LG G4 vs HTC One M9 Quick Look

This year, Samsung and HTC both chose to announce their new flagships back at Mobile World Congress in February, while LG chose to wait until a few days ago to announce the new LG G4.
We’ve already reviewed the HTC One M9 and been hands on with the LG G4 but how does the best of LG compare with the best of HTC? HTC’s flagship smartphone went on sale at the beginning of April, four weeks before LG announced theirs but does HTC need to be worried by LG’s latest flagship? Let’s take a closer look.
Design

When designing smartphones, OEMs seem to choose between going for thin, flat handsets and curved designs. Both HTC and LG have opted for the latter. The LG G4 has a slightly curved build which is designed to make the handset ergonomically friendly, while the HTC One M9’s curves are more pronounced.
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On the front, the HTC One M9 features a 5.0-inch Full HD display – which offers 441 pixels per inch density – and is flanked by the dual BoomSound speakers above and beneath the screen. In comparison, the LG G4 has a 5.5-inch Quad HD display – which offers 538ppi density – but the real design win is for LG, who have managed to keep the bezels to a minimum.
The smaller bezels on the LG G4 result in a more immersive experience with the G4 offering 74.3% screen-to-body ratio, which is far superior to the 68.4% ratio offered by the One M9.

At its thickest point, the LG G4 measures 9.8mm while the HTC One M9 measures 9.6mm, but the curves are more pronounced on the G4 which measures just 6.3mm at its thinnest point at the edges. To keep the G4 as thin as possible, LG have stuck with the G3 design of having the power and volume buttons on the rear of the handset, while HTC have gone with a more traditional design and the power and volume keys are on the right side of the One M9.
The biggest trend this year is manufacturers who have dropped removable batteries and expandable storage from their handsets. Both LG and HTC somewhat buck this trend but LG have kept both of these in the G4.

The One M9 is made from a metal unibody without a removable battery and the microSD card slot can be accessed through a tray on the right. While the One M9 is made from a metal body, LG have opted for a plastic build coupled with a choice of either titanium-finished plastic rear cover or a vegetable-tanned real-leather back cover. The removable back cover on the G4 gives you access to the 3000mAh battery and the microSD card slot.
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There are many similarities between the LG G4 and the HTC One M9 but also a few differences to set them apart. Both handsets offer the best experience that the manufacturer can offer – although the One M9 Plus arguably offers a better package than the One M9 – and use similar curved designs to offer the best in-hand experience.
Hardware and Performance

Over the past few years, Qualcomm established itself as the best available processor manufacturer but 2015 is proving to be a challenge for the company. Previously, the Snapdragon range was used in almost all top-previous devices but this year, we’ve heard numerous reports of issues with the company’s latest Snapdragon 810 premium chipset.
The HTC One M9 was one of the first handsets to use the Snapdragon 810 but this hasn’t stopped talk of the overheating issues with Qualcomm’s latest processor. The One M9 is powered by an octa-core Snapdragon 810 and in our M9 review, we found little issue with the performance offered by Qualcomm’s latest chipset.

The talk of problems with the Snapdragon 810 could have been one reason that LG opted to go for a different Qualcomm processor. Rather than use the 810, as it had in the G Flex 2, LG opted to use the Snapdragon 808 processor and LG have worked closely with Qualcomm to optimise the processor for the needs of the G4.
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Both the G4 and the One M9 have 3GB RAM and 32GB storage, which can be expanded by up to 128GB using a microSD card slot. On paper, there’s very little difference between the G4 and the One M9 but LG’s close relationship with Qualcomm and the optimisation of the processor to meet the G4’s needs means that LG’s flagship is likely to have slightly better performance.
However, we’ve not spent enough time with the G4 to confirm this and we’ll be putting it through its paces in a review in the weeks to come.
Camera

The camera is where both LG and HTC have made significant changes versus last year’s flagship.
The HTC One range has always used HTC’s own Ultrapixel sensor for the rear camera but this year, the Ultrapixel makes its way to the front and is replaced by a 20.7MP Toshiba-made sensor. The One M8 came with a duo camera – which allows you to change the focal point of an image after capturing it – and Optical Image Stabilisation but with the new sensor on the One M9, both of these features are missing.
In comparison, the LG G4 bumps up the 13MP sensor on the G3 to a 16MP shooter on the G4. The upgrade is about more than just megapixels, however, as the G4 offers an f/1.8 aperture package with a larger sensor than on any other smartphone. The G4 also comes with OIS and a colour spectrum sensor, which analyses scenes to achieve the right white balance automatically and accurately.

One of the other major upgrades in the G4 camera is the new manual mode, which offers professional controls for those who need complete control over their images. The manual mode comes with lots of ISO stops, manual focus, a full white balance gamut, a histogram and the ability to shoot RAW and JPEG images at the same time.
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We’ve only spent a few minutes with the LG G4 but on paper at least, the camera is far superior to the One M9. The combination of a colour spectrum sensor, OIS and f/1.8 aperture should, on paper, be superior to the 20MP module on the One M9. We will, of course, be bringing you a more in-depth look at the camera in the weeks to come.
Software

One area where HTC have traditionally excelled is the HTC Sense interface, which is regarded as one of the best available on the market. This year’s Sense 7 interface has been optimised further with BlinkFeed gaining some new features and a Theme manager to completely change the look and feel of your One M9.
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In comparison, LG’s G UX has traditionally revamped large parts of Google’s OS to provide a custom experience, which – due to the heavy interface and underpowered specs – suffered from lag and stutter. With the G4 UX 4.0, this has all changed as LG has optimised its software to produce a near Nexus-like experience.

LG and HTC have both worked closely with Google to integrate Google services and both the One M9 and G4 come with 100GB Google Drive storage free for two years. LG have also integrated Google Drive across their apps and designed their own apps to work natively with Android Wear.
HTC Sense 7 is still one of the finest interfaces available on Android but LG’s latest interface offers a fluid experience that’s now able to rival the best on the market. Whether the G4 UX 4.0 suffers from the traditional Android issue of slowing down after a few weeks of use remains to be seen, but we will bring you a closer look at this in the review.
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Wrap Up
Overall the LG G4 and HTC One M9 are likely to be high on your list if you’re looking for a new Android smartphone and each offer a premium experience. The G4 has a better display, removable battery and arguably better camera while the One M9 has a nicer build and better interface (although this is a subjective opinion).
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It’s too early to determine exactly how much better – or worse – the LG G4 is compared to the One M9 but LG have certainly taken several strides forward since the G3. Rather than revamp the entire handset like Samsung, LG have followed HTC’s lead in creating a handset that’s better than the ones before it.
Stay tuned, as we’ll be bringing you a full review of the LG G4 and a more detailed look at how it compares to the competition in the weeks to come.
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Samsung Pay coming to Korea, U.S. in second half of 2015
Yesterday Samsung released their first quarter financial results against a backdrop of a new report showing they had regained the lead as the world’s largest smartphone manufacturer. After the results were revealed during the company’s conference call, Samsung Electronics’ Managing Director Park Jin-young spent some time discussing the new Samsung Pay platform. He revealed that the service is on track to roll out to Korea and the U.S. in the second half of 2015.
A release schedule for “the rest of the other countries following Korea and the US in the second half of the year is still under discussion.” Park also mentioned compatibility of Samsung Pay with Samsung smart watches would not be disclosed until the launch of the new service. Thus far Samsung has focused on building in support for the new Samsung Pay platform in the Galaxy S6 and Galaxy S6 edge. One of the key components is support not only for NFC, but also a new technology called MST (Magnetic Secure Transmission). MST means payments can be accepted by vendors with traditional magnetic stripe credit card readers.
source: Whowired
via: G for Games
Come comment on this article: Samsung Pay coming to Korea, U.S. in second half of 2015
Early Looks Inside Apple Watch’s S1 Chip Confirm 512 MB RAM, Unexpected Suppliers
Since the Apple Watch’s initial unveiling last September, Apple has touted the S1 chip that serves as the brains of the device, with the company noting is has essentially packed an entire computer onto a single ultra-compact chip that is encapsulated in resin to help protect it from the elements.
iFixit was unable to delve into the S1 itself in the firm’s initial teardown of the Apple Watch, and Chipworks offered an early look at the chip’s internals starting x-ray imaging, but now ABI Research has more fully deconstructed the S1 and identified a number of its components.

ABI’s photo shows the center of the S1 dominated by the main processor carrying part number APL 0778, with 4 Gb (512 MB) of Elpida SRAM on top. We’ve yet to see a detailed look at the internals of the main processor, which should provide yet another interesting look at a custom Apple chip design when it does surface.
Also included on the S1 are an 8 GB flash storage chip, the Broadcom Wi-Fi chip cleverly identified by Chipworks from Apple’s promotional footage last September, an accelerometer/gyroscope from STMicroelectronics rather than the predicted InvenSense, touch controllers unexpectedly from ADI, and a wireless charging chip from IDT to facilitate the Apple Watch’s inductive charging.
“The design is an obvious variation from Apple’s smartphones, with many high-end functions / chips included that normally would not be found in a simple watch,” comments Jim Mielke, VP Engineering at ABI Research and head of the TeardownIQ group. “Judging by the complexity of the printed circuit board (PCB), and the number of parts on the PCB, one might think the Apple watch is a full-fledged cellular connected watch but in fact connectivity is limited to Wi-Fi, Bluetooth, and NFC.”
In its initial look last week, Chipworks highlighted the 6-axis accelerometer/gyroscope, which marks the first time Apple has been able to include all of that functionality in a single component.

This is the first time that we see a true 6X sensor in an Apple product that doesn’t require an external accelerometer. In the iPhone 6 and 6+ we saw an Invensense 6 axis sensor and a Bosch 3 axis accelerometer. Here in an even more compact design, the Apple Watch, we finally have a solution for all 6 axis in a single component.
As seen in iFixit’s teardown, the S1 is a remarkably compact chip taking up a small percentage of the overall device volume in laying flat in the bottom of the casing. The majority of the space inside the casing is taken up by the battery and Taptic Engine/speaker assembly. We expect to see more details on the S1, particularly the main processor, in the coming days as chip experts get closer looks at the part.
Out-of-control Russian ISS cargo vessel will plummet back to Earth
The Russian space agency (Roscosmos) has given up trying to regain control of Progress 59 and the 6,000 pounds of food, water, clothes and equipment on board. It reportedly told TASS, the country’s news agency, that it’s merely waiting for the vessel to plunge and burn as it reenters the atmosphere anytime from May 5th to 7th. The vehicle was supposed to shuttle all those supplies to the ISS, but it ended up tumbling wildly in the wrong orbit soon after it reached outer space. According to TASS, the engine of the Soyuz rocket that launched the vessel might have been “overworked” due to a control system glitch, causing it to burn overtime and to send the cargo craft into an uncontrollable spin.
Since Roscosmos failed to establish communication with Progress, it would be impossible to even attempt a rendezvous with the space station — besides, it would be extremely dangerous to dock a spinning spacecraft. This is the second time in six months that a resupply mission to the ISS has failed to reach its goal. Back in October 2014, Orbital Science’s rocket exploded six seconds into launch, along with 5,000 pounds of supplies. The ISS crew has enough food and water to last them until early August despite the two failures — the real loss here is the propellant included in Progress’ cargo, which they need to maintain the space station’s altitude. Hopefully, the crew can get by until SpaceX’s Dragon capsule gets there with more supplies in June.
[Image credit: NASA]
Filed under: Science
Source: USA Today, TASS Russian News Agency, Spaceflight Now
Artificial blood vessels can cause your body to regrow the real thing
A blocked blood vessel can be pretty nasty, and the two most common treatments involve wedging it open or transplanting another vessel from elsewhere in your body. Scientists in Vienna think they may have a slightly more elegant solution to the latter, having developed a method of replacing blocked vessels with artificial ones. The clever part here is that the synthetic polymer that the prostheses are made of encourages the body to grow a real vessel in its place. In one trial on a rat, it took less than six months before the artificial material had broken down and been replaced with a brand new blood vessel.
A joint partnership between Vienna’s Technological and Medical universities looked into finding a suitable material for the prosthetic vessels. In the end, the team spun thermoplastic polyurethanes in an electrical field to create the minute tubes necessary for implantation. Because the material is slightly porous, microscopic quantities of blood are able to pass through, which covers the artificial vessel in “growth factors.” After then, it’s just a matter of time until the body can build a biological replacement. Naturally, there’s still plenty of research to be done, but the team is hopeful that the procedure will eventually make its way into medicine. Oh, and if you’re curious about what one looks like and you really aren’t squeamish, you can find a picture here.
[Image Credit: TU Wien]
Via: GizMag
Source: TU Vienna
Steam hands developers the power to ban cheaters

Cheating in multiplayer games isn’t big or clever, but people still think they can successfully get away with it. That’s a problem for the folks at Valve, who are constantly trying to ensure that Steam is a nice place to play. It’s one of the reasons that the company has now revealed that it’ll hand the power to police users straight to the developers behind each game on the service. Now, rather than Valve staff racing to deal with each incident, the teams that made the title can rule on what they consider to be fair and unfair practices.
Developers can now set game bans on Steam accounts if players cheat in their games. http://t.co/6OkIgkGh3p pic.twitter.com/V2iK2Wlnh0
– Steam Database (@SteamDB) April 29, 2015
The process of banning, itself, will remain in the hands of Valve staffers, but now all a developer has to do is say the word and it’ll be done. Of course, a cursory glance at the responses to the announcement on Twitter has revealed that plenty of gamers are worried that developers will abuse this power.
@SteamDB Yeah, like that is not going to be abused by some devs.
– Foxhack / Dave Silva (@Foxhack) April 29, 2015
For those who play within the rules, there are some perks, as Valve has also revealed that it’s widening the number of people who can join in the testing on Steam Guard for mobile. Another 1,000 people will be asked to authenticate their Steam devices using their smartphone, and the app sign up process has been updated as well.
Via: VG 24/7
Source: Steam, Steam Community
Apple Watch review: a status symbol for iOS devotees
Mankind’s fascination with watches capable of more than simply telling the time is nothing new. But recently, our collective interest in intelligent timepieces has spiked, and we have more and more powerful wrist-worn computers to choose from than ever — whether made by startups with record-setting Kickstarter campaigns or the biggest names in consumer electronics. Of course, the biggest name of all, Apple, had yet to release one of its own. Well, the Watch has arrived, and its maker has loftier aspirations for it than the smartwatches preceding it. Apple’s Watch isn’t some utilitarian gadget — it’s jewelry, an object of lust, not only for what it can do, but also for how it looks.
I’m not a watch person. Haven’t worn one regularly since high school (I’m 33 years old now), and have never been enamored with the likes of Rolex or Longines. But the Apple Watch is, of course, much more than a mere time teller, and the company expects to sell a lot of these things to people like me — you don’t build a $700 billion company selling niche products, after all. The question is: Why would someone like me want one?
Hardware

For the uninitiated, there are two sizes (38 or 42mm) and three Watch models: Sport, Watch and Edition. The entry-level Sport model starts at $349 and is made of aluminum, while the high-end Edition starts at $10,000 and is crafted of 18-karat rose or yellow gold. Apple loaned me a 42mm stainless steel Watch model ($549) with a bright, lime green Sport Band ($49 when sold separately) and a Link Bracelet ($449).
In keeping with its aspirations to luxury jewelry and with Apple’s usual obsessive attention to detail, the Watch case I received is constructed of machined, cold-forged steel polished to a high gloss. Its OLED screen on top and heart rate sensor on the bottom are sheathed in sapphire crystal, a material familiar to any luxe timepiece aficionado. (Note: Sport models make do without the sapphire protection.) The “Digital Crown” on the right edge is machined and polished too, as is the button with an ever-so-slightly chamfered edge alongside it. All of these elements are fitted together perfectly, with uniform gaps and nary a blemish to be found. The result is a watch that looks the part it’s been cast to play — assuming you dig the aesthetics of a rounded rectangle parked on your arm.
It’s the finest construction of any smartwatch I’ve seen, and none of the others are particularly close (second place: ASUS ZenWatch). More importantly (for Apple), it doesn’t feel ridiculous to compare its build quality to something made by Tag Heuer or Cartier.

The Sport Band is made of a pliable, soft-touch material called fluoroelastomer and can be had in white, blue, pink and black in addition to the green I received. The Link Bracelet’s made of brushed stainless steel (a Space Black Stainless Steel Watch and matching bracelet are also available, though the black bracelet isn’t available for purchase separately). There’s a plethora of other straps available for the Watch made of metal and leather, as well.
While I’m not wild about the color of the Sport Band I’ve been using, the green cuts a striking image on my wrist, and has garnered my Watch far more (favorable) attention on the street than when I’ve worn the metal bracelet. As you might expect, the rubbery Sport Band is the more comfortable of the two, and even though it’s a more casual look, I am impressed with its fit and finish; there’s not a seam to be found on the thing, which keeps it looking and feeling premium (for a rubber strap).
Meanwhile, the Link Bracelet is a marvelous bit of engineering, with a unique quad-hinged clasp that latches and releases with rifle-bolt precision. It also has links that can be removed with a simple button press, which makes fitting the bracelet a relatively painless process. Pressing the release button while pulling on the appropriate links required more fiddling than I expected, but it also gets easier the more times you do it. The bracelet is comprised of a single band of horizontal scales, which sets it apart visually from the three or four vertical bands of links in most other watch bracelets. The effect reminds me of the scales you find on the belly of a snake, and I dig the simplicity.

When combined with the polished steel Watch case, however, the brushed finish on the bracelet looks incongruous to my eye. Not to the point of distraction, but for a company that so sweats the little things like Apple does, I’m surprised that such a choice was made. At least it matches the bracelet in its precision construction, and the two fit together almost seamlessly.
Getting started
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Setting up the Watch is straightforward. Upon powering it up for the first time, it’ll prompt you to pick a language, then open up the Watch app — which is included with iOS 8.3 — on your iPhone 5 or later. Tap the ‘Start Pairing’ option on your Watch and a dancing point cloud (think of it as a beautiful QR code) appears. Point your phone’s camera at the Watch’s screen, and once the point cloud forms itself into a circular rosette, presto! You’re paired. Then, you’ll need to agree to the terms and conditions, link up your Apple ID, create a Watch-specific passcode and let it sync all of the compatible apps and info with your iPhone. The whole process takes less than 10 minutes.
Apple’s Watch display is an OLED unit which, in the 42mm version has a 390 x 312 resolution that performs well in just about any lighting condition. Colors are vibrant; blacks are inky; and it’s viewable in direct sunlight, despite washing out (as is the case with every screen I’ve ever used in such conditions).
The default mode for that screen is off, but it wakes up when you either touch it or twist your wrist so the Watch thinks you’re looking at it. Much digital ink has been spilled about the split-second delay between raising your wrist and seeing the time, and it is noticeable, but I found the slight impediment didn’t bother me. The bigger issue is when the first arm motion fails to trigger the display, which forces you to either repeat the process or tap the screen to wake it up.

Should you have more than one Watch band to choose from, swapping them is a similarly easy affair. On the underside of the Watch sit two-flush mounted buttons that serve to release each side of the band, and those buttons need only be depressed slightly, if deliberately, to release. Sliding the ends out of the channels milled into the top and bottom edges of the Watch in which they reside isn’t hard, although doing so smoothly took a few tries before I got the hang of it. Also, re-inserting the Link Bracelet requires sliding the tip of one side in before seating the other and pushing them both in simultaneously. Once you feel a muted “snick” on both sides, your band of choice is secure.
The mechanism is brilliant in its simplicity and execution, and makes swapping straps a far simpler process than the pin system on your standard watchband or a trip to the jewelers. Given the wide selection of straps Apple is offering out of the gate (and with more to come, no doubt), this feature is of greater importance than you might think. Any wearable device aspiring to be fashionable has to look good, and the ability to tailor colors and styles to taste so easily is key to the Watch’s appeal. (And, in what I’m sure is a completely unintended side effect, this portends greater commercial success — buying multiple bands makes less sense if you have to head to the nearest jeweler to change them.)
But tailoring the physical look is only part of the equation. Apple has built in digital personalization options, too. The company has put together a user guide that comprehensively elucidates all that the Watch can do, so for the purposes of this review, I’ll stick to the highlights.
In use

Generally speaking, the modes of interaction on the Watch’s user interface are straightforward, if not always intuitive. In keeping with its primary function, your homescreen is, naturally, a watch face, with the app launcher cloud hidden a layer below. Accessing it is a mere press of the Digital Crown away. Press it again and you’re taken back to your watch face. I found it helpful to think of depressing that crown as a sort of analogue for the iPhone’s home button, as double-clicking it also takes you straight back to the last app you’ve used. Scrolling through options and zooming in and out with that little knob made perfect sense from the start — I’m all about reducing fingerprints on shiny gadget surfaces, and the crown helps curb those smudges.
Another unique bit of UI comes in the form of Apple’s new Taptic Engine, a linear actuator that delivers haptic feedback. Far from a mere buzz or vibration, the engine delivers more detailed and nuanced tactile feedback, that in effect is not unlike Immersion’s HD haptic technology. Differentiating between the sensation of the different sorts of taps and rumbles it provides isn’t easy at first, but the more I felt the feedback, the more attuned I became.
Aside from the watch, app tray and individual applications, the Watch comes with a feature called Glances. A swipe up on the watch face drops you into a carousel of widgets for various apps and functions to let you get a quick look at battery life, the weather, or scores from teams you follow. You can add and subtract Glances in the companion iPhone app, though the only one I really found useful was a status screen that shows if the Watch is connected to your phone and lets you toggle airplane, do-not-disturb and silent modes. You can also ping your iPhone if you’ve misplaced it.
While the UI does take some getting used to, I settled into using the Digital Crown/touchscreen combo after a couple of days, and after a week, using the Watch became second nature.
Timekeeper

The Watch comes with 10 faces preloaded, and each can be adjusted to varying degrees. There’s also a creation engine that lets you make and save variations of those faces for quick access. To swap or tweak one, you’ll need to utilize Force Touch, Apple’s recently introduced tech that enables the Watch’s display (and the new MacBook’s trackpad) to distinguish a light tap from a hard press. Jamming your finger into the screen isn’t necessary, but you do need to apply significant pressure for the Watch to recognize what you’re trying to do.
Upon force pressing, the Watch gives you a horizontal carousel of the available faces. Swiping left and right gets you where you want to go, and any faces that can be customized have a button telling you so beneath them. Tap that button, and again, swiping right and left navigates the modes of adjustment. There are two main ways to tailor the faces: first, color. Wind the crown from top to bottom, and the hue of the words, numbers and watch hands change from salmon pink, to purple, blue, green, yellow, orange, red and finally, white.
Next, you can adjust a series of widgets on the faces, called complications in watchmaking parlance. Depending upon the face chosen, you’ve got three to five complications to work with. Tapping on a given widget lets you change it, and turning the crown rolls through the options. These include: date, calendar events, moon phase, sunrise and sunset times, weather, stocks, activity summary, alarm, timer, stopwatch, battery charge and world clock. Fans of simplicity can also turn any and all complications off.

Additionally, the Motion face lets you choose among beautiful animations of different butterflies, flowers or jellyfish, while the Chronograph lets you change the watch face itself to black, navy, brown, forest green, dark gray or parchment color.
Two of the faces I found most appealing, Solar and Astronomy, don’t support such modding. They are, however, interactive and dynamic. Astronomy lets you swap among views of the Earth, the moon and the solar system (and spinning the crown lets you zoom forward and backward in time, spinning the celestial bodies and the sun’s shadow accordingly). Solar displays the sun’s position in the sky via a parabolic arc and horizon line and similarly, rotating the crown slides it along that arc. As it does so, the corona emanating from the sun changes to emulate the lighting of dawn, dusk, high noon and all other times before and after solar midnight.
Communicator

Some notifications are also actionable — such as archiving Gmail messages — though most are simply informational. Each is accompanied by a short pop or ding and/or a bit of haptic feedback. Both the sounds and vibrations can be turned on and off individually to suit your tastes or differentiate between types of notifications. Should you miss an alert when it first comes through, the next time you check the Watch, a small red dot appears on screen (or not, if you choose to turn that feature off) letting you know. A swipe down puts you in the notification tray, and if you want to dismiss all of them at once, a simple Force Touch does the trick.
Plenty of others have complained about a lack of granular controls for notifications, but I didn’t find it to be a problem. Really, having notifications mirror behavior from the iPhone or simply switching them off was all the control I needed. It’s just a matter of figuring out what sorts of pings you want on your wrist: just the important stuff, or a fire hose of info.
You can make and take phone calls, send and receive text messages or use Apple’s Watch-specific Digital Touch comms technology to send finger paintings, taps, animated emoji and even a facsimile of your heartbeat to your closest friends. Using the Watch to take calls is a middling-to-poor experience, though being able to mute an incoming call by covering the Watch is a handy feature. In a quiet, private place, it’s a “good enough” sort of thing, with mediocre audio at limited volume being pumped out of the Watch’s speaker. In public? Forget about it. Aside from the obvious lack of privacy and inconsiderate nature of forcing those around you to endure your conversation, you can’t hear what the person on the other end is saying when there’s any sort of ambient noise. The novelty of talking and listening to my wrist dissipated after just a few calls.

Messaging is, by far, the most useful of the Watch’s communication abilities. Using the app, you can receive, reply to and send texts, and Apple’s made replying to messages, in particular, even easier than on an iPhone. See, the Watch provides a list of (mostly) contextually relevant replies you can simply tap to use instead of typing out a response. You can also use Siri to dictate text replies or send audio messages — the voice dictation mostly works well, but plenty of times, there’s an interminable delay (sometimes of 15 seconds or more) between when I’d speak my reply and when Siri would recognize it. Still, I found messaging via the Watch a feature worth having, as it was often more convenient to deal with texts there than on my phone.
Apple’s made much ado about its Digital Touch technology, which, in theory, provides a more personal way to communicate. The tech enables you to tap, draw pictures or scribble words on the Watch screen and have it mirrored on your friend’s Watch, even if it’s a world away. You can also send your heartbeat by pressing and holding two fingers against the screen for a few seconds. In order to digitally touch someone, they also need to be added to your Friends circle in the iPhone app. In practice, I found it difficult to find the appeal of this mode of communication. I’m a poor artist; my handwriting looks like chicken scratch; and nobody would ever accuse me of being a romantic. Plus, I only had a couple of other Watch owners available in my contacts with which to experiment.
Fitness and health tracker

Despite my svelte frame, I’m no workout warrior. In fact, I’m one of the laziest people I know. (I will not apologize for this. Gormans are naturally a tall and skinny people.) Because of this, I greatly appreciate Apple’s multi-pronged, relatively frictionless approach to activity tracking. When first firing up the app, it prompts you to input your sex, age, weight, height and general activity level in terms of daily calorie burn. The app uses this information to recommend daily movement and exercise goals that can be adjusted manually as well. The app tracks you three ways using the Watch’s accelerometer: Move, Stand and Exercise. The aim is to give a comprehensive look at your daily activity and motivate you to stop being such a slothful meatbag.
Move is a calorie counter. Stand tracks how sedentary you are on an hourly basis (and prompts you to get up for at least one minute out of every hour). Exercise keeps up with how much time you’ve spent on any activity as or more strenuous than a brisk walk, with the aim of getting 30 minutes of exercise each day. I can’t say the Activity app has made me become more active, yet, but it has made me mindful of my activity level (or lack thereof) — and therefore I aspire to be more active. Baby steps, right?

There’s also a separate, more comprehensive Workout app that integrates with the Activity app. The app lets you choose from a set list of types of exercise (walking, biking, elliptical, rowing machine, etc.). It uses that information, plus the accelerometer and heart rate sensor in the Watch, along with the GPS and WiFi in your iPhone to measure distance covered and (if you have an iPhone 6) elevation gained and lost. All those elements working in concert enable the Watch, according to Apple, to compute a more accurate estimate of your calorie burn during workouts.
Navigation, payments, music and more
There are a few other miscellaneous features of the Watch that are of particular value, I found. First among these is Maps. Issues with Apple Maps itself aside, the implementation of it on the Watch is quite useful, especially when used in tandem with the iPhone. While you can search for locations using Siri on the Watch, I found it preferable to map my routes using my phone and then let the Watch handle telling me where to go. It does so with visual cues and haptic feedback. The tap pattern is different for right and left turns, though apparently my tactile perception is pretty weak at this point. I’ve yet to tell the two apart by feel alone. I imagine they will become easier to differentiate as I grow attuned to the sensations.
Apple Pay is also, of course, a part of the Watch experience. You add credit cards through the iPhone Watch app — and even if your iPhone already has Pay activated, you’ll need to re-add your card for the Watch — and you must have a four-digit Watch passcode enabled. Using Pay is easy. Once you’re set up, press the lone button on the Watch twice and your available credit cards pop up on screen. Choose the one you want; hold your wrist near the reader until you hear the beep; and you’re good to go.

The Watch also lets you store up to 2GB or about 250 songs on board, though you’ll need a Bluetooth speaker or headphones to actually, you know, listen to those tunes.
Lastly, a word about third-party Watch apps. I’ve only tried a handful of the over 3,000 available, but the ones I have used are buggy and slow. I’m chalking this up to them being built for a wholly new software platform and developers need some time to optimize them. I therefore don’t find it necessary or useful to spend time evaluating them here. I will say that it bodes well for Apple to have such a huge catalog of apps at launch, and I expect to see more and better software in the months to come.
Battery life

I’ll admit, coming into this review, I expected that having to charge the Watch nightly would be a chore. I was wrong. Because of the nifty magnetic induction-charging disc and the fact that I’d never sleep wearing a Watch anyway, charging it up each night just isn’t a big deal. (Though having to pack one more charging cable in my bag when I travel is certainly an irritation). As for battery life, well, I’ve made it through every day with at least 15 percent and sometimes over 50 percent of charge left when I hit the sack. Most importantly, I never once found myself worrying about the Watch running out of juice and never had to use the power reserve mode (which turns the Watch into a timepiece only) to make it through the day. Do I wish that the thing could last for days or weeks without a charge? Of course I do, but state of the art for smartwatch battery life is no more than a day — maybe two — and the Watch is in line with that despite packing a 205mAh battery just two-thirds the size of most of its competitors.
The competition

Mostly, the Watch’s competition comes from a plethora of Android Wear devices. When comparing software, the Watch does most everything that Wear does and more. Sure, Google Now ‘s contextual suggestions and voice recognition give it an edge over Siri, but the Watch’s customizable faces, with their nifty complications, are far more useful. Plus, Dick Tracy fans are sure to love the Apple timepiece’s abilities as a phone.
Yes, Samsung’s Gear S also makes calls, and matches the Watch Sport’s $350 price, but it’s huge, ugly and lacks app support due to its devotion to Tizen. The Moto 360 ($180) and LG G Watch R ($249) appeal to the circular-watch crowd, but both are masculine in appearance and are too chunky for those with feminine or dainty wrists. ASUS’ ZenWatch is only $200 and comes closest to the Apple Watch in terms of attractive design, but its massive screen bezel takes away from an otherwise handsome stainless steel body.
Really, if you’re smartwatch shopping, it boils down to the age-old question about the phone in your pocket: iOS or Android? Because if you want a Watch, you better be comfy as a resident in Apple’s walled garden.
Wrap-up

I don’t think the Watch is for me. While I appreciate the thoughtfulness, quality and ingenuity of the hardware design, it’s just not my style. Also, getting a Watch means locking one’s self into an iPhone universe, and while it’s an excellent handset, I harbor an affinity for Android phones. Plus, I rely heavily upon Google calendar and Gmail web apps both for work and personal purposes. Because of that, I can’t take full advantage of the Watch’s capabilities without switching to Apple’s calendar and email client. And that’s not happening.
However, there are plenty of folks picking up what Apple’s putting down, as evidenced by the (estimated) million Watch pre-orders Apple received. It’s a well-rounded wearable that handles notifications as well as any other smartwatch, has comprehensive activity tracking skills and the cachet of being the hottest device on the planet (for now). If you’re firmly on team iPhone, are willing to pay a premium for an intelligent timepiece and can handle charging it on a nightly basis, the Watch is for you.
The bottom line is: The Watch is the nicest smartwatch available, but it’s more status symbol than wearable revolutionary. Most of the Watch’s features can be categorized as nice to have (at best) or superfluous (at worst), and because of that, if you’re not enamored with the Watch’s appearance, it’s probably not compelling enough to buy one.
Photos by Will Lipman
A closer look at ARM’s Mali graphics technology

Today’s premium smartphones and tablets are pushing the limits of small form factor graphics processing units (GPU), boasting console quality graphics at display resolutions greater than most living room TVs. But it’s not just the high-end mobile space that requires dedicated graphics hardware these days. Growing markets for smartwatches and compact Smart-TV boxes also make use of GPUs. One of the most prevalent mobile GPU ranges is ARM’s Mali, and we were fortunate enough to be given a closer look at the future plans for the Mali GPU range at ARM’s Tech Day 2015 last week.
Most recently, ARM announced its energy-efficient Mali-T880 and T860 for high-end mobile devices, and its T820 and T830 designs for cost-efficient implementations. The T880 boasts 1.8 times the peak performance of its Mali-T760 design, along with a 40 percent reduction in energy for the same workloads and support for ultra-high resolution 4K content.
ARM hasn’t ruled out a modified Mali-450 design for low power wearables either, if OEMs demand it.
At the low end, which is typically bound by silicon costs, the T830 and T820 aim to reduce die area size by up to 50 percent over the T622, offer scaling for a variety of applications, and still support up-to-date graphics and compute APIs, such as OpenGL ES 3.1 and Microsoft’s Direct X 11.1. In fact, the Mali-T820 is now the smallest OpenGL ES 3.0 compliant design that ARM has.
Despite the introduction of new GPU designs, legacy chips like the Mali-450 are still well suited to less performance demanding applications such as wearables. With support well established, this design could stick around for quite a while. ARM hasn’t ruled out a modified Mali-450 design for low power wearables either, if OEMs demand it.
Midgard Architecture overview
ARM’s latest designs are still all built on its Midgard Tri-pipe architecture, which house most but not all of the key GPU components inside the “shader core”, allowing for scaling of performance by simply adjusting the number of cores. Most other GPU designs do not adopt designs which scale in this way, but this allows ARM to target a range of uses cases with quite similar designs.

At the high-end, the Mali-T860 features 3 ALUs per shader core, compared with the T860 and T760’s 2 ALUs per core, along with the load/store and texture units. This extra ALU offers up to a 50 percent improvement in compute performance per core. Both the T880 and T860 designs can be scaled up from single to 16 coherent core implementations, depending upon the level of performance required by the GPU.
With mobile, the biggest limiting factors to performance and power come from the memory. Quite simply, the bandwidth available is much lower than console or desktop graphics equivalents, meaning that performance can be bottlenecked by memory. To overcome this problem, ARM makes use of ASTC, AFBC, Smart Composition, and Transaction Elimination techniques, optimizes its architecture for common workloads such as user interface tasks, and tries to cut down the number of memory transactions by sending higher quality information. This is also why ARM implements tile based rendering, as the active tile of the frame is kept in local memory as long as possible, rather than being pushed to slower main memory.
- ALU – Arithmetic logic units are digital circuits used to perform integer math and bitwise logic.
- Tiled Rendering – breaks a scene down into smaller tiles, which can then be rendered separately to on-chip memory.
- Transaction Elimination – reduces processing by skipping duplicate tiles from the previous frame.
- AFBC – ARM Frame Buffer Compression saves on memory bandwidth by storing a frame using lossless compression.
Not only that, but constant writing and reading from memory is a power expensive task, consuming somewhere around 100mW of power for 1Gbps of bandwidth with LPDDR4. Instead, ARM suggests that silicon manufacturers spend a little more space on cache to reduce power consumption and help keep as much data as possible on the GPU.

Most other GPU designs do not scale in this way, but this allows ARM to target a range of uses cases
Speaking of power, ARM has also done a lot of work to optimize its latest graphics processors for energy efficiency while performing the most common tasks. Most of this falls under pushing pixels around as the user moves through the UI, which, believe it or not, requires graphics processing. Those smooth homescreen transitions aren’t free.
The lower end T830 and T820 inherit many of these high-end features, but the pipelines with scalar units have been removed from the ALU. The T830 features 2 ALUs per core, while the T820 features just one, and can both be scaled up to 4 shader core GPUs.

Much like the new ARM Cortex-A72 CPU, the latest iteration of Mali is clearly focused on energy efficiency and extracting more performance whilst sticking within the tight power and thermal constraints of mobile platforms. By reducing memory and power requirements, silicon partners should be free to pack in additional GPU cores and thereby increase performance over previous generations.
The future of Mali
Speaking of power, the move to 16nm FinFET processes is also sure to result in decent gains for GPU designs. With power consumption and design sizes both shrinking, ARM’s high-end silicon partners will be able to squeeze additional shader cores into their SoC designs, as we have already seen with Samsung’s eight Mali-T760 core 14nm Exynos 7420. In the lower cost market, GPUs will smaller footprints could either be used to increase the core count or save on increasingly expensive silicon costs.
We’ve previously also covered the need for additional memory bandwidth for high resolution cameras and displays, but this extra bandwidth and associated power consumption could be a big drain on our batteries. ARM’s memory saving techniques and general optimizations could also pay dividends as mobile markets push towards even higher resolution content.
With ARM offering complete POP-IP packages already designed for 16nm FinFET manufacturing, we could well see some more energy efficient and powerful Mali-based SoCs hit the market around the turn of 2016.
Windows 10 will be able to run Android and iOS apps
Microsoft might finally be throwing in the towel, but in a smart way. The app scene for Windows has continued to be dismal at best. With roughly 90% of the market cornered by Android and iOS, developers see no need to put their resources into Windows until it shows significant growth.
Microsoft knows this and that is why they have announced something pretty significant with Windows 10. They released two development kits which will allow developers to port their apps and games to Windows universal apps. Android developers will be able to use Java and C++ code on Windows 10 and iOS developers will use their existing Objective C code.
Developers won’t need to rebuild their apps, but it won’t be as simple as pushing a button. On the Android side, developers will have to replace Google APIs with Microsoft APIs. The endgame is that once an app is ported (with little changes), it can be used with Cortana, Xbox Live, Holograms, Live Tiles, and more.
Originally, the plan was to only support iOS, but Microsoft wanted to make sure everyone on the planet is covered. By including both operating systems, they have 90% of the developers covered. I guess the big question will be if more iOS or Android developers will jump on this, and which OS will be easier to convert?
Are you more likely to buy a Windows phone with this news?
source: TheVerge
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Lucky T-Mobile Galaxy S6 Edge user gets updated to Android 5.1.1
We just heard that Samsung is bringing Guest Mode to the Android 5.1 update, and now it’s rolling already? One user over at XDA is reporting that his T-Mobile Galaxy S6 Edge received the Android 5.1.1 update.
I don’t think this means that it’s officially rolling out, but it does mean that it’s being tested which is a good thing. It’s more than likely that it’s pure luck that his device received it. There could be others, but who knows if they even read tech blogs.
One thing to point out about the 5.1.1 update is that it locks the bootloader, so those of you that like to tinker might want to stay clear away from this one.
Click here to view the embedded video.
Come comment on this article: Lucky T-Mobile Galaxy S6 Edge user gets updated to Android 5.1.1











