I've been looking into adding a feature to support input from a blue tooth device for my iphone application. From what I've found in my research, most people point to using the GameKit FrameWork. The issue here, is that it only seems to support Iphone -> Iphone connections.
Most of the documentation or questions I saw were between 1-2 years old, perhaps something else has been released?
Have you checked the Core Bluetooth Framework by Apple?
It's working for iOS 5+
Related
I'm using GameKit in my game, which is built both as a Universal iOS app and a Mac OSX app. As far as I can tell, there's no way to allow Mac users to play against iOS users, because each of the two are sandboxed into their respective app stores: Mac and iOS apps must each have their own (unique) Bundle IDs.
I tried adding both the Mac and iOS apps to the same Game Center "group." I am successfully able to see the same leaderboards from both the Mac and iOS app. Unfortunately, GKTurnBasedMatch loadMatchesWithCompletionHandler returns different matches for the same user on different platforms, and users from Mac cannot seem to be matched with iOS (and vice-versa).
Is there any way to enable truly cross-platform support with GameKit, or am I doomed to only allow Mac<->Mac and iOS<->iOS gameplay?
As of iOS 6.1, GameKit connects devices on their respective platforms only. I asked about this at WWDC '13 and was given that answer by an Apple engineer.
I still haven't tried it, I was doing research to check if it was doable, and it looks like so: I found a video from wwdc 2012 that talks about it: here, around minute 21 he's talking about "multiplayer compatibility". I'm not sure what the problems would be, I plan on doing some testing soon tho.
Am I understanding your question correctly?
I worked on detecting nearest BLE 4.0 ios devices using corebluetooth by referring this link
http://olesitune.mine.nu/blelogg/?page_id=180
It's not detecting any ios device.can anyone provide some information regarding this.
Thanks in advance
Are you using iOS 6? Only iOS 6 has support for setting the iOS device as server/peripheral. Remember that you can not discover any BLE devices from iOS just using the standard bluetooth settings, you have to write an app for both sides of the communication.
That guide will not help you discover any iOS devices, only standard BLE devices like heart rate monitors, temperatur sensors and such if you don't have an iOS6 device which is configured as a peripheral device.
I see that you have also posted this question elsewhere, but please submit some of your project code, results, debug data before expecting any helpful answers
Flurry has a separate analytics SDK for iPad apps vs iPhone apps. If I'm building a universal app to run on the iPhone 4.0+ and iPad 3.2+ (iPad native, not compatibility mode), does anyone know which SDK/lib I should use? And is there any reason I shouldn't use the same SDK/lib for apps running on iPhone 4+ only? (Basically, I'm confused as to why there are separate SDKs at all.)
Since you would like to have your new application work on both the iPhone and iPad please use Flurry's iPhone SDK.
If you have an application that is only meant to work on the iPad please use Flurry's iPad SDK.
With the latest 3.0.7 Flurry SDK version both libraries and headers are identical (tested with md5). Looks like they have merged both branches, possibly as of the 3.0 version. They should make that clear by releasing a common iOS SDK but the answer to your question is now clear: either one will do.
I think the iPhone 4.0+ SDK may work properly on iPad. I have this address where you can ask directly to Flurry Support, they always give me an answer to my questions.
Flurry iPhone/iPad Support
iphonesupport#flurry.com
I don't think there is a difference in the Flurry library, they are the same for iPhone and iPad. I think the only difference is when you first set up an application, it asks what platform you're targeting, perhaps just for their own metrics.
A universal aap can be tracked by the iphone sdk.you can also track it separately.then you should use iphone and ipad sdk both.
that is the link at where i found the information for same
This is one of the more interesting things I've seen in iPhone development.
The following question has nothing to do with code because I'm using an SDK Example from Apple (Tanks example).
I have a 3GS iPhone, and a 3G iPhone both showing the GameKit picker screen. Both will eventually show the other phone in range just fine (It does take about 25 seconds, though).
If I pick the 3G iPhone with my 3GS, the 3G will get a connection request and a connection can be made. However, it will ABSOLUTELY not work in the vice versa. Both phones have bluetooth switched on, and both phones are running the latest OS version.
The simple fact is I'm using the SDK example, and it's just not working for the 3G trying to issue the connection. Is there any way to explain this extremely odd behavior?
Thanks alot for reading!
I've seen the same problem, intermittently though. I don't think it's that odd because the 3G and 3GS actually use different Bluetooth tech. IMO, the Bluetooth on iPhone just isn't there yet.
Does Safari have anything equivalent to the HTML 5.0 spec for window.navigator.online?
http://www.whatwg.org/specs/web-apps/current-work/#browser-state
If not are there any alternatives to polling to establish connectivity state?
My question pertains to Safari 4.0+ and iPhone software 2.1+
It's there, but it apparently isn't working (for me, on iPad with iOS 3.2.2). My code is showing it is always returning true, in both airplane mode and with the wireless explicitly turned off (I don't have 3G turned on). If someone else on an iPad has this working, I'd be interested in hearing about it.
It'd also be nice if Apple adopted navigator.connection (see link text), but that will obviously be a cold day in Hades before that happens.
Yes. I think it's been in Safari from 3.0 but I haven't checked. A quick test on the iPhone shows that it is available from iPhone OS 2.2.