Flash Player 10.1 for Mobile Available

Flash Player 10.1 for Mobile is here! Fully redesigned with new performance and mobile-specific functionality, mobile users will now be able to experience the full web — games, animations, RIAs, data visualizations, music, video, audio and more.

Flash Player 10.1 beta is already one of the top free apps on Android Market today and will be available as a final production release for smartphones and tablets once users are able to upgrade to Android 2.2 “Froyo.” Supported devices are expected to include the Dell Streak, Google Nexus One, HTC Evo, HTC Desire, HTC Incredible, DROID by Motorola, Motorola Milestone, Samsung Galaxy S and others.

Flash Player 10.1 was also released to our mobile platform partners to be supported on devices based on Android, BlackBerry, webOS, future versions of Windows® Phone, LiMo, MeeGo and Symbian OS. We expect FP 10.1 will be an over-the-air download and even pre-installed on some smartphones, tablets and other devices in the coming months. Stay tuned to news from your device manufacturer.

There are loads of partners speaking in support of this news – many part of the Open Screen Project. Click the link to read quotes and musings from some of them, including ARM, Dell, Google, HTC, Microsoft, Motorola, Qualcomm, RIM, Samsung and others. Additionally, Intel, NVIDIA, and Texas Instruments posted to their blogs, and Brightcove issued a press release in support of the news.

What’s new in Flash Player 10.1? You can get all the details from the Flash Player team’s rundown of the work that went into the new runtime. And here are some of the top things to know:

  • It’s been completely redesigned and optimized for mobile, including new interaction methods that support mobile-specific input models, and support for accelerometer.
  • With Smart Zooming, users can scale content to full screen mode. Performance optimization work with virtually all major mobile silicon and platform vendors makes efficient use of CPU and battery performance.
  • New Smart Rendering ensures that Flash content is running only when it becomes visible on the screen further reducing CPU and battery consumption.
  • Sleep Mode makes Flash Player automatically slow down when the device transitions into screen saver mode.
  • Advanced Out-of-Memory Management allows the player to effectively handle non-optimized content that consumes excessive resources.
  • Automatic memory reduction decreases content usage of RAM by up to 50 percent.
  • Flash Player pauses automatically when events occur such as incoming phone calls or switching from the browser to other functions. Once users switch back to the browser, Flash Player resumes where it paused.

If you haven’t seen demos of Flash Player 10.1 on Android yet, check these out. You can also visit our demos page for more.

Google Nexus One

NVIDIA – Hardware accelerated HD video on netbook

Dell Mini 5 Tablet

NVIDIA TEGRA Tablet

Palm Pre

Be sure to check out the new Flash Player 10.1 product pages and ADC content to learn more. We can’t wait to see what you develop!

10 leading CEOs discuss the Open Screen Project and Flash

CEOs from ARM, Broadcom, DoCoMo, Google, HTC, Motorola, NVIDIA, Palm, QUALCOMM, and RIM talk about how they’re bringing Flash Platform technologies to their devices and platforms as part of the Open Screen Project and why they think it’s important to have Flash on their devices and platforms.

Flash Player 10.1 – Hardware Acceleration Ahoy!

Some key announcements around our work with Qualcomm and NVIDIA with Flash Player 10.1, the version number for our new desktop and mobile runtime.  Some would argue (and I’m sure some did) that if .1 means only incremental changes then we should have called it Flash 11!  The work that has gone into this runtime, we have doubled the number of supported platforms including Symbian, Android, Palm, Windows Mobile, Linux, Windows and Mac OS.

It’s a huge investment made possible by the incredible talent that is Adobe’s Flash Engineering team.  Let’s see the Silverlight team rock something like that out!

One of the biggest challenges has been performance for constrained devices.  GPU acceleration and optimizations by ARM, Intel and our OEM partners have enabled us to create a better player, one that uses less RAM, less battery and renders faster on constrained devices.

Don’t you just love the Open Screen Project??

A big round of applause for our engineering teams!