Devil's tongue:
"This is very different from iOS’s original design constraints, which remember didn’t allow any third party applications at all."
This argument resume the whole article's intent. I'm not using iOS. I dislike Apple's way of enforcing it's products. But I know BS when I see it.
iOS's security and sandboxing, while technically different, is practically similar to android. Each app is sandboxed.
Oh and guess what, the AppStore let you install third party apps, and since before Android became Google's Android.
And for the actual thing that matters, Android uses multiple GL contexts by design, iOS doesn't, so Android is slower.
iOS has multiple processes on the system using hardware acceleration at the same time, and always has. A few examples are the system-rendered status bar at the top of the screen, or the "Notification Center" that you pull down from the top, or even the little volume adjustment popups. All of those are hardware accelerated and rendered out-of-process in the system UI manager ("SpringBoard"), not inside the app.
Both of those have smooth scrolling and animations, at the same time, overlayed on top of each other. I don't think there's anything here in iOS that shows the lack of "multiple GL contexts"; and I definitely don't think that is a significant contributor to making anything slower.
This argument resume the whole article's intent. I'm not using iOS. I dislike Apple's way of enforcing it's products. But I know BS when I see it. iOS's security and sandboxing, while technically different, is practically similar to android. Each app is sandboxed. Oh and guess what, the AppStore let you install third party apps, and since before Android became Google's Android.
And for the actual thing that matters, Android uses multiple GL contexts by design, iOS doesn't, so Android is slower.