Adobe Investing Activities - Other 2010-2025 | ADBE
Adobe annual/quarterly investing activities - other history and growth rate from 2010 to 2025. Investing activities - other can be defined as the net amount of items a company reports that are too small to report separately. Additionally, this field holds the sum of items a company reports that cannot be assigned to any other standardized field in the investing activities section of the Cash Flows Statement
- Adobe investing activities - other for the quarter ending February 28, 2025 was $0M, a 0% increase year-over-year.
- Adobe investing activities - other for the twelve months ending February 28, 2025 was $0M, a 0% increase year-over-year.
- Adobe annual investing activities - other for 2024 was $0B, a 0% decline from 2023.
- Adobe annual investing activities - other for 2023 was $0B, a 0% decline from 2022.
- Adobe annual investing activities - other for 2022 was $0B, a 0% decline from 2021.
Adobe Annual Investing Activities - Other (Millions of US $) |
2024 |
$N/A |
2023 |
$N/A |
2022 |
$N/A |
2021 |
$N/A |
2020 |
$N/A |
2019 |
$N/A |
2018 |
$N/A |
2017 |
$N/A |
2016 |
$N/A |
2015 |
$N/A |
2014 |
$N/A |
2013 |
$N/A |
2012 |
$N/A |
2011 |
$N/A |
2010 |
$N/A |
2009 |
$3 |
Sector |
Industry |
Market Cap |
Revenue |
Computer and Technology |
Computer Software |
$172.479B |
$21.505B |
Adobe Inc. is one of the largest software companies in the world. Adobe picks up licensing fees from customers, which form the bulk of its revenue. The company also offers technical support and education, which account for the balance. The company operates through three segments. The Digital Media solutions segment enables small businesses and enterprises to create highly compelling content, deliver it across diverse media through smartphones, tablets, e-readers, and other devices, and then optimize it through systematic targeting and measurement. Within Digital Media, the two major components of revenue are the Creative family of products and Document Services products. The target customers are traditional content creators, web application developers, digital media professionals and user interface designers/developers, writers, videographers and photographers.
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