Everybody knows that Apple introduced NFC with their iPhone 6 smartphones breed.
I am curios: are there any ways to emulate NFC on iPhone 5/5c/5s ?
Could it be simulated somehow with hardware iPhone 5-series provide?
I am curios: are there any ways to emulate NFC on iPhone 5/5c/5s ?
No. NFC requires a transceiver that works at specific frequencies, and devices prior to iPhone 6 simply don't have that hardware on board. You're asking something very much like "how can I use my FM receiver to simulate a shortwave receiver?" Answer: You cannot.
The short answer is No. However, 5/5c/5S users will be able to use Apple Pay if they buy an Apple Watch after they are released.
It's not NFC emulation but users of the 5/5c/5S series of phones will be able to use Apple Pay (the primary purpose of NFC on the 6 series) if they own an Apple Watch.
"While Apple Pay will initially be restricted to iPhone 6 and 6 Plus owners, iPhone 5, 5c, and 5s users will also be able to take advantage of the service if they purchase an Apple Watch after it is released. "
Source Link: http://www.macrumors.com/2014/09/26/apple-pay-roundup/
Related
I noticed that WhatsApp Messenger [1] isn't available for iPad anymore.
Apple states that "iPad runs nearly all applications, or apps, designed for iPhone and iPod Touch" [2]
Now, I must have missed a memo since I knew that any iPhone App could be downloaded on iPad too.
So we finally get to my question: How to hide an iPhone App from the iPad's AppStore?
Thanks.
[1] https://itunes.apple.com/it/app/whatsapp-messenger/id310633997?mt=8
[2] http://support.apple.com/kb/ht4082
As far as I know, WhatsApp has never been available for download on the iPad. This is because they listed telephony as one of the Required Device Capabilities in their info.plist.
That's the only way that you can get an iPhone app not to install on an iPad. Apple doesn't provide any other way as they want all (most) of the iPhone apps to be compatible on iPads (if the app is not universal it'll just run in the iPhone scaled mode).
Please note that if you require telephony to achieve this, but that's not an actual requirement for your app, it will most likely be rejected on the App review process as Apple don't allow artificial hardware requirements used for limiting device types.
I have a device that broadcasts data via bluetooth. It is MFI certified and I already have an application on the AppStore that communicates with it, using the External Accessory Framework.
The problem is that my application assumes the device is already paired.
Is there a way to enumerate all such devices within reach and allow the user to select (and therefore pair) to one of the devices in the list?
No, you can not do this unless two criteria are first met.
Your device must be a Bluetooth Low-Energy device.
The device must have the Bluetooth 4.0 integrated chip which, at the moment, is just the iPhone 4S and the New iPad.
These devices, if operating in the low-energy mode, can be discovered and paired through the CoreBluetooth framework. There is no walk-through form of documentation on this framework, but if you are a seasoned iOS developer, you should be able to figure out how to use the framework through the cut-and-dry framework docs.
As mentioned, information regarding the MFi program and hardware development is locked down under an Apple NDA. However, the information regarding pairing to these devices in this manner is readily available through information in Apple's own documentation.
In IOS 6.0, they introduced showBluetoothAccessoryPickerWithNameFilter:completion:
I haven't had much success with it (when it does find devices, they become lost a few seconds later, but this may be an issue with my code).
We are building an app that requires the RAM, GPU, and cores of an iPad 2 or iPhone 4S. Is there any way to configure the app so that it is not available in the app store to users of lesser hardware?
I know that I can build armv7 only, and that eliminates the really old stuff. It looks like I could require a still camera (even though we don't use it), to eliminate the iPad 1 (although that feels like a hack). But that doesn't keep it off iPhone 4 or Touch 4.
Any suggestions?
Unfortunately, there is no UIRequiredDeviceCapabilities string that only filters for devices with the A5 processor.
The closest you get, looking at the "Device Compatibility Matrix" in the new iTunes Connect Developer Guide, is the new bluetooth-le key that filters for just the iPhone 4S based on its support for Bluetooth 4.0 Low Power communication. The iPad 2 doesn't have this hardware (although it's safe to bet the next generation will), so it doesn't satisfy this required capability.
I'm a little surprised by this, because there are new OpenGL ES extensions which are only available on the iPad 2 and iPhone 4S, and I could see building applications that require those capabilities. I'm not sure how you'd specify that, so I filed an enhancement request (rdar://10356232) for a key like this.
This is now possible with the release of iOS 6. By requiring iOS 6, you can effectively require that only iPhone 4+ and iPad 2+ are supported.
I am an Android developer and .Net developer and not yet have acquired the needed knowledge regarding iOS .
I did a search on-line but couldnt get conclusive answers to several questions I have which are the following :
1.iOS Bluetooth , do I have to use the Bonjour or Game Kit or can I access a lower level API.
2.Do currently I have an option to perform pairing between an iPhone device and an Android device ?
3.Can an application access the iPhones MAC ID and Friendly ID Bluetooth slots and change them while its in the background ? Or while the device is sleeping ?
4.Can an application set if the iPhone is discoverable or not discoverable to other devices - not iPhone ? Can it perform it while in the background ?
Regards !
Jessy85
This might be helpful to you: How can an iPhone access another non-iPhone device over wireless or Bluetooth?
Generally, there is NO option to communicate with non-iOS device via bluetooth in regular iOS API. GameKit is intended for using between only iOS devices. However I don't know the lower level API which open to only licensed accessory hardware developer except acquiring the license is incredibly hard differently with software license.
1) You can only get to the base API if you are developing specific hardware and are a MFi member. http://developer.apple.com/programs/mfi/
2) Don't think so. But Not really sure
3) You want to change the mac id in the background? Not that I know of. Also it seems like a really questionable idea.
4) Again don't think so. Maybe with MFi but I don't know.
Is it possible to write applications for the iPod and iPod Nano platforms, i.e. not iPhone / iPod Touch?
Some iPod 'Click Wheel' games are available on iTunes, but I can't find any developer documentation.
I believe game publishers had to work directly with Apple on "classic" iPod applications - here's an article with an EA dev.
Our talented teams here at EA Mobile first develop the games and then we work with Apple to do the final integration and testing on the iPod. To get ready for the launch, some of us practically lived in Cupertino. We even had to maintain the same level of secrecy while we were at Apple headquarters.
According to Wikipedia, there is no publicly available iPod SDK.*
Source
*I know wikipedia is not the most reliable source, but it seems to have the answer
Not as far as I know, there are some firms who have a licence for building iPod (Nano) apps. But for individuals, this isn't the case. However the iPod (nano) isn't the most intresting platform. The controls are verry limited and I've heared the clock speed isn't that extremly fast so big apps will not run that nice.