iOS has the highest priority on the screen, and its response sequence is Touch--media--service--core architecture, and when the user touches the screen, the system first handles the screen display, which is the touch level, then the media, service, and core architecture. The priority response level of the Android system is the application--framework--library--kernal architecture, and the display related graphics processing belongs to the Library and is "placed" in the third place. The idea is that when you touch the screen, the Android system first activates the application framework, then the screen, and finally the core architecture.
And another point is the iOS itself GPU Acceleration program features, so that people in the control process will feel the iOS phone has a good fluency. Because the whole process of its own is in the service of maximizing fluency, whether it is the first impression of the sliding touch screen, or the deeper operations after you further use the program. This feature of GPU acceleration should also be the core driver of iOS "system", such as some large 3D games on the GPU performance requirements will be relatively high, Apple iphone products used in the Power VR SGX series GPU is now very mainstream, It's even far more than the flagship Android phone in running the test data.
It is also important to mention that there is a problem with the development mechanism. Android uses Java, while iOS is the advantage of objective-c,objective-c is high efficiency but relatively "unique", while Java's advantage is the cross-platform, but the efficiency of the relatively low, presumably everyone in Saipan played Java games, The efficiency of its operation is also obvious. In fact, the two programming languages brought about by different mechanisms, it has caused the flow between the respective systems of alienation.
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