[quote=“Orangy Tang,post:44,topic:49208”]
Nice, pithy response, but it lacks rational analysis. Do you know why Apple “dropped” Flash? Because it ran like junk on their devices and Adobe never made it right. Heck, it took them 10 years–10 years!–to fully implement their Creative Suite, used heavily on Macs by design professionals, natively in Cocoa. You can, perhaps, forgive Apple for feeling like this particular 3rd party was taking them for granted and giving them the run-around. It’s not Apple’s fault that Adobe only claimed to see the light once the iPhone dropped, mobile suddenly boomed, and it actually mattered to lose Apple’s support. Apple also saw HTML5 and hardware acceleration for browser graphics coming down the pipeline, and knew that Flash was soon going to be a thing of the past anyway. Worth noting, however, is that the “drop” only applied to iOS and the fact that Apple would no longer pre-bundle Flash in OSX. You can still download Flash on your own, or if you use Chrome, it will already be integrated into the browser for you. Not quite sure why anybody would want to proactively support Flash these days, though, unless they made Flash games or something like that. It’s basically dead in the water.
Compare that to the OpenGL situation: This only applies to iOS and accessing the power of the A7 chip. They created an API which they’ve claimed allows developers to eke out better performance, more easily, from it. You can still use OpenGL, as usual, if you want. Why? Because Swift uses the same compiler as Objective-C, which means you can run your Objective-C and C code alongside it. Apple’s contention is that you generally aren’t going to want to, though, because Swift is not only more elegant to write, but also faster/more efficient than Objective-C, and you won’t have to be well-versed in C just to manipulate the low-level graphics capabilities of the device.
You have to understand: if, once iOS8 comes out, Apple said, “Okay, OpenGL is now gone,” that would effectively kill off a huge number of games in the App Store, needlessly. With the iOS update adoption rate being what it is, those games would enter the dustbin largely overnight, and Apple would lose a huge source of revenue. They have no reason to do this. They aren’t going to do this. The paranoia is simply not justified.
The reality is that working with OpenGL in Objective-C was a big pain for most developers. It was designed to feel “integrated” into the experience through the use of C structs, but it just felt tacked-on and, well, wrong. Swift and Metal are not nefarious. They represent a real attempt, on Apple’s part, to finally integrate all these aspects of iOS development, to make them feel like parts of a single, consistent process.
(I kind of hate how, as someone who also writes Java and Ruby code, I have to come off like a huge Apple fanboy here. :D)