Multipeer Connectivity Not working when connecting to adhoc network - multipeer-connectivity

We are developing an app that uses an adhoc connection between iOS and OSX. Unfortunately we are not able to connect the both devices in a peer to peer connectivity using an adhoc network, while properly works on infrastructure wifi. we check the connection in OS X Yosemite and it work perfectly in both network. On OS X El Capitan and higher version it's not working.Please do post your valuable suggestions. the below given is the sample project for both iOS and OSX.
https://drive.google.com/drive/folders/0B7_E-xOVon9IZjFNWmRGazRnbFE?usp=sharing

I don't know how to setup an adhoc network on iOS, but my testing and talking with others suggests that MultiPeerConnectivity establishes links between applications over pre-existing link level connectivity. If you want something more sophisticated, I suggest you look into FireChat's MeshKit SDK.

In my case MultiPeerConnectivity not work on adhoc network in higher os like OS X El Capitan and macOS Sierra. I use CFNetwork for my requirement.

Related

React-Native simulate device is disconnected

Turning genymotion (or device) wifi causes app be unable to connect to app bundle and goes to show the red error in react-native. So how can I simulate app behavior when is disconnected from the internet (and also developing to have a good react (I mean it's not just about testing, also developing))?
There are only 4 states possible:
connected with good connection (have access to remote servers)
connected with poor connection (loss percentage is high)
connected with zero connection (have not access to remote servers - 100% loss)
not connected
Simulations way depends on which situation you need and where your app is running (device:iOS, Android?, simulator: mac, windows?)
On iOS you have Developer menu in the preferences and Network Link Conditioner in.
On Mac you can install Network link conditioner by this
I`m sure android has some tool for it.
Can`t say something about windows, sorry

Using CoreBluetooth to connect to Windows10 with iOS devices

Question1.
IOBluetooth can support connection both ways via LE or classic. However it only supports macOs. CoreBluetooth supports only up to LE along with IOS.
As far as I know, in order for me to connect my bluetooth connection within IOs device, I must use CoreBluetooth frameworks. Am I correct?
Question2.
CoreBluetooth frameworks can connect Windows10 labtop with bluetooth connection?
Your question is a bit vague. I assume you just want to have a way to exchange some data between an iOS app and your Windows 10 desktop.
Yes, you are correct. Usage of Bluetooth Classic in any of your iOS apps requires Apple MFI Membership and only makes sense if you have your own product. If you are not a member of the MFI program then you are left with CoreBluetooth (BLE). Please note, that BLE is significantly slower than Bluetooth Classic so it only makes sense for applications that require transmission of small data packets (expect around 4kB/s max).
Yes, as long as your Windows 10 device supports BLE. If you want to use any of the SIG adopted Profiles such as HID over Gatt you should be able to connect without any additional software. Otherwise you need to implement your own profile. If you want to know more about your options, I suggest you have a look at the CoreBluetooth documentation and/or get a copy of Getting Started with Bluetooth Low Energy which is a comprehensive read on the topic.

HoloLens device portal not available

When connecting HoloLens via USB to my computer, the device portal is still not available after setting it up as explained in the install tools page.
All I get in the browser 127.0.0.1:10080 is the generic "unable to connect" page.
Is there any way to know what is failing? What could I check? Any tip will be appreciated!
EDIT: browsers used: Edge, Firefox and Chrome.
EDIT2: Hololens development mode is on.
Connecting over USB requires the PC be running IPoverUSB, which is installed with the Windows 10 SDK. You can verify that it's running by checking the Services tab of Task Manager for IpOverUsbSvc.
FYI, another resolution to this issue may be the USB port you are using.
I initially was using a USB 3 port (which I've used to flash my HoloLens many times) and had the same issues.
On a whim, I switched to an older USB2 port and it's working perfectly now. SO try different USB ports if you are having this issue.

Can Firefox OS apps read out USB pins?

I'm wondering if Firefox OS handsets could be useful as a platform for DIY hardware projects. Hence my question: Can Firefox OS apps read out USB pins?
Compared with Arduino it would be obviously be overpowered, but the handsets have decent battery life and all connection stuff like wifi already built in.
Not right now, but we are working on USB support as part of the WebAPI work. The bug to monitor is here: https://bugzilla.mozilla.org/show_bug.cgi?id=737153

Kinect gives a "NotReady" status in .Net samples works in C++ samples

I'm trying to use the Kinect SDK v1 with an Xbox Kinect sensor. I installed the SDK on my dev machine and I launched the samples. The C# samples do not work, I either get "oops there was an error" or a "NotReady" status and FPS is stuck at -1.
At first I thought this was a problem with the device itself, so I tried installing the SDK on my laptop and the samples work on that fine, both the C# and C++. So the kinect device itself is ok.
I've reinstalled the SDK on my development machine, and I still have the same issues.
Any ideas/solutions?
EDIT: I should note that I have previoulsy developed with this kinect under the 1.0 SDK and when I debug my own app the sensor status enum is still "NotReady"
How is dev machine configuration different from laptop. In the release notes # http://www.microsoft.com/en-us/kinectforwindows/develop/release-notes.aspx it's mentioned that
USB host controller compatibility
The Kinect for Windows drivers have encountered compatibility problems with certain USB host controllers when tested in specific computer configurations. Some examples of these controllers are the AMD Fusion A75 USB2.0 controller, the Etron USB 3.0 Extensible Host Controller, or the Renesas Electronics USB 3.0 Controller. On those controllers, you may encounter a problem, such as a low RGB frame rate, or a Not Ready status when plugging/unplugging a Kinect. These compatibility problems are more likely to occur on PC's running the Windows 8 Developer Preview, or if you plug/unplug multiple devices repeatedly. If this happens to you, you may have to restart your app or reboot your computer. You can also try plugging your device into another USB 2.0 controller.