How can I test game center (multipleyr) on single IOS device - iphone

How Can i test game center (multiplyer) on single iPad device. Please give me idea.
Thanks in advance.

To my knowledge this is not possible. You cannot run the multiplayer functionality of GameCenter within the simulator (as documented here: https://developer.apple.com/library/ios/#documentation/NetworkingInternet/Conceptual/GameKit_Guide/GameCenterOverview/GameCenterOverview.html#//apple_ref/doc/uid/TP40008304-CH5-SW16).
I myself just bought a 2nd iOS device for this very reason. On the plus side, having two devices allows you to try out other multiplayer games from both sides, to see how things work.
If you have an iPhone in addition to an iPad, you might be able to develop a single application that runs on both devices, even if for deployment you plan on supporting only the iPad. For example you could detect that you're on the iPhone and run only the functionality necessary to test multiplayer. In my instance, this wasn't feasible, so I just went ahead and bought the 2nd iPad, but I mention it for completeness.
Finally, now that the third generation iPad has been released, you can probably find the first devices used for significantly less than retail.

Related

What kind of iPhone / iPod Touch do I need to test my app?

I've written a fairly basic app for the iPhone, which I would like to test on at least one device and then get it onto the market place.
I don't need a data plan, so I'm considering buying an iPod touch, but I understand it doesn't have a camera, video, compass. While I don't need those for my current app, I might for a future one, nothing for sure there.
My concern about purchasing an iPhone, used or new, is that I believe I won't be able to use it without a sim card unless I jailbreak it. I'd prefer not to get involved with jailbreaking, as I'm unclear how it would my efforts to test the app on the device and/or get the app onto the app store.
If I get a new iPhone, I would have to cancel the contract immediately, and my same concern about the lack of a sim card would apply.
I'd be interested in people's experience with this issue, e.g. starting out with iPhone apps and not having an iPhone, is with this issue.
The newest iPod Touch does have a camera: http://www.apple.com/ipodtouch/
You should be able to test nearly everything you'd need to test on an iPod Touch.
Also, if you want to support older devices, it might be a good idea to also pick up a used, older, iPod Touch on eBay or somewhere, so you can test on a non-Retina display.
I have development going on without an iPhone but is preferred to develop with a device cause you could test your codes once in awhile. iPod Touch 4 does have camera. Anyway i think iPhone would still be able to function properly without a sim card just that you can't call. Otherwise getting an iPad is not that bad, since you can run both iPad and iPhone apps in iPad.
You may want to get the oldest slowest model of device running the oldest version of iOS on which you want you apps to be compatible. This may also be a low cost way to get into testing on devices. If your apps are commercially successful, you will be able to afford acquiring more newer test devices, but the old one may be the most valuable one for app testing purposes.
I have been using my old iPhone 3G for developement, mostly because it allows me to see how my code runs on one of the slowest devices out there.
The phone is not currently signed up with AT&T and it still works fine for development. For data access the wifi works fine without a carrier account. It also has the camera and (basic) GPS/mapping.
I could probably pick up a used iPhone 3G off one of the auction site relatively cheaply.

Xcode for Dummies: Can I simulate an iDevice camera?

So, is it possible to simulate the iPhone (arguably future iPad) camera in Xcode using the built in camera on my MacBook?
I read some similar posts, but from the answers I feel it was left up in the air if it can or can not...
Thanks in advance!
No, you cannot. There is no camera app installed, and calling the camera related classes normally creates a crash. You can however sync photos to it.
Short answer: Never use the simulator. It's a joke. I think the only reason they put it in there is so that people can fiddle with stuff before they pay 100 dollars for the developer program.
You cannot simulate the camera using just iOS SDK frameworks while staying within the app sandbox.
However, on the Mac Simulator, you CAN reach outside the sandbox and connect to another camera server Mac application or process, which you would have to develop. So it's technically possible using Mac frameworks and processes outside of the iOS environment for debug purposes to get a camera view inside a Simulated but-non-pure iOS app. Not for dummies though...

Are IPhone apps guaranteed to work on iPod touch?

Since, I don't have the iPod touch simulator in xcode, and I don't have an iPod touch device there's not much of a way for me to test my app on this device. Since it works on iPhone 3gs and iPhone 4 can I safely assume it works on the iPod touch too?
Thanks!
In short, yes, it should work just fine.
You need to think about things that aren't in the iPod touch. You won't be able to send a text from the device so you need to conditionally code for it. As long as you're smart about it, you can easily code for both devices without having to own both. I would suggest getting one though, even last year's model. It's worth the investment and reassurance.
I don't think anyone can give that warranty. It all depends on how the app is implemented. There are certain differences between the iPhone type and the iPod Touch and as long as you code the app defensively (i.e. taking care that features that are not available can be overcome) you'll be ok.
The two most obvious ones are:
not all iPod touches have all features present in the latest incarnation
the iPhones are always connected
the iPhone 4 has a second camera - for example, a mirror-like app won't work on anything else than iPhone 4 and latest iPod touch
The best thing you might want to do in your case is to run the app on an iPhone in Airplane Mode.
Also, might be worth looking around for a previous generation version - you can get good deals in the Apple Refurbished Store.

Do we need an iPhone/iPad for its development?

Today i was going through an website and found something over this iphone and ipad development projects. I had a question whether a developer requires an iphone to actually work with or is there any other simulator type device where we can test it out too.
It would be also great if you can share some docs on getting started.
Thanks.
We have applications that run without a problem on the simulator and crash on the device, so I'd say yes. You might delay it for a bit, and work on the main aspects and buy the device later, but you should have it.
You should start at the iPhone Dev center and depending on your knowledge of Objective C, try some tutorials for it. One of the first tutorials I read about Objective C, and which helped me a lot, is here
You can simulate certain gestures and actions while running the simulator: the developer.apple article is here
You can test many aspects without having an iPad.
There are, however, some that you cannot.
Touch
Acceleration sensor
3G internet
much more
I strongly recommend buying an iPad / iPhone to test the user interface. A PC and the iPad have very different user interaction models, it's hard to create a native feeling app without having an actual device.
You can develop with the iPhone SDK which include an emulator. http://developer.apple.com/iphone/index.action but you would probably be better off having one of the devices if your developing a complex application. For working with Camera's or sensors it's best to have a real device to test you code on.
I dont think there are any devices that run the iPhone system. If there are they are probably illegal.
There is emulator build in XCode.
You dont need a device to run your code etc, but try to test the touch and other sensors in the emulator.
So basically if you are planning on shipping something bigger than helloworld you probably should get the Apple device.
There must be an emulator (I'm not sure, that's a guess), but as with any other development you better have a real device as well so that you have better chances of reproducing problems customers will report.
For iPad development you must have Mac OS X 10.6 Snow Leopard

Will you publish your app without device testing?

me and my friend develop iPad application (a lot of CoreGraphics stuff). But we can't find an agreement. I tell him that testing on device is essential, he tells me that testing on iPhone 3G/3GS will be enough (I have both devices). Can you tell me, probably we really can test our app on 3GS? The main thing is that interface will be iPad designed, so I even not sure how we'll do that...
UPDATED: It is iPad only software, UI is designed for 1024x768
For a high quality product, you have to test on the device. The performance of the iPad is different, and if you have any interaction which involves threading, that can lead to race conditions that you might not find on the iPhone (slower) or the simulator (too fast). I've also seen a number of students run into memory issues that they didn't find on simulator, but that they discover on device.
This doesn't mean you have to buy a device - you can either solicit a friend with an iPad to be a beta tester, or you can lurk in a Starbucks or Peet's. You'd be surprised how many people will bring in iPads, and how many of them are willing to try out a new application.
You can use the simulator, but that's not enough. It is essential that you test your app on an actual device, because the performance on the simulator is vastly different than the device.
If you don't have the money or the iPad isn't available where you are, then ask someone who has one to be a beta tester.
IMHO testing on the device is one of the first rules of developing for a mobile platform.
Apple strongly recommends you test on device before releasing. The iPad and the iPhone are running two different versions of the OS on two different hardwares. Some functions are not really emulated on the simulator. You're asking for trouble.
On the other hand, if you don't have an iPad and you need to ship, you can always roll the dice.
We've ended up having it fail on different devices. Being a small company (about 30 people), we have quite a few different iPhones floating around. Even though we have pretty much every version covered, we still don't cover all releases of the OS. We've caught several bugs internally but there still seem to be some that happen out in the wild that just require different hardware/software configurations. In short, test on as many as possible, but it is very unlikely that you will ever be able to test on all software/hardware combinations.
I'd recommend having the latest iPhone, one that is one or two generations old, and probably the same for the iPad (when it ends up having older hardware versions), but DEFINITELY have both one iPhone and one iPad (and maybe even an iPod touch).
Use the iPad simulator in the iPhone SDK 3.2.
While the performance level can vary, so it certainly would be best to test on the actual device, don't let it be a barrier. You can use the performance analysis tools in the SDK to find problems.
You might try a beta release anyway.
Not a must but highly recommended. I cannot imagine what is worse than someone reports a bug but you have no way to confirm it's true or false. The iPad is faster than 3Gs generally speaking. Of course, your partner may have a "time to market" concern. So, there is no fix answer to this question.
It can be done but is not recommended. I had a iPad app in the store on April 1 before the iPad was released on April 3. It had been tested on real iPhones and the iPad simulator in the SDK. I don't recommend it but there was no choice at the time.
If the performance is acceptable on an actual iPhone 3G, it should be fine on the iPad which has a faster CPU.
You can test your application on simulator. but it is not enough to upload your application on app store because some memory issues generated on device which cannot be produced on simulator. So, better to test your application at least once before uploading on app store. You have to also check your application under performance tools like "leaks".