheritance, while maintaining with AS1.0. It introduced abstract classes and access modifiers (public, private), promoting modular code for larger projects, though still interpreted via AVM1. became enforced in strict mode, reducing errors from prior leniency. An example defining and instantiating a class:

actionscript

class Ball { private var radius:Number; public function Ball(r:Number) { radius = r; } public function getRadius():Number { return radius; } } var myBall:Ball = new Ball(10); trace(myBall.getRadius()); // Outputs: 10

class Ball { private var radius:Number; public function Ball(r:Number) { radius = r; } public function getRadius():Number { return radius; } } var myBall:Ball = new Ball(10); trace(myBall.getRadius()); // Outputs: 10

Event handling shifted toward object methods, improving over AS1.0's clip events for reusability. ActionScript 3.0, released September 15, 2006, with Flex 2 and integrated into Flash CS3 in 2007, marked a paradigm shift as an ECMAScript 4-inspired superset with mandatory packages for organization, namespaces for scoping, sealed classes to prevent runtime extension, and optional static typing for optimization. It utilized the just-in-time compiled AVM2 virtual machine, yielding up to 10x performance gains over prior versions through better garbage collection, vector instructions, and domain memory access. All code required explicit display list management via classes like MovieClip and event dispatching with addEventListener, eliminating implicit handlers for stricter, more secure execution. Differences from core ECMAScript included enhanced error handling (e.g., Error subclassing) and Flash-specific APIs for rendering and security. A frame-enter example:

actionscript

import flash.display.MovieClip; import flash.events.Event; var mc:MovieClip = new MovieClip(); addChild(mc); mc.addEventListener(Event.ENTER_FRAME, moveClip); function moveClip(e:Event):void { MovieClip(e.target).x += 5; }

import flash.display.MovieClip; import flash.events.Event; var mc:MovieClip = new MovieClip(); addChild(mc); mc.addEventListener(Event.ENTER_FRAME, moveClip); function moveClip(e:Event):void { MovieClip(e.target).x += 5; }

Document classes allowed SWF-wide logic, supporting enterprise-scale apps, though the shift demanded rewriting legacy code due to incompatible syntax. Later updates like Flash Player 11 added features such as Stage3D for GPU acceleration, extending for 3D graphics. Despite Flash's , AS3 principles influenced modern web standards via transpilation tools.

Multimedia and Rendering Features

Adobe Flash primarily employed for creating scalable animations and shapes, enabling high-quality rendering independent of . It also supported graphics for importing raster images and photos, with options for compression and smoothing to optimize file size and display quality. The rendering engine composited these elements on a timeline-based stage, applying to lines, shapes, and bitmaps for smoother edges when set to high quality mode, though low quality mode disabled anti-aliasing to prioritize performance on lower-end hardware. Video playback was introduced in Flash Player 6 (2001), supporting the FLV container format with codecs like Sorenson Spark for streaming multimedia content over the web. Later versions, starting with Flash Player 9 (2006), added native support for H.264 (MPEG-4 Part 10) video within FLV and F4V files, enabling higher compression efficiency and HD-quality streaming when paired with . Audio capabilities included native decoding from Flash Player 6 onward, with support for v1.0 and v1.1 metadata tags, alongside uncompressed imports for event sounds and streaming. Rendering advanced with features; Flash Player 10.1 (2010) introduced partial GPU support for video decoding, while Flash Player 11 (2011) launched Stage3D (codenamed Molehill), a low-level for GPU-accelerated 2D and 3D using Context3D, allowing up to 2 million triangles per frame on compatible hardware via or backends. Subsequent updates from 2011 to 2013 enhanced with alpha-channel transparency, compressed textures, and cross-platform support for Android and , though performance varied by device GPU capabilities. These features enabled complex multimedia applications like interactive games but required fallback to software rendering on unsupported systems.

Development Tools

Official Adobe Tools


was Adobe's principal graphical authoring tool for developing vector-based animations, interactive , and applications targeting the Flash Player. It provided a timeline interface for creating frame-by-frame and tweened animations, libraries for reusable symbols, and built-in tools for , text manipulation, and importing raster or vector assets. The software supported direct integration of for scripting behaviors, event handling, and dynamic content generation, along with features for encoding and embedding video via formats like FLV. Successive releases enhanced capabilities such as for rigging and bone-based deformation, as reintroduced in the 2015 version.
Adobe Flash Builder, built on the platform, functioned as an (IDE) optimized for and MXML coding in Flex-based projects. It offered , , interactive with breakpoints and variable inspection, and tools for building, testing, and deploying applications to web, desktop via AIR, or mobile platforms. The IDE facilitated rapid prototyping of data-driven rich internet applications, with support for refactoring, , and integration with Adobe's Scout profiler for performance in later versions. These tools were often used in tandem within Adobe's ecosystem; Flash Professional handled visual and timeline-driven workflows, while Flash Builder streamlined code-intensive development, allowing export of assets between them for hybrid projects. In 2012, Adobe bundled them into Creative Cloud offerings to support Flash-based game development, including Stage3D hardware acceleration for 3D graphics and GPU rendering. Flash Professional was rebranded as Adobe Animate in February 2016, shifting focus beyond SWF exports to HTML5 Canvas and other formats, though retaining core Flash authoring features.

Third-Party and Community Tools

FlashDevelop, a free and open-source integrated development environment (IDE), emerged as a prominent community tool for ActionScript 2 and 3 development, offering code completion, debugging, refactoring, and project templates without reliance on Adobe's proprietary authoring environment. Initially released in the mid-2000s, it gained widespread adoption by 2011 with version 4, enabling developers to compile SWF files using the open-source Flex SDK and supporting Haxe integration for cross-target output. Its lightweight design appealed to programmers prioritizing code over timeline-based animation, fostering a shift toward programmatic Flash workflows in community projects. Powerflasher FDT, a commercial third-party IDE built on the platform, provided advanced editing capabilities including real-time syntax checking, refactoring tools, and integration with systems, targeting professional developers from the late 2000s onward. Unlike Adobe's tools, FDT emphasized code-centric development, supporting AS3 projects with features like conditional compilation and plugin extensibility, though it required licensing fees. Other community efforts included open-source compilers like , which handled AS2 bytecode generation independently of Adobe's ecosystem, allowing faster iteration for script-heavy applications in the early 2000s. These tools collectively democratized Flash development by reducing dependence on licensed software, enabling hobbyists and small teams to build complex applications, games, and animations using verifiable outputs.

Runtime Environments

Desktop and Web Players

The web variant of operated as a browser plugin, enabling the execution of Shockwave Flash (SWF) content embedded in documents via tags such as <object> or <embed>. This plugin supported vector-based animations, , audio playback, video decoding, and scripting across compatible web browsers. Variants included controls for on Windows, NPAPI for browsers like and , and PPAPI for starting with Flash Player 11.2 released in August 2010. Installation occurred through direct downloads from Adobe's site or browser-integrated updaters, with automatic prompting for users encountering unsupported content. Flash Player plugins were compatible with major operating systems including Windows, macOS, , and historically Solaris, achieving widespread adoption by the mid-2000s as a for rich web media. Key releases introduced features like hardware-accelerated graphics in version 10 (October 2008), via Stage3D in version 11 (October 2011), and for enhanced in version 10.1 (June 2010). However, the plugin's architecture contributed to vulnerabilities, prompting frequent security patches until Adobe's announcement in July 2017 of end-of-life support by December 31, 2020. Post-EOL, browsers disabled the plugin by default, and Adobe blocked content execution starting January 12, 2021. For desktop environments independent of web browsers, Adobe distributed standalone projectors—self-contained executables capable of loading and rendering files directly. These projectors, available for Windows and macOS with versions aligning to plugin releases (e.g., up to Flash Player 32), required no separate installation and served for offline playback of animations, presentations, or applications. Unlike browser plugins, projectors lacked built-in web integration but supported full Flash feature sets including scripting and . ceased distribution and updates for projectors alongside the plugin, enforcing the same EOL timeline without provisions for legacy execution.

Cross-Platform Runtimes (AIR)

, or Adobe Integrated Runtime, is a cross-operating-system runtime environment that enables developers to package and deploy applications built with , Flex, or / technologies as native installable executables on desktop and mobile platforms. It extends the capabilities of the Flash Player by providing access to native operating system features, such as local file storage, network sockets, and device hardware, while maintaining a consistent across supported systems to minimize platform-specific adaptations. This allows web-based content to function offline and integrate with desktop environments, bridging the gap between browser-hosted Rich Internet Applications (RIAs) and standalone software. Development of AIR began with public betas in , culminating in the version 1.0 production release on February 25, 2008. Initially focused on desktop deployment for Windows and macOS, subsequent versions expanded support to and mobile operating systems including Android and , leveraging the same core runtime for reduced cross-platform development overhead. Key features include native window and menu management, drag-and-drop file handling, and badge notifications, which were introduced to differentiate AIR applications from purely browser-bound Flash content. Over time, AIR incorporated support via rendering, enabling hybrid applications that combined legacy Flash assets with modern web standards. Adobe maintained active development of AIR through version 33, but announced in May 2019 that it would cease ongoing support and feature updates by , 2020, transferring stewardship to HARMAN for legacy compatibility and security maintenance. Post-transition, HARMAN has continued releasing SDK updates, with version 51 supporting the original desktop platforms (Windows, macOS) and select mobile targets, though support was discontinued earlier due to diminishing ecosystem viability. This shift reflects broader industry moves away from plugin-based technologies toward native app frameworks, yet AIR persists in niche applications requiring cross-platform consistency without full code rewrites.

Mobile and Embedded Support

Adobe introduced Flash Lite, a lightweight variant of Flash Player optimized for resource-constrained mobile devices, starting with version 1.0 in 2004, which supported basic and animations on early phones. Subsequent versions expanded capabilities: Flash Lite 2.0 (December 2005) added bitmap support and device-dependent sound; 2.1 (December 2006) improved video handling; 3.0 (2008) enabled FLV streaming; and 4.0 (2010) targeted ^3 devices with enhanced 3.0 features, though limited to select and Ericsson models. Pre-installation was common on over 70 and S60 devices by 2007, facilitating simple interactive content like games and menus, but performance varied due to hardware limitations. Full Flash Player support emerged for smartphones, initially on Android devices from 2009, enabling richer web content like video playback on compatible hardware such as , but requiring manual installation and facing battery drain issues. Apple's iOS never natively supported Flash Player, with citing security, performance, and battery concerns in his April 2010 , prompting developers to pivot toward HTML5. Adobe ceased updates for Android Flash Player in August 2012, citing optimization challenges and the rise of native app ecosystems, effectively ending browser-based Flash on mobile. Flash Lite 4.0 marked the final mobile iteration, largely superseded by around 2010 for app development. Adobe AIR extended Flash technologies to native mobile applications, supporting packaging for Android and via captive runtime, allowing ActionScript-based apps to run without browser plugins. For , AIR apps required Apple's build tools due to App Store policies against interpreted code, while Android permitted direct .air or .apk distribution; versions like AIR 3.0 (2011) targeted Android 2.3+ and +. Post-2020 Flash EOL, AIR shifted to /JS wrappers for new content, with HARMAN assuming SDK maintenance in 2020 to sustain legacy apps, though vulnerabilities in embedded Flash remnants persisted. For embedded systems, Adobe tailored Flash for , releasing a 2009 porting kit for IP-based TVs and set-top boxes (s), enabling vector-optimized playback on processors. Partnerships integrated Flash into chipsets: Broadcom's BCM7400 series (January 2009) for HDTVs and DVRs; NXP's STB solutions (April 2009); and Intel's CE3100 platform (mid-2009) with Flash Lite for Blu-ray players. This supported interactive menus, streaming, and widgets on devices from and others, but adoption waned amid hardware decoding preferences and Flash's flaws. All embedded Flash runtimes lost official support by December 31, 2020, with Adobe urging migration to open standards like for ongoing viability.

Applications and Implementations

Web Interactivity and Animation

Adobe Flash facilitated advanced web interactivity and animation through its vector-based graphics system, which allowed scalable, resolution-independent visuals suitable for varying screen sizes and bandwidth constraints prevalent in the and . Originating from FutureSplash Animator in 1996 and rebranded as Flash following Macromedia's acquisition in 1997, the technology supported frame-by-frame animation, motion tweens for smooth interpolations between keyframes, and shape tweens for morphing graphics, enabling efficient creation of complex sequences with minimal file sizes. These features addressed limitations of early web standards like and GIFs, which lacked support for programmatic control or fluid motion, making Flash a for embedding dynamic content via files in browsers. Interactivity was achieved through , a integrated from Flash 4 in 1999, which permitted event-driven responses such as mouse hovers triggering glow effects on buttons, slide-out menus, or user-initiated animations. Developers could handle inputs like clicks and drags to manipulate on-screen elements, fostering applications from simple navigational aids to intricate simulations, all rendered in real-time by the Flash Player plugin required in browsers like and . By the mid-2000s, enhancements like graphical filters (e.g., blur, drop shadows) and blend modes in Flash Player 8, released September 13, 2005, further enriched interactive visuals without compromising performance on typical hardware. Flash's dominance in web animation peaked with near-universal adoption; by 2005, approximately 98% of internet-connected desktops featured the Flash Player, rising to 97.3% of internet-enabled computers by 2006. This ubiquity powered countless interactive sites, including full-screen animated experiences from agencies and brands, where elements like parallax-like effects or synchronized responded dynamically to user actions. Notable implementations included browser-based and promotional microsites, exemplified by titles like (2011), which leveraged Flash's physics simulation and input handling for quirky, physics-based control challenges.

Rich Internet and Desktop Applications

Adobe Flash facilitated the development of rich internet applications (RIAs), which integrated elements, client-side scripting, and server communication to provide more responsive and visually engaging web experiences compared to contemporary and limitations. Macromedia introduced the RIA paradigm in 2002 with Flash MX, emphasizing vector-based graphics, animations, and for dynamic content delivery. By 2004, the Flex framework extended this capability, offering MXML for declarative user interfaces and data binding tailored to enterprise-scale applications, with Flex 1.0 released on March 29. Enterprise adoption included , such as E*Trade's Quote Module, which embedded Flash-based interactive charting and visualization within hybrid web portals to enhance user decision-making. Similarly, FootJoy utilized RIAs for embedded modules delivering dynamic product customization and inventory views. These implementations leveraged Flash's ability to handle complex data grids, forms, and transitions, reducing server round-trips through client-side processing, though reliant on the Flash Player plugin for execution. Flex's server-agnostic design supported integration with J2EE and later .NET environments, broadening its appeal for scalable business logic. For desktop applications, (Adobe Integrated Runtime), launched on February 25, 2008, extended the Flash ecosystem beyond browsers by packaging , Flex, or / content into standalone executables with access to local file systems, native menus, and hardware APIs. This enabled cross-platform deployment on Windows, macOS, and , supporting offline functionality and badge notifications absent in pure web RIAs. AIR applications included prototypes like university-developed dental simulation tools using Flex and AIR for interactive in under six weeks. Enterprise uses focused on hybrid workflows, such as secure document handling and client-side , though AIR's dependency on the runtime introduced update and compatibility challenges. By combining Flash's rendering engine with native integrations, AIR aimed to bridge web and desktop paradigms, but its uptake waned as matured.

Gaming and Interactive Media

Adobe Flash enabled the widespread creation and distribution of browser-based games, leveraging its capabilities, tweening animations, and scripting to produce lightweight, interactive experiences accessible via web plugins. This format dominated casual gaming from the early 2000s, with portals such as , , and hosting millions of titles that drew tens of millions of users monthly by the mid-2000s. Flash games formed a billion-dollar industry, fostering an early indie development ecosystem where individual creators could prototype and share content without significant . Notable examples include (2008), a physics-based running simulator that highlighted Flash's potential for simple yet engaging mechanics, and series like Fancy Pants Adventures (2006 onward), which demonstrated scalable platforming with fluid animations. Many Flash titles influenced broader gaming trends; for instance, (2002) originated as a web game before expanding to consoles, exemplifying how Flash served as a for concepts later commercialized elsewhere. The platform's ActionScript 3.0, introduced in 2006, enhanced performance for more complex interactions, supporting turn-based strategy, shooters, and puzzle games that emphasized quick sessions and broad accessibility. In beyond strict gaming, Flash powered educational simulations, promotional interactives, and narrative experiences, such as branching stories or virtual tours, often integrated into websites for user engagement. Its cross-browser compatibility and small file sizes—typically under 10 MB—allowed for rapid iteration and viral spread, though reliance on plugins limited native mobile adoption until Adobe Integrated Runtime (AIR) in 2008 extended capabilities to desktop and early mobile apps. Preservation efforts, like the launched in 2017, have curated over 150,000 games and animations, underscoring Flash's enduring cultural footprint despite its obsolescence.

Video Streaming and Broadcasting

Adobe Flash Player enabled consistent video-on-demand (VOD) and across web browsers that lacked native multimedia support, dominating online video delivery from the mid-2000s until the rise of HTML5. The platform's (FLV) , introduced in 2002, facilitated compressed playback of Sorenson Spark and later On2 VP6 codecs, allowing sites to embed videos without proprietary browser plugins beyond Flash itself. By standardizing playback, Flash addressed inconsistencies in browser rendering of formats like or , which required separate installations and often failed cross-platform. A pivotal advancement occurred with Flash Player 9 Update 3 in November 2007, which added native decoding for the H.264/AVC video codec and HE-AAC audio, enabling efficient high-definition streaming at lower bitrates compared to prior VP6 encoding. This integration, developed in collaboration with MainConcept, supported progressive download and adaptive bitrate streaming via Flash Media Server, reducing buffering on variable connections typical of early broadband. YouTube, upon its public launch on February 14, 2005, initially relied exclusively on Flash for video playback, embedding SWF files to handle user-uploaded content in FLV format. For live broadcasting, Flash introduced the Real-Time Messaging Protocol (RTMP) in 2002 under , optimized for low-latency transmission of audio, video, and metadata over TCP to Flash clients. Adobe's Flash Media Live Encoder, released in February 2007, simplified RTMP ingestion from webcams or capture devices, powering early platforms like —launched in March 2007—which used Flash for both broadcaster encoding and viewer playback, auto-detecting hardware without additional setup. 's architecture scaled to thousands of concurrent streams via RTMP handshakes and chunked data packets, influencing the spin-off of Twitch in 2011, which retained Flash dependency until transitions. RTMP's reliability stemmed from its persistent connections and error correction, though it required Flash for end-to-end delivery, limiting accessibility on non-plugin devices.

Criticisms and Limitations

Security Vulnerabilities and Exploits

Adobe Flash Player suffered from extensive security vulnerabilities throughout its lifecycle, with over 500 (CVEs) documented, the majority enabling through flaws such as use-after-free and buffer overflows. These issues stemmed from the runtime's complex , which processed untrusted content from the web, creating a large for remote exploitation via malicious Shockwave Flash (SWF) files delivered through browsers, emails, or documents. Vulnerability reports peaked in 2015 with 347 CVEs, predominantly involving execution (283 instances) and denial-of-service (85 instances), reflecting intensified scrutiny and exploitation amid rising cyber threats. Exploits frequently leveraged zero-day vulnerabilities, where flaws were weaponized before patches were available, often by advanced persistent threats (APTs) and crimeware groups. For instance, in June 2015, the Chinese APT group known as Operation Clandestine Wolf (APT3) exploited CVE-2015-3113—a use-after-free vulnerability—in phishing campaigns targeting defense and technology sectors, enabling remote code execution to deploy backdoors. Similarly, the Angler exploit kit integrated Flash zero-days that year, propagating via malvertising on legitimate high-traffic websites to infect users with the Bedep botnet, demonstrating scalable, drive-by compromises. Another notable case occurred in late 2015, when the Pawn Storm APT (linked to Russian actors) used a Flash zero-day in spear-phishing attacks against government ministries, bypassing defenses for espionage purposes. High-profile incidents underscored Flash's role in broader attack chains. The 2015 Hacking Team data leak exposed zero-day Flash exploits (including precursors to CVE-2015-5119, CVE-2015-5122, and CVE-2015-5123), which were rapidly incorporated into kits like Angler, fueling widespread distribution and prompting calls from security experts, such as Facebook's , to phase out the technology. In 2018, North Korean-linked ScarCruft (Lazarus subgroup) exploited a zero-day (CVE-2018-4878), a use-after-free in the Primetime SDK component, via documents to target users for . Earlier, CVE-2009-1862 allowed attackers to seize system control through crafted files, highlighting persistent risks even after Adobe's initial mitigations like Protected Mode sandboxing introduced in 2008. Adobe responded with regular security bulletins, such as APSB15-16 and APSB15-18, patching clusters of critical flaws, but delayed user updates and the plugin's cross-platform ubiquity prolonged exposure. These vulnerabilities not only facilitated infections and but also eroded trust, contributing to browser vendors' decisions to disable Flash by default and Adobe's 2017 announcement of end-of-life support by December 2020. Despite later hardening efforts, the runtime's proprietary nature and reliance on perpetuated exploitation opportunities, with attackers often chaining Flash flaws to browser sandbox escapes for .

Performance Inefficiencies

Adobe Flash Player's rendering pipeline, reliant on and software-based , imposed significant computational overhead, particularly for complex animations and interactive content. This inefficiency stemmed from the need to recalculate and redraw shapes frame-by-frame, leading to elevated CPU utilization even on capable hardware; for instance, Flash games frequently triggered near-100% CPU usage after brief play sessions, causing slowdowns and stuttering. Early versions lacked robust , exacerbating issues with video playback where decoding H.264 streams could consume 20-50% more CPU cycles than native browser alternatives without GPU offloading. The platform's virtual machine operated in a predominantly single-threaded manner, restricting parallel processing and failing to leverage multi-core processors effectively until limited Stage3D extensions in Flash Player 11 (released March 2012). This architectural limitation meant that CPU-intensive tasks, such as physics simulations in games or real-time rendering, saturated a while leaving others idle, resulting in poor on systems with multiple cores. Benchmarks from demonstrated that Flash content often bottlenecked on one thread, with frame rates dropping below 30 FPS under load despite available processing power. Memory management flaws further compounded inefficiencies, including frequent leaks from unmanaged display objects and garbage collection pauses that interrupted playback. Developers reported out-of-memory errors in Flash Player versions 23 and 24 (circa 2017), even with modest content, due to inefficient bitmap caching and symbol handling. While introduced just-in-time () compilation in ActionScript 3 (Flash Player 9, 2006) and in version 10.1 (2010), these mitigations did not fully resolve inherent overheads from the plugin's sandboxed execution within browsers, which added latency compared to native or emerging HTML5 /WebGL implementations.

Accessibility and Usability Barriers

Adobe Flash's plugin architecture and emphasis on and animations created inherent barriers to for users with disabilities. compatibility was limited, as Flash content often lacked semantic structure equivalent to , rendering dynamic elements like buttons and forms unrecognizable or incompletely described to assistive technologies such as JAWS or NVDA. The platform's refresh mechanisms further disoriented by triggering rereads from the page's beginning upon content updates, a behavior unique to Flash that disrupted linear navigation for visually impaired users. Keyboard navigation posed additional challenges, with browsers often failing to transfer focus seamlessly between page elements and embedded Flash objects, stranding keyboard-only users outside interactive content. This stemmed from limitations in the plugin API, which required non-standard developer interventions for focus , frequently omitted in practice and exacerbating exclusion for motor-impaired individuals reliant on keyboards or switches. Mouse-centric designs predominated, as Flash encouraged visual scripting over device-agnostic controls, violating WCAG principles like operable interfaces without full keyboard equivalence. Usability barriers extended to broader audiences, including those with hearing impairments, due to inconsistent captioning in —Flash videos required manual embedding of text tracks, often neglected, leaving audio-dependent content inaccessible without transcripts. Although Adobe introduced features in Flash MX in 2002, such as alt text for graphics and basic hooks, these relied on developer diligence and could not fully mitigate the format's opacity, resulting in widespread non-compliance with standards like WCAG 2.0 in deployed applications. Empirical tests consistently revealed gaps, with Flash sites failing keyboard-only traversals and semantic mapping, prioritizing aesthetic interactivity over inclusive usability.

Vendor Lock-In and Ecosystem Dependencies

The proprietary SWF (Small Web Format) file format central to Adobe Flash content delivery required the Adobe Flash Player for rendering, as its structure incorporated vector graphics, animations, and scripting optimized exclusively for Adobe's runtime environment, thereby limiting playback to Adobe-controlled software and creating interoperability barriers with open alternatives. This dependency extended to developers, who relied on Adobe's suite of tools, including Flash Professional—priced at approximately $699 for perpetual licenses in versions such as CS6—for authoring, compelling investment in proprietary workflows and the ActionScript programming language, which was developed specifically for Flash and lacked direct portability to non-Adobe platforms. Such ecosystem entrenchment imposed high switching costs, as migrating Flash-based assets involved substantial rewriting, a reality underscored by the challenges faced by organizations post-Adobe's 2017 announcement of Flash's end-of-life on December 31, 2020, when millions of legacy web applications, intranet systems, and e-learning modules became inoperable without emulation or conversion. Critics highlighted Flash's role in exacerbating by layering Adobe's closed platform atop device-native capabilities, as articulated by Apple CEO in his April 2010 , which argued that Flash circumvented open web standards while binding developers to Adobe's updates, security model, and tooling, rather than fostering true cross-platform independence. Apple's April 2010 revision to its developer agreement, prohibiting third-party compilers like Adobe's Flash-to-native tool, explicitly aimed to prevent such supplemental lock-in, reflecting broader industry concerns over Adobe's control despite partial mitigations like the 2008 elimination of Flash licensing fees and publication of SWF specifications to broaden adoption. At its peak around 2010, Flash's near-universal browser penetration—installed on over 95% of internet-connected PCs—amplified these dependencies, embedding Adobe's ecosystem into web interactivity, gaming, and rich media where alternatives like early implementations were immature, thus delaying transitions and sustaining reliance on Adobe for maintenance and compatibility. In response to lock-in critiques, Adobe gradually opened elements of the platform, such as releasing the specification and supporting third-party player integrations, yet the core player remained , ensuring Adobe retained authority over features, patches, and , which ultimately contributed to the format's as browsers enforced native standards. This not only deterred fragmentation but also concentrated , as evidenced by persistent enterprise dependencies identified by cybersecurity agencies like the UK's NCSC in 2020, urging scans for embedded Flash to avert vulnerabilities post-support.

Decline and Replacement

Industry Shift to Open Standards

The web industry increasingly transitioned from Adobe Flash, a plugin architecture, to open web standards such as , CSS3, and , which enabled native browser rendering of interactive content without external dependencies. This shift gained momentum as matured, incorporating features like the element for 2D graphics, for 3D rendering, and A pivotal catalyst occurred in April 2010 when Apple declined to support Flash on devices, arguing in ' public statement that its closed-source model stifled innovation, exacerbated security risks, and drained device resources, while open standards promised broader compatibility and efficiency across hardware. Browser vendors, including and , aligned by prioritizing native implementations, which improved , accessibility, and cross-device performance compared to Flash's plugin requirements. Adobe facilitated the migration by updating its toolchain; in November 2015, the company released Animate CC (formerly Flash Professional), allowing creators to export content directly to and for deployment on open platforms. By July 2017, collaborated with partners like , , and browser makers to establish a timeline, culminating in Flash Player's end-of-life on December 31, 2020, explicitly endorsing as the successor for web interactivity and media. This industry consensus underscored open standards' advantages in reducing single-vendor control, enabling faster iteration via collective browser updates, and mitigating Flash's historical issues with proprietary extensions and ecosystem silos.

Browser Enforcement and Policy Changes

Major web browsers progressively enforced restrictions on Adobe Flash Player through policy changes emphasizing user prompts, default disabling, and eventual removal, driven by security vulnerabilities, performance issues, and the maturation of alternatives. These measures culminated in coordinated end-of-support actions by December 31, 2020, following Adobe's July 25, 2017, announcement to cease updates and distribution of Flash Player. Google initiated click-to-play enforcement for non-essential Flash content on September 1, 2015, requiring user approval to activate background elements while allowing central content to run automatically. In Chrome 53, released September 2016, the browser began blocking such non-central Flash by default, expanding to cover approximately 90% of Flash usage on the web. Chrome fully disabled Flash prompting in version 87 (December 2020) and removed support in version 88 (January 2021), treating any remaining Flash as outdated and blocking it outright. Mozilla Firefox disabled Flash by default in version 69 (September 2019), eliminating the "Always Activate" option and requiring site-specific enabling, which aligned with broader plugin security hardening. Microsoft Edge followed suit: the legacy version phased out Flash alongside Internet Explorer, with complete removal via Windows Update by December 31, 2020, while the Chromium-based Edge adhered to Chrome's timeline, initially disabling Flash and removing it in January 2021. Apple , which had long favored native technologies over plugins, ceased loading Flash content entirely in version 14 (September 2020), reflecting earlier deprecation and the absence of Flash support since 2007. These policies collectively rendered Flash inoperable across platforms post-2020, compelling developers to transition to standards like , , and , as browsers prioritized native rendering for improved security and efficiency.

Adobe's Strategic Withdrawal

In July 2017, Adobe announced its intention to discontinue Flash Player, stating it would cease updates and distribution by the end of to align with the web's transition to open standards such as and . This decision followed coordination with major browser vendors, including , , , and Apple, who committed to phasing out Flash support in their products by the same deadline. Adobe cited the maturity of these alternatives, supported by over 97% of browsers at the time, as enabling a shift away from Flash's model, which had become incompatible with evolving web architecture. The withdrawal timeline included halting new feature development in Flash Player after 2016, with patches provided only until December 31, 2020. Post-EOL, Adobe implemented a self-enforced block on Flash content playback starting , 2021, to mitigate risks from unpatched vulnerabilities, recommending users uninstall the player entirely. This measure complemented browser-level , ensuring no runtime execution without explicit overrides, which Adobe discouraged. To facilitate transition, promoted its Animate authoring tool—evolved from Flash Professional—as a bridge for exporting content to HTML5-compatible formats, emphasizing open web technologies over proprietary plugins. While had previously open-sourced select components, such as the ActionScript Virtual Machine (AVM2) in 2006 via collaboration with , it did not release the full Flash Player source code, prioritizing ecosystem migration over preservation of the runtime. This strategy reflected 's broader pivot toward cloud-based and standards-compliant creative tools, effectively ending investment in Flash amid industry consensus on its obsolescence.

Alternatives and Transitions

HTML5 and Native Web Technologies

The HTML5 specification, published as a W3C Recommendation on October 28, 2014, provided native browser support for multimedia and interactive graphics, enabling developers to replace Flash-dependent content without proprietary plugins. The <video> and <audio> elements allowed direct embedding and playback of media files using formats like MP4 and , eliminating the need for Flash's runtime to handle streaming and controls. Similarly, the <canvas> element facilitated 2D and animations through APIs, supporting dynamic rendering comparable to Flash's drawing tools. WebGL, integrated with HTML5's canvas, extended capabilities to 3D graphics via bindings, offering for complex visualizations that Flash Stage3D previously dominated. These native technologies improved performance by executing within the browser's sandboxed environment, avoiding Flash's plugin overhead and cross-origin restrictions, while ensuring consistent behavior across engines like Blink and Gecko. CSS3 properties for transitions, transforms, and animations complemented JavaScript-driven interactivity, providing declarative alternatives to Flash's timeline-based scripting for UI effects. Major platforms accelerated the transition, with adopting as its default player on January 27, 2015, for supported browsers, resulting in faster load times and better mobile compatibility—Flash having been incompatible with since its 2007 launch. By leveraging optimized engines, content achieved efficiencies unattainable in Flash's virtual machine, fostering an ecosystem of frameworks like CreateJS for direct porting of assets. This standards-based approach reduced vendor dependencies, as browsers progressively enforced plugin deprecation, culminating in Flash's end-of-life on December 31, 2020.

Emulation and Preservation Tools

Following the end of Adobe Flash Player support on December 31, 2020, community-driven emulation projects emerged to enable playback of legacy files without relying on deprecated plugins. These tools prioritize compatibility with versions up to 3.0, rendering, and audio playback, though full fidelity remains incomplete for complex content like certain shaders or legacy bytecode. Ruffle, an open-source emulator written in , targets modern web browsers via and desktop environments, facilitating seamless integration into websites for preserved content. Development began in 2019, with ongoing releases as of September 2024 enhancing optimizations, text input handling, and tab focus support to address historical Flash performance issues. It supports over 90% of Flash features in nightly builds, including where enabled, but requires explicit enabling for some sites due to security defaults. Flashpoint Archive, a preservation initiative launched in 2017, curates over 150,000 Flash games and 25,000 animations in an offline launcher, employing emulators like Ruffle alongside virtualized legacy browsers for broader compatibility. The project, exceeding 1.5 TB uncompressed, focuses on web-based , allowing users to download and play curated content without internet access, thus mitigating risks from unpatched vulnerabilities in original executables. Curators verify files for playability, emphasizing cultural artifacts from sites like and . Other efforts include Lightspark, a lightweight GNU-licensed for and Windows supporting basic parsing and rendering, though less actively maintained post-2020. Preservation extends to institutional approaches, such as Rhizome's emulation strategies for , which advocate wrapping Flash in virtual machines to simulate era-specific environments. These tools collectively sustain access but underscore emulation's limitations, as perfect replication of proprietary behaviors like Stage3D acceleration demands reverse-engineering.

Conversion Frameworks and Migrators

Several tools emerged to facilitate the migration of Adobe Flash content, particularly and FLA files, to -compatible formats following the technology's deprecation. , the successor to Flash Professional, provides built-in conversion capabilities by opening legacy FLA files and exporting them to documents via the "File > Convert To > " command, which translates , animations, and basic scripting into and API equivalents, though advanced 3 features often require manual refactoring. Google's Swiffy, launched in 2011, was an early converter that transformed files into , CSS, and , leveraging for vector rendering and supporting content up to 3 subsets, but it excluded audio, video, and complex , rendering it suitable primarily for simple animations and games. The tool operated as a web-based uploader until its discontinuation in 2016, after which alternatives like FlaExporter were suggested for similar -to- workflows. Adobe's experimental Wallaby tool, released in March 2011 as a free AIR application, converted FLA files to HTML5, CSS, and JavaScript, focusing on artwork and timeline animations but lacking support for scripting or interactive elements, positioning it as a proof-of-concept rather than a production migrator. For enterprise eLearning content, specialized authoring suites such as Adobe Captivate, Articulate Storyline, and Lectora Inspire enable importing Flash assets and republishing to HTML5, preserving interactive quizzes and simulations through automated asset extraction and responsive redesign, though full fidelity depends on content complexity. These migrators generally succeed with static or mildly interactive Flash but necessitate custom coding for logic-heavy applications, as automated conversion cannot fully replicate proprietary ActionScript behaviors without semantic loss.

Legacy and Ongoing Relevance

Technological and Cultural Contributions

Adobe Flash pioneered vector-based for web browsers, allowing scalable and smooth playback over low-bandwidth connections like dial-up in the late 1990s. Originating from FutureSplash Animator released in May 1996 and acquired by later that year, Flash 1.0 in 1997 introduced timeline-based editing, tweening for interpolated motion, and basic , enabling developers to create compact files that rendered consistently across varying browser environments. These features addressed early web limitations in handling dynamic content, predating native and support, and facilitated the embedding of audio and rudimentary video streaming via formats like by the early 2000s. Technologically, Flash's , evolving from simple scripting in Flash 4 (1999) to a full object-oriented language by version 9 (2006), empowered rich internet applications (RIAs) with client-side logic, data binding, and multimedia integration, influencing subsequent frameworks like Adobe Flex for enterprise-scale web apps. This scripting capability supported complex interactions, such as real-time simulations and user-driven narratives, which were instrumental in bridging the gap between static pages and desktop software experiences until HTML5's maturation around 2010. Culturally, Flash democratized digital content creation, enabling independent animators and hobbyist developers to produce and distribute without extensive resources, fostering communities on platforms like where user-generated animations and games proliferated from the early . It spawned a boom in browser-based casual games, with titles like (2008) exemplifying minimalist, physics-based gameplay that influenced design principles emphasizing accessibility and experimentation. Flash content energized online multimedia culture, powering viral animations, music videos, and advertisements that defined early web aesthetics and , while inspiring a generation of creators who transitioned to modern tools like and Unity.

Content Preservation Efforts

Community-driven projects have undertaken significant efforts to archive and emulate Adobe Flash content following the platform's end of support on December 31, 2020. These initiatives focus on capturing files—Flash's primary format for animations, games, and —and developing playback mechanisms compatible with modern browsers and operating systems, as native Flash Player became insecure and unsupported. Preservation is motivated by Flash's role in early web culture, including thousands of games and artistic works that risk vanishing without intervention. The , originally launched by developer BlueMaxima in 2017 to preemptively save web-based Flash games, has evolved into a collaborative open-source project maintaining an offline database of preserved content. By 2025, its public database catalogs over 180,000 games and 32,500 animations, with downloads provided as portable, self-contained packages that bundle original plugins for authenticity, though users must handle potential security risks from legacy executables. The project emphasizes comprehensive crawling of defunct sites, prioritizing cultural artifacts like independent games from platforms such as and . Ruffle, an open-source emulator written in , reimplements Flash Player functionality to render files without requiring the proprietary plugin, targeting web browsers via and native desktop applications. Development began in 2019 and continues actively, with 2024 updates improving optimizations, text input handling, and compatibility for complex features, though full fidelity remains incomplete for certain proprietary codecs and behaviors. Ruffle's design prioritizes security by avoiding deprecated code paths, enabling safer playback of archived content on contemporary systems. The Internet Archive integrates Ruffle for emulating Flash items in its software and web collections, a capability rolled out in November 2020 to revive animations and games from archived snapshots. This approach preserves contextual web environments, such as embedded Flash on historical pages, countering losses from site shutdowns like Cartoon Network's in recent years. Complementary tools, including conversion frameworks for migrating assets to HTML5, support partial preservation but often fail to replicate interactive elements fully, underscoring emulation's necessity for holistic retention. These efforts collectively safeguard an estimated tens of thousands of unique works, though gaps persist due to proprietary file variants and undocumented creator assets.

Persistent Use in Legacy Systems

Despite Adobe's discontinuation of Flash Player support on December 31, 2020, and subsequent blocking of content starting January 12, 2021, the technology persists in various legacy systems where replacement involves significant costs, downtime risks, or compatibility challenges. These include embedded interfaces in (NAS) devices, where Flash-based user interfaces continue to operate in isolated environments to avoid disrupting file-serving operations. Similarly, certain (SCADA) systems, such as Regin's EXOscada for , rely on Flash for their web-based dashboards, prompting vendors to warn users of unmitigated vulnerabilities post-end-of-life. In enterprise data centers and security systems, Flash lingers in management consoles and monitoring tools, exposing unpatched installations to exploits despite official deprecation. For instance, some physical security software interfaces depend on Flash for real-time displays, leading to operational disruptions or manual workarounds in sectors like manufacturing and utilities where systems are air-gapped or certified for specific configurations. Migration efforts often lag due to the proprietary nature of Flash content, with organizations weighing the trade-offs of insecure continuity against the expense of rewriting interfaces in modern standards like HTML5. This persistence heightens cybersecurity risks, as Flash's known vulnerabilities—such as zero-day exploits documented by agencies like CISA—remain unaddressed in these environments, potentially serving as entry points for targeted attacks on . While some entities, including military branches, mandated phase-outs by late 2020, isolated deployments in non-internet-connected legacy hardware endure, underscoring the challenges of technological obsolescence in specialized applications.

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