i only have a ipod touch and is it enough for me to test an app i have write for an iphone?
It's best to have both an iPhone and an iPod Touch for testing purpose. However, don't worry if you only own an iPod Touch. As long as you don't use iPhone-only functionalities (phone, SMS, etc), you're good. One bonus is that the iPod Touch is generally less powerful than an iPhone, therefore you know how well your app performs in a slow device.
As for the location-based service, iPod Touch uses WiFi to determine locations, so if you don't need GPS, you're good to go.
As long as you don't need to use something your iPod doesn't have (GPS, camera, ...) yes, it's OK
yes and no
anything the ipod touch can do will happen on the iphone (obviously there are screen differences between the iphone 4 and an ipod touch 3 and below) but all the functions in the ipod touch will be replicated in the iphone.
however if your application needs to use anything the iphone has only then you can't check it on the ipod touch. Anything that uses the microphone, or an internet connection without wifi etc etc won't work.
Is there a way to create a background app( once this is available on the iPad ) that can detect when your iPhone is close by? So I'm thinking that it would require the use of bluetooth. I'm thinking you could use this for syncing and such.
Ignoring the aspect of backgrounding (which isn't really what you were asking about in totality):
The way this would work on a running application is that both devices would need to have the application running. Then, they would both have to register themselves through Bluetooth using Bonjour/GameKit.
With traditional bluetooth iPhone/iPad games, the game checks bluetooth and displays local bluetooth players, and then the user can select another player.
Your application would retrieve that list of local bluetooth iPhones, and compare the device name to the device name which you have determined to be your iPhone.
Here is some: GameKit Documentation.
You can do this with two actively running apps. But backgrounding these apps... of course: NDA.
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).
I'm new to developing applications for the iPhone and iPod touch. Is it possible to communicate directly between 2 devices in the same room by using WiFi or perhaps even BlueTooth on the iPhone?
I've seen a demo of a fire application where one iPhone "lights" other iPhone when they get close to each other. How is this accomplished?
The point of all this is that I am exploring the option of developing a game that you can play with another person in the same room.
The iPhone supports Bonjour based service discovery and several applications take advantage of this to do things like syncing with a PC on the same network. Explore the samples and guides in the iPhone SDK. WiTap and BonjourWeb are good examples to start with. NSNetServices and CFNetServices are the APIs you'll be dealing with for Bonjour
iPhone - iPhone communication can also be accomplished over bluetooth using GameKit.