Last week, I pondered Adobe's big push to position Flash as a platform for
mobile devices. It's facing an uphill battle, particularly when it's forced to
compile Flash apps down to native binaries to get them to run on the iPhone.
Open Web standards seem like a much better development target for today's
smartphones -- but not even the mobile Web is a sure bet. The problem, in a
nutshell, is scalability.
When developers talk about scalability, they're usually talking about scaling
up. That is, when confronted with an ever-increasing load, can the application
make efficient use of all the available resources to meet the demand? Web
applications have always been pretty good at this (when they're coded properly),
and modern advances are making them better.
[ Is unified mobile app dev a fantasy? InfoWorld's Paul Krill explores the
debate. | Get the InfoWorld editors' 20-page "Mobile 2.0" Deep Dive PDF report,
a hands-on look at the new generation of mobile devices ]
Throw mobile into the mix, however, and developers face a whole new challenge.
Now their applications need to be able to scale down, too -- to deliver the
nearest-possible equivalent to the desktop experience on devices that lack
processor power, screen resolution, network bandwidth, and storage capacity --
all at the same time. That's a tough nut to crack -- not just for runtimes like
Flash and Java, but for Web standards-based applications, too -- and it's
getting harder all the time.