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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  • zorxd - Friday, January 20, 2012 - link

    They can have some differences (cache size, memory bandwidth, neon instructions) but the A9 is not an ISA. ARMv7 is.

    Given that it has the same configuration, an Apple A5 behave the same as a TI OMAP4 or a Samsung Exynos of the same clock speed. I beleive nVidia tegra2 lacks the neon instructions so can be slower in some cases. There is an article on Anandtech about this.

    Given that the iPhone 4S is only 800 MHz it is the slowest A9 CPU by far.
  • pSupaNova - Friday, January 20, 2012 - link

    The GPU's on the IPhone uses Tiling so in most GPU rendering tasks it will be a lot faster, However spit lots of Triangles at it and then see how fast it really it is.
  • StormyParis - Wednesday, January 18, 2012 - link

    It's not all about performance, at least if you don't do FPS games. The screen on the Nexus is much bigger than on the 4S for example. For me, it's not about performance at all. I went for the GN for its even bigger screen, and that criteria alone was 95% of my decision, the remain 5% being "... and the rest don't suck", and "has xda-dev support'.
  • humancyborg - Wednesday, January 18, 2012 - link

    Once you start accelerating the entire interface, performance becomes much more significant than just FPS games. There's a reason Apple uses such a gigantic and powerful GPU in their devices, and it's definitely not only for FPS gamers.

    Agree with you on the rest, there are other good reasons to buy this phone, just a shame that they skimped here. I have the 4S, GN and Lumia 800 currently and constantly switch around between them.
  • metafor - Wednesday, January 18, 2012 - link

    It doesn't really take a whole lot of resources to render a 2D interface. Just about any ol' GPU with OpenGL ES 2.0 support will do it.

    About the only thing where the GPU is the limiting factor is rendering 3D games. And even then, most if not the vast majority of games on the market will continue to be written for this level of hardware for at least the coming year.

    Honestly, people take benchmarks way too seriously.
  • doobydoo - Thursday, January 19, 2012 - link

    Actually, you're absolutely wrong.

    In fact, the GPU slowness is cited in this very article for causing slowdowns in situations where no 3D gaming is being done.

    Remember, the operating system as a whole is hardware accelerated, so every thing you do - animations, transitions, task switching, etc are carried out by the GPU. With the higher screen, the speed of the GPU becomes even more relevant.

    The combination of a high resolution screen and a low powered GPU is a bad combination and materially affects the performance of everything you do on the phone.
  • zorxd - Thursday, January 19, 2012 - link

    Do you remember the iPhone 4? Who complained that the GPU was slow? It was much slower than the SGX540 in the Galaxy S.
  • metafor - Thursday, January 19, 2012 - link

    Speculation in an article isn't exactly proof of concept.

    Alpha blending, panning, compositing are very light tasks for a GPU pipeline; it's only a problem when a GPU is TMU-limited. And if it's TMU-limited, it would be obvious all the time.

    I don't think you quite grasp exactly what parts of UI rendering are handled -- or could be -- by the GPU and just how trivial it is compared to rendering a 3D game.
  • trob6969 - Wednesday, January 18, 2012 - link

    What i don't understand is why would samsung give the gn 1gig of ddr2 ram then give it an inferior GPU? But to be fair, Apple is no better. Why give iphone 4s a powerful GPU then give it only 512 mb of ram?! My old-ass og moto droid from over 2yrs. ago had that much!
  • doobydoo - Thursday, January 19, 2012 - link

    As alluded to by numerous posters, including one in this comments section, iOS handles memory usage more efficiently than Android so it doesn't suffer any performance penalty as a result of having less RAM.

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