Adobe Total Depreciation and Amortization - Cash Flow 2010-2025 | ADBE
Adobe annual/quarterly total depreciation and amortization - cash flow history and growth rate from 2010 to 2025. Total depreciation and amortization - cash flow can be defined as the total amount of depreciation and amortization listed on the Cash Flows Statement
- Adobe total depreciation and amortization - cash flow for the quarter ending February 28, 2025 was $217M, a 2.36% increase year-over-year.
- Adobe total depreciation and amortization - cash flow for the twelve months ending February 28, 2025 was $2.139B, a 1.25% decline year-over-year.
- Adobe annual total depreciation and amortization - cash flow for 2024 was $0.857B, a 1.72% decline from 2023.
- Adobe annual total depreciation and amortization - cash flow for 2023 was $0.872B, a 1.87% increase from 2022.
- Adobe annual total depreciation and amortization - cash flow for 2022 was $0.856B, a 8.63% increase from 2021.
Adobe Annual Total Depreciation and Amortization - Cash Flow (Millions of US $) |
2024 |
$857 |
2023 |
$872 |
2022 |
$856 |
2021 |
$788 |
2020 |
$757 |
2019 |
$757 |
2018 |
$346 |
2017 |
$326 |
2016 |
$332 |
2015 |
$339 |
2014 |
$314 |
2013 |
$321 |
2012 |
$300 |
2011 |
$270 |
2010 |
$293 |
2009 |
$282 |
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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