Shortly after the new Android Runtime made its grand entrance, I ran a pretty exhaustive (and exhausting) series of performance benchmarks that showed ART wasn't really ready to blow us away. At the time, I opted to avoid the topic of battery life because it is so difficult to test accurately and with unbiased, meaningful results. As it turns out, that was dumb. Yup, so many of you have asked, I finally had no choice but to dive in and run a battery of tests on...well, the battery.
Sure, "in-app purchases" becomes a bit of a dirty phrase when we're talking about games that abuse the privilege, but they're a critical element of any profitable app ecosystem, and today Google's making a bunch of IAP features easier and smoother for developers and, by extension, you. Here are some of the new improvements.
Easier Purchasing Implementation
Previously, if you bought an item in an app, the purchase was handled via an "asynchronous notification through a background service." This meant that the app would call out to Google to announce a purchase, but then have to talk to a separate service in order to find out how it went.
In the endless components arms race of the Information Age, cheaper, faster, and smaller are the mantras that perk up the customers' ears and line the tech giants pockets with cash. The latest innovation in one of the key areas of electronic components is DDR4 memory. The spec is said to reduce power consumption by 20-40% based on a maximum 1.2 volts of power use.
While running at the same bandwidth as its predecessor, DDR3 memory, the new spec will run with up to 40% less power draw.