Settings

Android continues to offer configuration options within individual applications as well as centrally located system settings. Once again the lack of a dedicated, system-wide menu button forced Google to rely on a settings icon alone to get you to the system settings panel.

Although most of the configurable options remain unchanged from Gingerbread to Ice Cream Sandwich, Google completely reorganized the Android system settings page. What used to be a convoluted mess of items that weren't always placed logically has now turned into something far more sensible:

Gingerbread vs. Ice Cream Sandwich
  Gingerbread Ice Cream Sandwich
Settings

Location settings are now separate from security and there's now a dedicated backup & erase section. Subtle changes like these seem to make a lot more sense than the organization in Gingerbread. I find myself spending far less time staring blankly at the ICS settings menus than I did in Gingerbread. Let's hope Google's partners don't go in and shift things around too much.

ICS includes a complete set of cool developer options, above and beyond the ability to enable USB debugging. You can force GPU accelerated drawing system-wide, even in apps that don't explicitly request it. You can overlay CPU usage data on the screen, cause any part of the screen that has been redrawn to flash wildly and even mark up the screen with your last touch events:

Most of this isn't useful to an end user but for a developer or just someone who's curious, it's fun stuff. More generally applicable however is the ability to turn on a little circle that follows your finger around the touch screen similar to what's always used in touchscreen demo videos.

There's also official support for adjusting mouse pointer speed, an obvious inclusion for dockable tablets like the Transformer Prime.

Copying via MTP or PTP

With Honeycomb we saw Google treat tablets as Media Transfer Protocol (MTP) devices rather than traditional USB mass storage devices. For Windows users there was no difference as MTP is natively supported in Vista and 7. Mac users have to rely on third party support for MTP, which Google provided via its own free Android File Transfer application.

Given that Android exposes much of the file system to the end user, MTP is a safer bet for protecting against corruption from both Android and the connected Mac/PC modifying data on the NAND at the same time.

Business is as usual for Windows users as ICS based devices just appear as a drive letter thanks to native MTP support. If you want to access an ICS device as you would a camera (perhaps for a specific application), Google allows you to toggle between MTP and PTP (Picture Transfer Protocol).

Email & Gmail The Galaxy Nexus - Hardware and Aesthetics
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  • CoryS - Thursday, January 19, 2012 - link

    Guys, this is a NEXUS it is a dev device. That primary reason I got it was because of this...better hardware will be right around the corner...but we won't see another Nexus..especially on Verizon for some time.

    It is refreshing to have a community to fix issues OEMS ignore (yes even Apple) for a change. This is my first unlocked device, and i can't see myself ever going back to anything else.
  • medi01 - Friday, January 20, 2012 - link

    Wake up, Smartphone market (worldwide):
    1. Samsung 24%
    2. Apple 18%

    Android vs Apple = 3 vs 1 and gap is raising.

    Most people turn to apple due to FUD, like this article. Google "steppit out of the shade of its competitor" having three times Apple's market share and much more usable interface (try to quickly access settings like wlan/bluetooth/gps on ios)
  • steven75 - Friday, February 10, 2012 - link

    LOL dont you get it? You don't *need* to fiddle with those settings on iOS necause the battery life is so dramatically better.

    Also, funny reading this comment after Apple's Q4 report where they dominated.
  • Omid.M - Wednesday, January 18, 2012 - link

    I hope Samsung puts out this phone based on GN aesthetics but Exynos 5250 (plus MDM9xxx multi-mode/LTE modem) and blows away the competition.

    @moids
  • Chumster - Wednesday, January 18, 2012 - link

    Could someone clarify on what GPU/CPU he was talking about coming in Q2 devices? Cray? Crate? It was hard to pick up on my headphones.
  • mmp121 - Wednesday, January 18, 2012 - link

    Krait

    Read below:

    http://www.anandtech.com/show/4170/qualcomms-annou...

    Enjoy!
  • Conficio - Wednesday, January 18, 2012 - link

    Really, Google can't survive once Walled Garden platforms like iOS gain traction.

    While it is nice to control the OS (Chrome OS) on PC like devices and nice to stick it to Microsoft, it is essential in the world of smart phones. Google clearly saw that Apple did the unthinkable, wrestle control of the phone's apps away from the networks. That is an existential thread for Google. If there is a billion PC users world wide, there is a multitude of smart phone users, sooner or later.

    If a hardware manufacturer and OS provider like Apple (or Microsoft) controls the apps that can be provided to the phone and features, move from browser to apps on phones, then this is the end of (a profitable) google sooner or later.

    From anther point of view, Google is a huge data center that provides you with data services on their computing power (and you pay for it with advertisement somehow). Apple is a hardware manufacturer that sees it necessary to control the software to deliver a good user experience. Sure, two different approaches to a smart phone OS.
  • hackbod - Tuesday, January 24, 2012 - link

    "Google clearly saw that Apple did the unthinkable, wrestle control of the phone's apps away from the networks."

    There is this weird thing I see expressed a lot, as if Android is a reaction to the iPhone.

    It is not.

    In this particular case, it is obvious: Android's SDK was made available a few months after the original iPhone was on sale, well before there was *any* native SDK for the iPhone. At that time Apple's very clear official policy was that web-based apps was the One True Way to create applications for their phone. There was no concept of an App Store, no phone apps except what Apple shipped built in to the iPhone, nothing wrestled away from the networks in that department.

    If Android was a reaction to anything, it was to the current situation on desktop PCs, with one company controlling that platform, and being able to quite strongly dictate and control its ecosystem and thus large parts of the computer industry.

    One of the goals of Android was to try to keep that from happening in the upcoming mobile industry, by creating an open platform so that everybody in the industry can compete as equally as possible.

    (And an aside -- this also makes it funny to see the recent stuff going around about Google "losing control" of Android. Android was very much set up so that no one company, not even Google, could have anything like the control that Microsoft does over Windows. This should be pretty obvious to anyone who wants to actually write thoughtful articles on the topic and not just link bait.)
  • bjacobson - Wednesday, January 18, 2012 - link

    Can you talk more about this? From Diane Hackborne's post here (https://plus.google.com/u/0/105051985738280261832/... it sounds like the "limitation" is memory bandwidth in that hardwares that are "laggy" are laggy because they can't render to the entire screen 2 and 3x per frame for all the overlays. Which wouldn't seem like so much of a Tegra2 limitation in my opinion considering it has the power to play games like Quake 3 at 1600x1200 @ 60fps (I think...right?). What are your thoughts?
  • hackbod - Tuesday, January 24, 2012 - link

    I don't know about the performance of Tegra 2 playing Quake, but you need to be very careful when comparing the traditional 3d workload that GPUs are highly optimized to support (as exemplified by Quake) vs. the performance rendering 2d graphics.

    Traditional 3d games tend to rely, for example, on triangle rendering as much if not more than raw pixel fill rate, and GPUs are designed to be able to do that fast. When drawing 2d scenes, there are very few triangles but those triangles cover very large parts of the screen and are rendered as overlapping layers.

    On all of the hardware I have seen, for 2d rendering raw memory bandwidth (determining the number of times every pixel can be touched per frame) is the #1 impact on performance.

    Look back at that post -- for a typical scroll of all apps in launcher, without using overlay tricks (which aren't available on Tegra when the screen is rotated), you are looking at touching every pixels about 4 times to render all the layers and composite them to the screen. This is just not a typical 3D game workload.

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