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This seems like what to expect at this stage. Something to dismiss as a toy because you can't create anything serious on it... yet.

There has to be a reason Google is bundling Flash on this thing, and I bet the reason is not that Google thinks Flash is so awesome. That has to be the first part of a trade with Adobe.

I guess we'll find out how photoshop.com with NaCL plugins works out. :)



Pitted against Chrome, Flash supports webcams, microphones, cross-domain requests, DRM on video/audio, and a certain amount of multithreading through Pixel Bender. Plus (and this is huge) a designer-friendly content creation tool. HTML5 is gaining fast, but there are still some legitimate advantages for Flash.


HTML5 has every one of those features (DRM not so much, though it's possible with binary XHR Blob buffers, but there's no point to do that as users could easily steal video data from the decoded output canvas).

Webcams and microphones can be accessed via the HTML5 <device> API, cross-domain requests can be done with HTTP Cross-Origin Resource Sharing (CORS), which is arguably much nicer than Flash's cross-origin policy XML file solution, and multithreading can be done with web workers.


Cool, didn't know CORS was implemented so widely, and its true about WebWorkers. But Chrome doesn't support <device> yet, or DRM. (I only mention DRM since the Youtube team says its one reason they can't fully move off Flash).


I thought the only reason YouTube hasn't isn't fully supporting HTML5 was ads. Afaik, YouTube doesn't use any DRM whatsoever.


Apparently they use it for movies and other proprietary content:

http://apiblog.youtube.com/2010/06/flash-and-html5-tag.html


Adobe might help with the sandboxing of flash. Google could also be planning to use flash to help drive adoption of WebM.




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