&#62;Flash apps are locked into the Flash runtime, further locked into whatever platform assumptions you make about performance, etc., and the developer tools are considerably more expensive than $99. You don't get the distribution or sales channel of the App Store (which in spite of all it's faults is still a very valuable thing). If you're developing games, you're going to be giving a cut to whatever sites you're hosted on, etc.<p>Actually you can use Open source tools to develop flash apps, like OpenLaszlow. And it's not like there are no distribution channels for your flash app, after all the internet is free and open (as long as you're not in China).<p>I don't really give a damn what's good for Apple. All I know is that there are existing apps I want to use, and I want to use them on my iPhone. I don't care which way makes apple more money.<p>&#62; Yeah, but we're not really talking about the desktop when we talk about Flash. We're talking about the web, and the web is increasingly used from machines that aren't desktops or laptops. Flash may be installed on 98% or so of desktops and laptops, but if you include "all devices capable of using the web", Adobe's share is much lower and is actually shrinking, and not just because of Apple's products. In terms of who you can reach, Flash is on much shakier footing than most people realize.<p>And yet there are still flash apps that I want to use that aren't available on the iPhone.<p>Please understand my concern is not whether this decision was a great decision for Apple. I'm only concerned about whether or not Apple is serving my needs, and whether or not blocking flash is a way to increase their profits or my enjoyment.<p>And frankly I believe at least part of Apple's intentions in blocking flash is to lock you in their own proprietary platform: the app store.