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The new Apple TV that started selling at the end of last week, represents the largest expansion of the apple ecosystem in recent years. For the first time, the App Store and third-party applications are coming to Apple TV. Along with this, Apple also introduced a new philosophy regarding access to applications.

The new approach could be summarized very briefly as follows: full control over your content, even if you have purchased it, is taken over by Apple, who knows best how to use it for your benefit. This philosophy naturally has its advantages and disadvantages, and Apple TV, with its tvOS, is the first Apple product to adopt it without exception.

Apple reckons that in the future it won't matter too much how much physical storage you have on your device, but that all the data will be in the cloud, from where you can easily download it to your phone, tablet, TV or anything else when it's You will need. And as soon as you don't need them, they are removed again.

Apple's technology supporting this theory is called App Thinning and means that Apple claims complete control over the internal storage of the Apple TV (in the future, probably also other products), from which it can at any time - without the user being able to influence it in any way - delete any content if necessary, i.e. in case the internal storage becomes full.

In fact, there is no permanent internal storage for third-party apps on the Apple TV at all. Every app must be able to store data in iCloud and request and download it to ensure the best user experience.

Apple TV storage in action

The most talked about in connection with the new rules for developers was the fact that applications for Apple TV cannot exceed 200 MB in size. That's true, but there's no need to panic too much. Apple has built a sophisticated system into which the 200 MB fits well.

When you first download the app to your Apple TV, the package will actually be no more than 200MB. In this way, Apple limited the first download so that it was as fast as possible and the user did not have to wait for long minutes before, for example, several gigabytes were downloaded, as is the case with, for example, some more demanding games for iOS.

For the aforementioned App Thinning to work, Apple uses two other technologies - "slicing" and tagging - and on-demand data. Developers will now disassemble (cut into pieces) their applications practically like Lego. Individual cubes with the smallest possible volume will always be downloaded only if the application or the user needs them.

Each brick, if we adopt Lego terminology, is given a tag by the developer, which is another necessary part with regard to the functioning of the entire process. It is precisely with the help of tags that related data will be connected. For example, all tagged data will be downloaded within the initial 200 MB initial install, where all the resources necessary for launching and the first steps in the application should not be missing.

Let's take a fictional game as an example Jumper. Basic data will immediately start downloading to Apple TV from the App Store, along with a tutorial in which you will learn how to control the game. You can play almost immediately, because the initial package does not exceed 200 MB, and you do not have to wait for, for example, another 100 levels to be downloaded, which Jumper possesses. But he doesn't need them right away (certainly not all of them) at the beginning.

Once all the initial data is downloaded, the app can immediately request additional data, up to 2 GB. So, while you are already running the application and going through the tutorial, the download of tens or hundreds of megabytes is running in the background, within which there will mainly be other levels Jumpers, which you will gradually work your way up to.

For these purposes, developers have a total of 20 GB available from Apple in the cloud, where the application can reach freely. So it only depends on the developers how to tag the individual parts and thereby optimize the running of the application, which will always have only a minimum of data stored in the Apple TV itself. According to Apple, the ideal size of tags, i.e. packages of data downloaded from the cloud, is 64 MB, however, developers have up to 512 MB of data available within one tag.

Once again in short: you can find it in the App Store Jumper, you start downloading and at that moment an introductory package of up to 200MB is downloaded, which contains basic data and a tutorial. Once the app is downloaded and you launch it, it will request Jumper o other tags, where there are other levels, which in this case will be only a few megabytes. When you finish the tutorial, you will have the next levels ready and you can continue the game.

And that brings us to another important part of the functioning of Apple's new philosophy. As more and more tagged data is downloaded, tvOS reserves the right to delete any such (ie on-demand) data when you run out of internal storage. Although developers can set different priorities for individual tags, the user himself cannot influence which data he will lose.

But if everything works as it should, the user practically doesn't even have to know that something like this - downloading and then deleting data in the background - is happening at all. That's actually the whole point of how tvOS works.

If you are in Jumper at the 15th level, Apple calculates that you no longer need the previous 14 levels, so sooner or later it will be deleted. If you want to go back to a previous chapter, it might not be on Apple TV anymore and you'll have to download it again.

Fast internet for every home

If we're talking about Apple TV, this philosophy makes sense. Each set-top box is connected twenty-four hours a day by cable to the (nowadays usually) sufficiently fast Internet, thanks to which there is no problem with downloading on-demand data.

Of course, the equation applies, the faster the internet, the less likely you will have to wait in some application for the necessary data to be downloaded, but if everything is optimized - both on Apple's side in terms of cloud stability, and on the developer's side in terms of tags and more part of the app – should not be a problem with most connections.

However, we can find potential problems when we look beyond the Apple TV and further into the Apple ecosystem. App Thinning, the associated "slicing" of applications and other necessary technologies, was introduced by Apple a year ago at WWDC, when it mainly concerned iPhones and iPads. Only in Apple TV was the entire system deployed 100%, but we can expect that it will gradually move to mobile devices as well.

After all, with Apple Music, for example, Apple already operates data deletion. More than one user found that the saved music for offline listening was gone after a while. The system looked for a place and simply recognized that this data is not needed at the moment. Songs must then be downloaded again offline.

However, on iPhones, iPads or even iPod touch, the new approach to applications could bring problems and a degraded user experience compared to Apple TV.

Problem number one: not all devices have a 24/7 internet connection. These are mainly iPads without SIM cards and iPod touch. As soon as you need any data that you haven't used for a long time, for example, so the system deleted it without warning, and you don't have the Internet at hand, you're simply out of luck.

Problem number two: the Czech Republic is still poorly and not very quickly covered by mobile internet. In the new management of applications and their data, Apple expects that your device will ideally be connected to the Internet twenty-four hours a day and the reception will be as fast as possible. At that moment, everything works as it should.

But unfortunately, the reality in the Czech Republic is that you often can't even listen to your favorite songs while traveling by train, because streaming via Edge is not good enough. The idea that you still need to download tens of megabytes of data for some application you need is unthinkable.

True, Czech operators have significantly expanded their coverage in recent weeks. Where just a few days ago the annoying "E" was really shining, today it often flies at high LTE speeds. But then comes the second barrier - FUP. If the user regularly had his device completely full and the system constantly deleted on-demand data and then downloaded it again, it would easily use up hundreds of megabytes.

Something similar doesn't have to be solved on Apple TV, but optimization would matter a lot for iPhones and iPads. The question is whether, for example, it will be optional when and how the data can be downloaded/deleted, whether the user will be able to say, for example, that he does not wish to delete on-demand data, and if he runs out of space, he will simply stop the next action rather than lose the older one records. Sooner or later, however, we can count on the deployment of App Thinning and the technologies associated with it in mobile devices as well.

This is a fairly large development initiative, which Apple definitely did not create only for its set-top box. And the truth is that, for example, for low storage in iPhones and iPads, specifically those still with 16 GB, it could be a good solution, as long as it does not destroy the user experience. And maybe Apple won't allow that.

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