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Samsung Galaxy S22 Ultra

Samsung’s Galaxy S23 launch is a few weeks away, with more leaks indicating that the February 1st launch date is genuine. While we wait for Samsung to show off the Galaxy S23, S23 Plus, and S23 Ultra, we have plenty of rumors to keep us entertained. Some of them are quite exciting, like reports saying that Galaxy S23 storage capacities will double this year. Memory details and color options have also leaked for the three new Galaxy S phones, so Samsung fans can already plan out their preorder purchases.

A rumor a few days ago said that all Galaxy S23 variants would feature 256GB of storage. That’s a significant upgrade that buyers will certainly appreciate. And an upgrade that will put pressure on competitors.

The move to 256GB might also help Samsung justify a price hike if there is one this year.

This is the expected configuration. https://t.co/0hfBPno62H

— Ice universe (@UniverseIce) January 9, 2023

The same leaker doubled down on these storage claims, returning with more details about the Galaxy S23 lineup’s memory and storage. A better-known Samsung leaker, Ice Universe, retweeted these specs and confirmed that these are the expected configurations.

According to Ahmed Qwaider, the Galaxy S23 and S23 Plus will feature 8GB of RAM and 256GB or 512GB of storage. The 8GB/256GB combo should be the most popular version. The leaker claims that some markets will get 128GB models.

The more expensive Galaxy S23 Ultra will feature either 8GB or 12GB of RAM. Storage starts at 256GB and goes up to 1TB. But the most popular version will likely be the 12GB/256GB one.

Qwaider also said that Samsung will use faster DDR5X RAM in the new phones instead of DDR5. That means the memory will be even faster, improving the phone’s overall performance.

Finally seeing some new colors on the S23 Series, although much lower volume than the main 4 colors. The new colors on the S23 Ultra include Gray, Light Blue, Light Green and Red in addition to Beige, Black, Green and Light Pink.

— Ross Young (@DSCCRoss) January 6, 2023

A different leaker that Ice Universe endorsed is Ross Young, a display analyst who is well-known for his accurate screen predictions.

Young has apparently learned the color options for the Galaxy S23 phones. He claims the Galaxy S23 Ultra will have four new colors: Gray, Light Blue, Light Green, and Red. But it’ll also come in several familiar colors, including Beige, Black, Green, and Light Pink.

Assuming all this information is accurate, prospective buyers can start planning their purchases. RAM, storage, and color options are always important when getting a new phone.

Considering that most Galaxy S leaks from these sources turn out to be correct, the information above is likely accurate. We’ll still have to wait for Samsung to confirm everything, however.

The post Galaxy S23 memory, storage, and color options just leaked appeared first on BGR.

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    • By Samsung Newsroom
      The Samsung Galaxy Watch is an essential gadget for modern health-conscious people. It provides health-related data that helps to prevent health issues. These Galaxy Watch features are driving its rapid rise in popularity and encouraging application developers to create applications specifically for it.
      The Galaxy Watch offers a great user experience and performance. This is where the Flutter framework plays a crucial role. It is a top choice when it comes to a beautiful UI, good performance, and rapid development. Flutter offers cross-platform support, which means we can build applications for multiple platforms using a single code base. With Flutter’s strong community support, developers can make production-grade applications with little effort.
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      flutter doctor NoteIf the above command provides suggestions or fixes, follow those to solve any problems before continuing. Get started with Flutter projects
      To simplify this application example, we are retrieving the battery levels from a Galaxy Watch to make it easy to understand the development process.
      In this blog, we use Android Studio as the IDE. But, if you are comfortable with VS Code, you can follow this Official Codelab to build your first Flutter application with that instead.
      To start, install the Flutter and Dart plugins on Android Studio. These plugins make it easier to manage Flutter development using the UI instead of the CLI.
      Figure 1: Install Flutter and Dart plugins
      After completing the setup, it is time to create the Flutter Project for Galaxy Watch.
      Go to File > New > New Flutter Project. Note that this method only appears if you installed the plugins mentioned above. Select Flutter from the left side panel and set the Flutter SDK path where it was installed during the Flutter setup, and click the Next button. Enter a project name and location, and choose the language according to your preferences. Uncheck all platform options except Android and keep the other options as they are. Click the Create button, and a new window should open with the project. You are now done. Next, we need to modify the code for Galaxy Watch.
      Break down the elements of a Flutter project
      A simple Flutter project for the Android platform contains the following folders:
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      Here we work with the build function of the MyHomePage class, where the UI implementation is applied. The main() function is the starting point for a Flutter application. It triggers the build function sequentially. Refer to the following build method for an example.
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      Figure 2: Sample application
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      View the full blog at its source
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      There are multitude of ways to implement PAD in games built with the Unity engine. However, the most common method for implementing PAD restricts the game to being publishable exclusively on the Google Play Store and does not provide any easy method of disabling PAD for uploading these games into other storefronts. For the best experience with your game, it is recommended to use PAD to bundle all game assets together. This approach ensures that all necessary resources are downloaded right away, preventing any missing assets which could affect the user experience.
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      This article assumes that you have implemented PAD in your game using the "Addressables for Android" package and that you have also configured these two assets with the following configurations:
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      Basic steps to implement PAD in your Unity game
      In this section, you learn how to configure your assets using PAD functionality that keeps your game compatible with both Google Play and Galaxy Store.
      In Unity, configure "Build Settings" to run the game on Android and generate the AAB: Click File > Build Settings and then select the Android tab. On the "Android" tab, select the Build App Bundle (Google Play) checkbox.



      Figure 1: Enabling the "Build App Bundle" option

      Install the "Addressables for Android" package from the Unity Package Manager. This additionally installs the "Addressables" package as a dependency. Initialize PAD. Go to Window > Asset Management > Addressables and click Init Play Asset Delivery.



      Figure 2: "Init Play Asset Delivery" option

      Configure the "Addressables Groups" for assets: Select Window > Asset Management > Addressables > Groups. Click New > Play Asset Delivery Assets. This creates a new group. Enter a descriptive name. For the purposes of this walkthrough, name one group "Grass" and then create another group and name it "Ground."



      Figure 3: Creating asset groups

      Assign the assets to the Addressables Group: Select the assets you want to assign to an Addressables Group and in the "Inspector" dialog box, tick the Addressable checkbox. The asset is converted into an "Addressable" and assigned to the default Addressables Group.



      Figure 4: Converting assets into Addressables

      Click the folder name in the "Group" field. In the example, the folder name is "Grass."
      Drag and drop the asset from the default group to the group of your choosing. For the purposes of this exercise, assign the grass material related assets to the "Grass" Addressables Group and ground material related assets to the "Ground" Addressables Group.




      Figure 5: Assigning assets to groups

      Configure the "Play Asset Delivery" schema for these addressable groups to add the PAD functionality to your game: Select any of the top-level Asset Group names in the "Addressables Groups" window to open the inspector window for that group. Scroll down in the "Inspector" window until you find the "Play Asset Delivery" schema. From the "Delivery Type" dropdown list, select Install Time, Fast Follow, or On Demand, based on your requirements. There is a demonstration below on how the game might behave on Galaxy Store when you choose the option "On Demand." For more information, see the Testing your PAD Enabled Game on the Play Store and Galaxy Store section.



      Figure 6: Selecting the delivery type for asset groups

      In the "Addressables Groups" dialog box, select Build > New Build > Play Asset Delivery. Now, the game's addressable-asset configuration is complete. Each asset assigned to an addressable group is packed into an asset pack for that group and the asset pack can be downloaded separately using PAD. Note that asset packs can only be downloaded separately from the Play Store if their delivery type is "On Demand" or "Fast Follow."
      Loading and using the addressable assets with AssetReference
      This section provides a script which details how to load the addressable assets that were implemented with PAD in the earlier sections. Your game is set up to load the addressable assets efficiently. If an asset has not been downloaded yet, the game automatically attempts to download it as an "On Demand" asset using PAD before it loads into the game.
      To complete this setup, use the AssetReference type in your game. This feature enables you to manage and edit addressable assets dynamically at runtime, which gives you more flexibility and control over the assets that your game uses.
      To use two game addressable assets in your script, follow these steps:
      Create two AssetReference instances for the floor types (grass and ground) that you added in the previous section. Add the SerializeField attribute to these AssetReference instances. This enables setting up the assets directly from the Unity editor: [SerializeField] AssetReference Grass_mat; [SerializeField] AssetReference Ground_mat; In the Unity editor, drag and drop the grass and ground assets into the fields in the GameObject script section. Now the AssetReferences specifically reference these two assets during runtime.
      Downloading assets during runtime is necessary for PAD. Use AsyncOperations to load these assets:
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      In this example, after loading the grass and ground assets, you apply the material change to all the floor tiles in the level:
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      Testing your PAD-enabled game on the Play Store and Galaxy Store
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      Figure 7: "Split Application Binary" option

      To enable PAD, check the "Split Application Binary" option Build the game and upload the generated AAB file to both the Play Store and Galaxy Store to check how the game behaves in both stores. If the game assets load correctly in both stores, the PAD configuration was done correctly. Below is an example of what might happen if "On Demand" configuration is used instead.
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      Figure 8: Additional file download notification

      Once the download is complete, the downloaded asset is loaded in your game, replacing the previous assets. In this example game case, the old ground and grass materials are changed to the new textures configured in the previous section.




      Figure 9: Assets updated in the game

      However, when the same game AAB file is uploaded to Galaxy Store and a user downloads it from this store, the PAD assets are not downloaded. Thus, when the game tries to use these assets, they cannot be loaded into the game's memory and glitches might appear.
      While additional error checking can be done to avoid these glitches, the functionalities which require PAD assets still cannot be used. Internally, the game checks the installation source before trying to download the PAD assets and throws an error if the game is not installed from the Play Store.




      Figure 10: Issues might occur if a PAD-enabled game is uploaded to Galaxy Store

      Making the game compatible with Galaxy Store
      To upload your game to Galaxy Store, you can adjust the asset handling to be compatible with Galaxy Store. The best way to do this is by bundling the assets together with the base game, as explained in the previous sections.
      This method is highly recommended. This ensures that the required assets are always available with the game, as well as allowing you to change the assets during runtime, if necessary. Though this can increase the game download size and require you to upload a separate AAB file to Galaxy Store, the process ensures that the assets are always available with the game for full feature parity across all storefronts.
      To make your game build compatible with all storefronts, choose one of the following approaches.
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      Go to Build Settings > Player Settings > Publishing Settings and uncheck the Split Application Binary checkbox. When you then compile the game, the new AAB file is compatible with Galaxy Store and all the game's functionalities remain intact.




      Figure 11: "Split Application Binary" unchecked option.

      With this option, the assets are packaged together with the game and no separate download is required.
      Option 2: Change delivery type to "Install Time"
      If you want to keep using PAD, you can achieve compatibility by changing all addressable asset groups' delivery type to "Install Time." Keep in mind that when choosing this option, all assets need to be changed to "Install Time" one by one, while the previous one is a one-click process. Unlike "On Demand" and "Fast Follow" asset packs, "Install Time" asset packs are included in the universal APK. Thus, the assets are downloaded together with the game and work as intended without causing errors.
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      Conclusion
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      View the full blog at its source
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      View the full blog at its source





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