How to test iphone p2p aplications? - iphone-sdk-3.0

Is there a way to test iphone OS 3.0 p2p applications?
Can I run multiple iphone simulator instances? Aperantly no.
Any help?

I put up a detailed post on how to do this a couple weeks ago, so I'll just refer you to it: http://ramin.firoozye.com/2009/06/18/debugging-peer-to-peer-and-wifi-apps-on-the-iphone/

Try to get permission from work or someplace with several computers on a LAN to run several instances. This will let you test network stuff, too.

According to this forum post you will need to test it on two real devices.

You must use 2 hardware devices for testing gamekit p2p connections.

Untested, but you should be able to run two instances of the iPhone Simulator by duplicating it..
Run the simulator as normal for phone 1.
For the second, go to /Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/ and copy (not move) the application somewhere (your Desktop?). When you run the copy, it will ask where the Developer Tools are installed and the application to run. Provide this and it should run a second copy.
Also, perhaps you could test it on both your real phone and the simulator?

I found a solution:
activate tethering on your iPhone
connect your mac with the simulator on it to the phone
Now you can test the gamekit on your sim and your iPhone
(I also have internet-sharing activated on my macbook - but I think the tethering-part is important... oh, this implies that bluetooth is running on the iPhone and the mac, of course)...
I'm pretty happy I found this solution - this was a major drawback...

I try to the same test on my macbook OS5.0 and iPhone 3gs , the iPhone simulator app can see the iPhone device via the app , but can not connected ... does this problem cause the bluetooth device is unauthorized ?
install VMware seem great but too trouble...

Related

centralManagerDidUpdateState always return PoweredOff

In my app I check if bluetooth is turn on, if is turn off I show alert to the user in order to enable it. For this functionality I using centralManagerDidUpdateState and check [central state]. On iOs 10 device works fine, but, on iOs 11 doesn't work, always return CBCentralManagerStatePoweredOff after do this:
1.- I go to configuration and I turn off the bluetooth.
2.- I open the app, the centralManagerDidUpdateState call back is called and PoweredOff is detect.
3.- I go to configuration and I turn on the bluetooth.
4.- I back to the app, and centralManagerDidUpdateState is called and PoweredOff is still the state when the bluetooth is On.
Is this issue an iOs 11 bug?, anyone knows any solution for check the bluetooth is turn on?
Thanks
I also faced with the same issue. I was testing BLE functionality by using this sample project "https://github.com/jasonmgeorge/BLEScanner" one device on iOS 10.3.3 and another on iOS 11.2. On iOS 10.3.3 it was working fine but on the other device, I was getting the same error all the time. Then I realized that
NSBluetoothPeripheralUsageDescription
wasn't in Info.plist, so I added. Again I got "CBCentralManagerStatePoweredOff". I went to settings to power off Bluetooth and on again. It's working magically. It's a iOS 11 bug most probably. Please check your implementation. It's not very consistent but sometimes it works.

Device Single Sign-On

I'm trying to implement Device Single Sign-On for a couple applications I'm "experimenting" with. The apps are in the same WL 6.2 project and are based on the "Form Based Authentication" Tutorial on developers site.
Ignoring the obvious - that I mistyped something - I'm mostly baffled that it works in the iOS Simulator, but not on my iPhone. I realize that working on the iOS simulator is no guarantee for the real device.
Someone showed me a video on this topic using an Android device, so I suppose the large question is - should this work on an iPhone? If so, any thoughts on what to look for?
TIA
-bob-
From the comments, by user3530200:
i was "signing" the apps improperly in XCODE. Once I confirmed that
the ID prefix was the same, it started to work. Item 3 at this link. For reference, step 3 # http://www-01.ibm.com/support/knowledgecenter/SSZH4A_6.2.0/com.ibm.worklight.dev.doc/devref/t_enabling_simple_data_sharing_native_iOS.html

Activation Error and no access to Iphone

I upgraded my Iphone IOS to 7 weeks ago.
Today automaticaly it has been upgraded to the last beta IOS and ask me for Activation.
On display there's a text "Activation Error, register for developer program" and I have not access to my phone.
also, since i installed a new windows on my laptop, I didnot connect the phone to my itunes. Now for finding UDID I just connect it to Itune and Itune ask me to Trust the phone but i have not access to iphone to trust.
seems i have the option to downgrade to ios6 through dfu mode, but i need my data on it and it will be lost if i use udf/restore.
plz provide me solution
This seems like it would answer your question: http://www.imore.com/how-downgrade-ios-7-beta-back-ios-6
Sometimes it's tricky knowing if you made it into DFU mode properly, this should help: http://www.iclarified.com/entry/index.php?enid=1034
Please be careful putting your primary phone on unstable versions of software, Apple has a nasty history of trying to prevent people from going backward.

Running airplay in simulator [duplicate]

I've set "allowsAirPlay" to "YES" in my MPMoviePlayerController, but AirPlay button doesn't appear. Does iOS simulator support AirPlay?
And give please some example how to stream video through Apple TV for example.
Nope, at the time of writing (iOS 7 just released) simulators don't have airplay nor any way to simulate or test it. Having an airplay capable device (apple TV) or program (http://www.airsquirrels.com/reflector/) in the same wifi network makes the mirroring button appear on my iPhone 4S but not on any simulator.
Edit: There is a way of testing it, simulate TV output.
If you want to test your app in real environment without Apple TV or airplay enable speaker then you can test it through your any Mac machine or PC. You just need to download the app "Air Joy" from appstore.
1)Go to App Store
2)Download AirJoy application
OR
AirJoy
But before that make sure that your mac machine(Airjoy installed) and your device is in same network.
I have already tested the Airplay option with the above explanation.

iPhone Simulator - set HTTP proxy

I'm coding an iPhone app that needs to make small HTTP requests to the Internet. Within our corp LAN, all HTTP traffic has to go through Squid.
The simulator is clearly capable of using a proxy - since Mobile Safari works. But, how do I get/set the proxy settings in code?
A bunch of the headers are commented out for the simulator. For example,
CFNetworkCopySystemProxySettings
In CFProxySupport.h is not available to the simulator - only to the device. I've tried hardcoding like this:
CFReadStreamSetProperty(stream, kCFProxyHostNameKey, #"internal.proxy.servername");
CFReadStreamSetProperty(stream, kCFProxyPortNumberKey, [NSNumber numberWithInt:80]);
CFReadStreamSetProperty(stream, kCFProxyTypeKey, kCFProxyTypeHTTP);
But no joy.
Thoughts?
You can try:
"System Preferences" -> "Network" -> Select your network device -> "Advanced" -> "Proxies"
You can try using Proxifier: http://www.proxifier.com/mac/
It enables you to set a proxy to any program.
Not what you asked but it should solve your problem.
To close this off. It looks like this is fixed in iOS4 SDK - the network stack on the simulator will use the Mac's proxy for any HTTP calls.
Looks like XCode 4.0 (4A304a) has broke this again. If I set the stack to proxy http calls through Burp, works fine with every app (Safari, etc) but the simulator.
Simply restart the iPhone simulator.
for this i use the following trick
go to setting >> General >> Accessibility >> bold text to switch on >> picker view open and ask for restart for make it effective >> press continue >> iPhone simulator now restart
the pop-up ask for user name and password for proxy...
tested in ios simulator 7.1
This question is a bit old, but thought I would add my findings for reference. In the iOS 4.x SDK at least, the following code works on both the simulator and the iPhone.
CFDictionaryRef systemProxyDict = CFNetworkCopySystemProxySettings();
CFReadStreamSetProperty(m_resultRef, kCFStreamPropertyHTTPProxy, systemProxyDict);
The simulator is probably not capable of using a proxy. It is using the standard networking stack provided by Mac OS X, and that is what is using the proxy.
If the constants are commented out during simulator use, and you've tried hard-coding it with no luck, then this is probably one of the many things that is simply not the same between the simulator and a device, and you'll have to test this part of your application on a device.
Just close and reopen simulator after applying configuration.