JavaFX on iOS - viable or pipe dream?

Richard Bair richard.bair at
Fri May 11 08:04:37 PDT 2012

> This is frustrating for a lot of people. For example: right now I'm doing a project for a "world wide top 50 fastest growing company" according to some Fortune 500 index and I know they are in a pinch on where to evolve to with their mobile platform. I would love to be able to argue to them to go "JavaFX", but alas... Or: I've actually got a mobile game designed and want to start the implementation as soon I get a hole in my schedule, but what technology to use so a single codebase can run on the most platforms? C++ and OpenGL? Javascript and canvas? Or JFX?

I totally hear you. This is a refrain we hear everywhere we go. We get all the issues, from policy to legal to VM technology to graphics capabilities to performance characteristics to pixel density, etc. As you say, Oracle 101, when we're ready to make an official statement, we will.

BTW, I hear this same rumor a lot, that Apple is never going to let Java on their device. Because we don't make public statements about such things the rumors spread. Looks, there are *lots* of meta-platforms on iOS. Once upon a time, in the distant past, there were no meta-platforms. Or at least, Apple tried to ban them. But lo and behold, virtually every one of the top 10 games in the app store were written using some meta-platform (for example, Unity). It is virtually impossible to write an OpenGL game without using such a framework. And Adobe does in fact ship Air apps on iOS. There are many more examples. You won't see Java or Flash or Silverlight *in the browser* (no plugins), but as an app it is another matter.


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