Daring Fireball has been linking to some interesting discussions on Adobe's recent announcement that Flash CS5 will compile "ahead of time" native iPhone binaries that can be submitted, as is, to Apple's iTunes App Store.
First up, KickingBear reminds everyone to give it a chance before burying it just on concept or principle:
Let’s be frank here – **** the tools. If you’re as deep a fan of the Cocoa tool-chain as I am then you likely came to them as I did – after years of dealing with the drastically inferior. Do I believe Cocoa is still the best tool? Yes, I do. But let’s not pretend that it’s the only tool. Some crazy people may prefer other tools, and we may well think they’re insane for doing so. The proof, however, is in the pudding. And it’s the pudding that our customers buy. I’m in love with my oven and at this point I doubt I’ll ever change it but I have no illusions that fashion won’t pass me by. If Adobe, or anyone else, can produce tools that provide a more compelling application on the iPhone then good for them.
On the flip side, /dev/why takes a look at what's generated by the current process:
Now, the notion that what this thing emits is indistinguishable from something Xcode emits is laughable. They are very different, and not in a good way. While the apps may get acceptable frame rates on an iPhone 3GS, they don’t on earlier hardware, and they almost certainly uses substantially more power battery than native games.
If you're interested in the topic, give both articles a read and then let us know what you think.