I am facing a strange issue on iOS 10.2 version with my EAAccessory App. I have a headphone accessory, which I connect using Setting -> Bluetooth -> Headphone and Connect.
After this, I launch my app, but I do not get the instance of accessory and not come to accessoryDidConnect: (Notification) a function of viewcontroller.
Note: All other version it's working fine. but only 10.2 version,some times is working and some time not.
Please help me over same.
Related
I use foxit-reader in my iMac computer. I noticed that whenever I connect my iphone to my iMac with USB connector, and if foxit-reader is open then I get annoying message popup like below
Is there any way to stop this message? I am using latest version of foxit-reader and iOS.
Any pointer will be very helpful.
The Bluetooth MIDI connect button had been working on AudioKit 5.0 Beta, but when I installed 5.3.2 the button does not have any action or message. I was also using Xcode13 beta and now use Xcode13 release version. I tried a very simple program with just a button that goes to this line:
#IBOutlet weak var bluetoothButton: BluetoothMIDIButton!
and it still does not work when run. Other programs that use BLE MIDI on the same IPAD work fine, and all permissions (Bluetooth always, peripheral usage) seem to be set correctly. If I connect first with another app, then all the other MIDIsend/receive functions work properly in my app. Is there some new requirement that I am missing?
I downloaded Sony's most recent SDK which includes an unusual Emulator that is an APK that runs on an Android phone (I guess that is what you do with it).
Anyway I see no documentation about how to use this to test/deploy apps.
Am I supposed to have 2 phones and one runs the emulator and the other runs the "host application" or do I run the host application on the same phone or what?
Nothing that I can find in docs explains this.
So I've figured this out (sort of). You run the emulator on your phone, then run the Smart Extension app on your phone as well (so no bluetooth connectivity like when you have a real smartwatch).
Phone also needs to have the SmartConnect (previously LiveWare) app and the SmartWatch app installed (I think). So that's three apps (emulator, SmartConnect, SmartWatch app).
Anyway, my actual smartwatch arrived in the mail shortly after I posted the original question, so I probably won't be using emulator much anymore.
Calling the connectedAccessories method on the EAAccessoryManager returns a list with only a single accessory (seemly randomly chosen from the available connected accessories in the Bluetooth screen) when running on iOS 4.2 using an iPhone 3GS.
In retrospect - on iOS 5.0 on an iPhone 4 the method returns the correct list of accessories (currently tested up to 2). According to the documentation iOS 4.0 should return a list of accessories however it fails to mention if this can contain more than one item. (Apparently in iOS 3.0 only one device WAS supported).
The EAAccessoryDidConnectNotification notification is also only fired once for the randomly chosen accessory when running on iOS 4.0; Disabling the accessory results in the appropriate EAAccessoryDidDisconnectNotificiation for that accessory. Re enabling the accessory doesn't result in any further notifications without returning to the bluetooth settings menu and re connecting the device (but that's another annoying issue). Visiting the bluetooth connection screen reveals the originally connected accessory no disconnected and my second accessory connected but further calls to the "connectedAccessories" method still returns an empty list.
Viewing the console logs from the phone I can see the bluetooth system connecting and monitoring both devices but somewhere along the line this isn't been presented via the External Accessory Framework.
If anyone has any helpful info on this issue that'd be great -- it seems there's only a small number of iOS developers that have even worked with this framework so finding anything other than copies of the original apple documentation is rather difficult :-D.
To summarise:
Is it possible to detect multiple accessories from iOS and connect and open sessions for multiple devices. I've found this is possible in iOS 5.0 on iPhone 4.
Many thanks,
Chris
I have a PhoneGap app that works perfectly on the iPhone 3.2 simulator and also iPhone 3 and 3GS devices.
I have just downloaded and installed the latest iOS SDK, changed the settings in Project>Edit Project Settings to allow the application to work, and run it successfully within the iPhone 4 simulator and even the iPad simulator.
However when I run it on a provisioned iPhone 4 device, nothing seems to happen when I run it. I get the splash screen, but nothing happens after that. In the log I get this:-
2010-09-13 10:11:34.156 MyApp[89:307] Going to play default movie
2010-09-13 10:11:34.169 MyApp[89:307] Can't find filename default.mov in the app bundle
2010-09-13 10:11:34.948 MyApp[89:307] Device initialization: DeviceInfo = {"name":"iPhone","uuid":"548444a41eee3aec9dd66511e12e6a6b1b277a2a","platform":"iPhone","gap":"0.9.0","version":"4.0.2"};
2010-09-13 10:11:35.022 MyApp[89:307] Docs Path:/var/mobile/Applications/D887FEA7-0C56-4991-890F-E790361A9D64/Documents
2010-09-13 10:11:35.037 MyApp[89:307] Free space is 15497396224
And nothing else!!
Really annoying. Anybody know what might be happening here? I tried fiddling with a few settings in the Project Settings but that doesn't seem to have fixed it.
Any help would be really appreciated.
Regards
Nick
Update - my problem. I had some external javascript which was crashing due to the way I was calling it from the HTML file. Weird that it only affected the iPhone/iPad device but not the simulators, but there you go....