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I have been developing some iOs stuff using the simulator and a real iPad. Now I think I really need an iPhone but I am not really into taking it around, my Nokia is just perfect for my needs.
I was wondering: isn't it better for a developer to get a second hand 3g - 3gs instead of an expensive 4/4s so that the apps can be tried with the lowest-end device? what do you think? Am I losing something with this choice besides the possibility of trying it with a newer retina screen?
Edit: I don't want to use it as a phone, it's just for the development. I would like to know if from a developer point of view all the versions 3g up are the same, besides screen resolution. In this case, since I'd do audio application, I would have the possibility of testing the slowest hardware, that can be a good choice for me. Thank you!
Are you developing phone specific functionality? If not then you could use an iPod Touch. The current generation has a camera and the retina screen; last generation has the lower resolution screen and might not have the camera.
I think it would be a mistake to get a 3Gs to target at this point, given that probably by the end of the year the 4 or 4s will take the place of the 3Gs as the low-end device.
Targeting the 3Gs for testing makes sense for perhaps another year or two, if you don't mind upgrading past that point.
One other consideration is that if you are really going after augmented reality, you'll probably want to use some of the hardware advances from the iPhone 4 on, so from that standpoint also an iPhone 4 makes more sense as a test device than a 3Gs.
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Are new iPhone apps still required to support the old iPhone 3GS and other non-retina devices? I'm wondering because I already have a full set of retina graphics and I want to submit the app without having to create a set of non-retina graphics.
This is a matter of personal preference. Apple Inc. says that you must support the retina display but there is nothing that prevents you from supporting the lower versions of the iPhone. If you want to reach those who still use older iDevices, you can. But there are not many left out there. It is up to you, though. I believe you have a wide audience using devices that use retina display, but using a lower target deployment is not a bad idea for increasing the sales of your application.
iOS 7 isn't going to run on a 3GS, so if you want to run on iOS 7 only, then you don't have to worry about it.
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I am making an app for iOS 6.
I have a Mac, but I'm locked into an Android phone for the next year, and really don't want the monthly expense of an iPhone from a regular carrier.
I can get a 3GS for around $200 and then use a pay-as-I-go service for my testing. Will this phone be a good 'test subject' for making iOS apps?
Yes.
However, there are several things to keep in mind:
The 3GS is four generations behind, so it is slower. This can be a good thing - any app that runs fast on a 3GS will run fast on later hardware.
Because of this, there are fewer iOS 6 features that it can use. Most of them are user-facing, though, and not API stuff.
The 3GS doesn't have a Retina display, so you will have to use the iOS simulator for Retina testing.
If these drawbacks don't bother you any (Retina display is the biggest one), don't use pay-as-you-go! (if you have Wi-Fi). The phone's GPS will still work, and it can still connect to WiFi without a cell plan. Since you say you already have a phone, you don't need voice or data on a dev device.
Just buy one off of Craigslist for around $100-150, and you will be fine.
Yes, it is. It actually wouldn't be a bad idea at all because it is the slowest hardware that can run your app, so if it runs efficiently and well (within memory constraints and CPU speed) then you should be in good shape for better hardware! Also you can look at the iPod touch if you don't need any GPS or phone functionalities. One thing you won't get to test on device though is retina graphics (which does make a huge difference).
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We've been working with some digital audio signal processing here and we've recently become worried that the iPhone 4S might not behave like the iPhone 4 did.
For instance: we have an app that listens to a specific sound and works on it. However, the data generated by the sound, while pretty constant in the iPhone 4, varies a lot in the iPhone 4S. Even though it is the same sound every single time, the data pattern seems to be randomly different.
Another (maybe) important information: from what I can see from my tests, by now, the iPhone 4S doesn't seem to work well with frequencies above 20.5 kHz (the iPhone 4 works very well until 21.5 kHz).
My question is: did anyone already go through something like this? Are the iPhone 4 and iPhone 4S recording systems that different? Is this a hardware situation and/or should the software be modified to support it?
I know that those may not be proper questions, but I don't really know where to go right now, to be able to achieve some kind of diagnosis.
Thank you in advance.
The specification of both those iPhone models only states a frequency response up to 20 kHz. Anything above that might be subject to change without notice, not only between models, but possibly also for a given model if Apple is sourcing mics from multiple vendors. Furthermore, the roll-off behavior in both phase and frequency response between the 20 kHz limit and half the sampling rate can vary by a huge amount depending on the type and order of the anti-aliasing filters.
The frequency response can also vary depending on the direction of the sound and the directionality of the mic, which can also vary between mics and enclosures.
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I need to develop an iPhone/iPod application which runs in the background and can measure audio output. It is part of a research project to measure how loud people have their music. Unfortunately I am unfamiliar with the iOS 4 SDK.
Ideally, the application would have to know if headphones are plugged in, be able to measure the volume of the audio signal being outputted (and calculate some data) and then be able to, at some point, update data to a central database.
Taking into account the multitasking capabilities, is it possible to develop such an application for the iOS 4?
I am aware that multitasking on this platform is quite limited, however I also noticed that audio processing seems to be possible (only to an extent perhaps?)
Here's a question which shows how it can done, but unfortunately, you can only do it for your app (or more correctly, I should say only when your app is active), you can't add a global hook to be notified in the background when the volume is changed by another app.
iOS (4) doesn't have background services like Android which is what I believe you're looking to do.
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Is there any way to port an existing iPhone app to a Mac OS X app?
It's a very broad question and, as such, is very difficult to answer.
Generally the answer would have to be no.
For an app, if you strictly followed the MVC model, you'd be able to keep the model but would need to rewrite both the view and the controller. For a game it depends on how low-level it is. If you used a framework that it also available on the Mac then a lot may port automatically but you'll still need to reconsider the controls, screen size, etc. Either way it's non-trivial.
It's been a while but looks like its now possible to port some iOS app over to the Mac. Obviously they will look as if they are running under the iOS Simulator, without the faux iPhone screen bezel.
The framework that makes this possible is UMEKit, a re-implementation of UIKit on the Mac on top of Cocoa.
I really doubt, iOS programming is view oriented with only one windows, MacOs instead is windows-oriented. Even if the APIs are really similar, the iOS framework is totally a new thing, recently projected (cfr. UITable).
A lot of the basic UI elements that iOS apps rely on (such as table views and navigation stacks) are not present on the MacOS. So at the very least you will need to rethink and rewrite a lot of your UI, though a lot of the underlying application logic code can be reused.