I have two physical iPod touch devices. If I try running a program that uses a GKPeerPickerController to find another iPod touch running the same program, they just stay at the peer picker screen without any progress. Both have bluetooth enabled. I have tried my own program, along with Apple's GKTank sample app. Neither of the iPods seem to be able to detect bluetooth devices, such as computers in discoverable mode... could this have anything to do with it?
I was able to fix this problem by restoring the software on the older iPod. I wonder if jailbreak may have caused this issue?
A couple assumptions are throwing you off:
The GameKit Bluetooth stuff runs its own protocol, which doesn't involve traditional Bluetooth pairing or discoverability.
The simulator doesn't support connecting to devices via GameKit, so you need to test this with two real devices (or two computers, as the simulator will run the GK protocol over your current TCP connection [ethernet, wifi, etc]).
The Bluetooth bring-up of TCP/IP and Bonjour is really slow, so your first connection will often take upwards of 30 seconds to do any discovery. Even then, it seems flaky to me.
Jailbreaking your iPhone puts everything in play. You should expect stuff to not work, and be grateful if/when it does.
Gamekit only work on second generation iPod Touches (and iPhone 3G and 3GS). You didn't say whether what version your touches are.
I have been getting this error throughout the development of my game. It also leads to other problems when trying to reconnect to another game as the peer picker takes ages to connect so users get impatient. Apple needs to work on getting this more reliable.
I have restored my ipods now so will be interested to see the outcome.
Related
I have been searching and searching, but found nothing yet. Is it really true that there isn't a straightforward way to establish a BT connection from my iPhone to another (3rd party) BT device, i.e. an audio receiver. I know this is possible through the OS (I own a Belkin BT music receiver that works this way - it appears in Settings and from there I can connect to it). Note that I am not interested in pairing to iOS-devices, but an iPhone and my custom made hardware.
I've managed to find Google's BTStack at code.google.com, iBlueNova, Celeste and more, which all must be run through Cydia or similar and also I stumbled upon Apple's MFI-program, which seems fairly complicated.
Does anyone have any experience with bluetooth and iOS, if so, how and where do I get started?
If one might be interested, the project I am developing involves a piece of hardware with a BT device attached on it. The app should be able to send simple commands via bluetooth (basically just ASCII characters) to the device, which will react depending on what it receives.
If you are developing accessories that need to connect to iOS devices and want to use your own communication mechanism then your only option is to join the Apple MFi program.
I am testing the Reachability api, but my physical device only has WiFi access, as I don't have a phone contract. My code needs to distinguish between being connected to 3G/2G or WiFi. Is it possible to simulate a 3G connection on the iPhone simulator?
Clarifications: I am using Snow Leopard. Limiting the bandwidth is not what I need. I need for the actual interface to be identified as the 3G or 2G radio, as opposed to WiFi.
If you are using Lion try the Network Link Conditioner
Nowdays there is a part in Preferences on the device (when registered as a developer device) where a "Network Link Conditioner" is available.
You might also like Speed Limit.
Edit: I'm not sure if this will work as an identifier for 3g though. I'll update my answer after I do some tests (I'm working on exactly the same thing right now!)
I dont think that it is a build-in-functionality in iphone-simulator. But I test it sometimes on my device with wifi (and 3g) disabled.
If you dont have an iPhone but sth. similar (Android for instance) then just enable tethering on your device and use the tethered internet-connection. Then your iPhone-Simulator only gets slow speed ;)
edit: another idea is to limit the bandwidth of your mac. I found this tool online (have not tested it) which should be able to limit network-traffic (to your local router/modem)
Can you make iphone apps without owning an iPhone? I have a macbook but wondered if maybe there was an emulator you could see your programs on to build your app. All the articles I found were a couple of years old.
Thanks.
You CAN use JUST the emulator to develop apps and for the most part, it works the same as the actual device. Memory and some hardware items behave differently on the device, so it can be be difficult to find bugs before the app gets into the hands of your users, and performance on the device will not be as good as the simulator.
Also, things like the Camera, Location Services, Accelerometer & Gyroscope will not be usable in the simulator.
In theory you can (Xcode comes with a simulator) but in practice I don't think you can. Several things don't work in the simulator or work differently so you won't be able to test if your app works properly.
The practical differences between the simulator and a real device are:
Runs faster than the real device.
Internet access is treated as WiFi. It doesn't emulate 3G.
You can't tilt or control acceleration.
You can touch with one or two (holding alt) fingets, but not more.
It doesn't vibrate.
Some sounds and musics don't run on the simulator.
Accelerators, camera, gyroscope, and GPS return fixed data. Your position reported is always Cupertino, the camera is blank, and the sensors report 0.
It can't be jailbroken.
Keychain doesn't work.
However, that's good enough in 90% cases to develop functional applications.
It is certainly highly recommended so you can actually test on a real device. Apple provides a pretty good simulator for doing the majority of your development on, but things like testing memory usages, performance and making use of features such as a camera, location api, accelerometer, etc, you'll need the device.
Certainly, start developing using only the simulator (if you are not sure you want to do iPhone development), but I would recommend getting a device (iPod Touch is a cheaper alternative) if you decide you want to move forward.
It depends on what you are trying to write. All functions of the device are not available in simulator. For example accelerometer. So if you need that then you can't work without the device. And also the simulator uses Mac environment which is far more powerful, both in terms of processing power and memory. So your app may run well on simulator, but may work poorly and even crash on device. So it's better to have a device for serious development. But obviously you can start learning on simulator.
If you want to write apps that don't suck you will need an iOS device. Period.
Doesn't matter if it's an iphone, ipod touch or ipad.
I never had an iPhone and wrote a dozen apps for it. In fact I still use my old iPod touch 2G for development.
But I wouldn't recommend that particular one for development, because now its end of life and you won't get firmware updates for it.
But last generation is totally fine.
I'm in the process of getting hardware for an iPhone prototype, and I'm wondering if it's possible to access bluetooth (ExternalAccessory, Bonjour or GameKit) exposed by development box (eg. a macbook) using the SDK's simulator as of the latest version (3.1.3 at the time of writing)
Before I get any answers on the subject, I accept that I will need an iPhone for the actual development - this is simply a prototype.
I'm not sure I understand your question entirely.
I can state that in iOS (as of May 2011) the only access you have to bonjour is through the Gamekit functionality. That functionality is fairly robust, but (for instance) you will not be able to create a BT based bonjour service that other non-iOS BT enabled devices can find.
On the simulator, even if the underlying device HAS bluetooth capabilities, you will NOT be able to perform "real" bluetooth operations. Instead the simulator will simulate some capabilities, and ignore others. You really do need multiple devices to load your code onto and run, in order to test out BT code.
Bluetooth connectivity is inaccessible using the Simulator. If WiFi is good enough for you, that works with Bonjour and GameKit on the Simulator as well. Otherwise, just like for the accelerometer and several other components of the device, you will need an actual device.
Essentially I'd like to know just how compatible are the iPhone and the iPod Touch. I would like to know if I could buy an iPod Touch (and thus save some cash) and develop iPhone apps on it or if I really should spend the extra money and put up with AT&T and get the iPhone.
What exactly is different between the two devices (other than the missing phone part in the iPod Touch).
Has anyone done this successfully? Or am I crazy for even thinking it?
EDIT
I've corrected the references to iPod Touch in the text so that #person-b won't strangle me..
Also, i would like to make sure that I point out the fact that I really am interesting in the feasibility of developing iPhone apps on an iPod Touch.
As #Chaos noted, the iPhone and iPod touch differ in their hardware features. The iPod touch lacks:
GPS
3G/EDGE cellular connection (that is, it can only connect to WiFi networks)
Compass
Camera
Built-in microphone (the second generation iPod touch supports external microphones; the first generation doesn't)
As for the CPU speeds, Apple doesn't publish any kind of spec for that. However, the iPhone 3GS is definitely faster than the current iPod touch, which is a bit faster than the original iPhone and the iPhone 3G. If your app is CPU-intensive, you should test it on an older iPhone.
Another important difference is the networking capabilities of the different devices. If your app never has to connect to the Internet, then an iPod touch is just fine. However, if you're using the network at all in your app, remember that WiFi connections are nice and stable and fast, but 3G and EDGE connections are slow and crappy and prone to intermittent failure. Your app needs to be able to deal with a crappy Internet connection. You don't actually need an iPhone to test this stuff, though; instead, you can write a script to artificially throttle or interrupt your development machine's network connection. Craig Hockenberry posted a good method for doing this, which you can find reproduced here.
As far as general software development goes, getting an iPod Touch is a fantastic way to get into iPhone app development. I live in Nebraska, where AT&T coverage is spotty at best (my friend's iPhone doesn't get a clear signal in my house). You won't get the bells and whistles of a 3GS, but you'll save on the up-front investment.
I recently purchased a MacBook and a 32GB iPod Touch to do just what you're suggesting - get into iPhone app development on a budget. In the end I plan to pickup several more devices, but just to get started it doesn't make sense to break the bank. I've developed Windows and Linux software but I'm new to Objective-C and the Mac platform in general, so I'm expecting a learning curve. I'd prefer not to be forking over $100 per month to AT&T while I get up to speed.
Here's what I paid for new-in-the-box hardware and software from Apple to get started:
MacBook - $1070
iPod Touch 32GB - $428
iPhone 3.0 OS upgrade - $10.70
All told I've spent $1500 (including tax) to have a viable development platform. According to BillShrink the TCO of a 16GB 3GS with an average usage plan is $2800 (http://www.billshrink.com/blog/iphone-versus-palm-pre-versus-android/). Add in the MacBook and you're up to nearly $4000 in the first two years. I got 2X the capacity for $440...
While I agree that going straight to the iPhone provides the most flexibility, I also think that the iPod Touch is a great introduction to Apple's new software platform. You can save up to $2400 (depending upon how much your current cell plan costs) while getting a feel for the development process.
Update:
One major reason to get the iPhone 3GS is to get OpenGL ES 2.0 support. If you want to do any advanced shader-based rendering, the 3GS is the only iPhone that will work. The 3GS is also nearly twice as fast as the 2G iPod Touch for OpenGL ES 1.1 code. Source: http://toucharcade.com/2009/06/20/iphone-3g-s-vs-ipod-touch-cpu-opengl-es-benchmarks/
No GPS
No 3G Chip
Different CPU Speed (depending on model)
No compass (if we're talking 3GS)
No camera.
Other than that, the apps I'm working on work as well on our graphics guy's iPod Touch as well as on the 3G/3GS
Aside from the other features lacking that other people have listed, the iPod Touch also lacks a built-in microphone, so apps relying on audio input are also a problem.
In general, though, the iPod Touch makes a great testing and development platform for general-purpose apps or games.
I started developing apps for the iPhone on my iPod Touch, here these gadgets are really expensive... and that is a bummer..
The only problem i have encountered while developing was the lack of 3G and the GPS because i wanted to see how my apps will work on 3G compared to WiFi and also i wanted to use the Maps Api but the Touch doesn't have the GPS and i had to find an iPhone to test my app..
If you want to start developing i think the ipod touch is a good starting point also, the 3GS is really expensive(here - Romania - is like 1100 euros - 2 year contracts) and the 3G also(still 600 - euros - 2 year).. so if you only want to play with cocoa and build small apps for free... keep in mind the costs.
The first generation of ipod touch didn't had the volume buttons, the second generation has them..just to confirm
One thing to bear in mind is that the second generation iPod Touch has a more powerful processor than the original and 3G iPhone. If the app you're making is a particularly CPU intense one, you may want to pick up an old iPhone to test against.
There are also a lot of used first generation iPhones out there. You don't need a plan to use them to run apps and get on the Internet via wi-fi. If you really need to test against the older iPhones, you should be able to get one used and not pay AT&T for a subscription.
Yes, this would work fine. They will be more even product lines after apple updates the ipod's to the same internal tech specs as the new iphone. The "iPod Touch" is just like the iphone software wise except for the hardware specific apps.
The iphone has a few more hardware features over the ipod touch like the cellular radios of course, camera, microphone, compass (3gs), and GPS.
So if you are not developing any application that uses any of those device features, the ipod touch should serve you well.
A quote from gizmodo.com
The iPod runs Mac OS X like the iPhone does and we have got unofficial word from inside Apple that it runs exactly the same applications. The exact quote: "they use the same damn binaries".
That quote is from an article that is almost two years old now, and I haven't seen anything to suggest it is incorrect.
So as has been said, as long as you aren't trying to develop hardware specific applications then using the iPod Touch should be fine. Though personally I believe if you intend to develop for a platform you should use that platform. I also understand the iPhone is expensive so I don't blame you for wanting to save some cash. :)
Many people have give pretty good answers. But they have really only pointed out the difference and have not said if you should get an iPod Touch or an iPhone.
GET AN IPHONE
It is simple as that.
It does more than an iPod touch as listed above.
You can use it as a phone and replace your existing phone.
Once your game actually sells you will end up getting an iPhone anyway because you are now making money, you will then need to sell you iPod touch at a loss (you dont really need it).
You will build more than one app in the next year and one of them might rely on the iPhone camera, GPS, or even Video, maybe even compass, you will need an iPhone for all this.
You will now want the internet where ever you are to check you sales stats every day when they come out.
Save you money, buy one device, buy an iPhone and sell your old phone.
The September 2010 iPod Touch has 2 cameras and a microphone. It has the same functionality as the iPhone4 apart from the phone part & doesn't have GPS.
I think it's better to spend money on a iPod Touch 4th gen than on an iPhone 4 (unless you need really accurate GPS coordinates in your app).