Is there a way to develop a compass sensor emulator (based on GPS travel direction), so for devices that has no compass sensor (but has GPS) can emulate the hardware sensor? This way apps that want to use the compass can still work fairly accurately.
Any thoughts?
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I am trying to find a Chromecast solution, whether I write it myself in macOS/Swift, or there is something already in the works. I came across the Chromecast SDK, but I see it only support Android and iOS. Has anyone had any success porting to a macOS app? I'm interested in a Chromecast solution because the devices are relatively inexpensive considering other wireless HDMI devices out there.
I am an entertainer and my goal would be to replace my HDMI cable with a wireless solution to extend my display (not mirroring the main display on my MacBook Air) to multiple TV's (up to four) for my app, which displays a game log, advertising, and some minor animation for game winners and losers that my patrons see.
Any recommended first steps to coming up with a Chromecast solution, or should I continue looking in other directions?
I have trouble finding devices from the market that send live data of heartrate via bluetooth.
Getting SDKs from big companies is a tedious task, and therefore I need just a simple device, which is possible to pair to native Android or to Unity via plugin.
Any suggestions?
All Polar products will fit your needs. I recommend the Polar H7, H10 or OH1.
I'm planning to add support for various sensors like light sensor, motion sensor, orientation sensor and proximity sensor to my Firefox OS app. But while trying to understand how those device APIs work, I cannot seem to find an API call to detect whether a specific sensor is supported by the underlying device hardware. Is it possible to do that in any ways from an app?
Hey you have proximity sensor API here < https://developer.mozilla.org/en-US/docs/Web/API/Proximity_Events >
You can find boilerplate app here which uses proximity API and other couple of API's here< https://github.com/robnyman/Firefox-OS-Boilerplate-App >
if i want to develop own my iBeacon services in Android or IOS, it has to be practical. which means customer can use my services without shortage of battery.
i think even if iBeacon technology is based on Bluetooth Low Energy, it could be still lack of battery. that's because an application must be running to scan iBeacon device all the time.
As i know, iOS has its own solution for battery issue. when an IOS application detect iBeacon devices, it is running in the background and IOS(not app) is scanning specific UUIDs by itself, not the all UUIDs nearby. this is how they save energy. am i right?
but in case of Android, any solution for battery issue is not provided. what's more,
when an Android application detects iBeacon devices, it scans all the UUIDs nearby and it deals with everything, not the Android OS. is this right?
so Im worry about this battery problems, before i start to develop own my services.
is it gonna be ok with battery?
is there any good solution to share?? how do you guys solve this problem??
The Pro version of the Android iBeacon Library comes with an automatic battery saver that slows down scans when the app is in the background to save battery. The open source Android iBeacon Library also allows configuration of a foreground and background bluetooth scan rate, and provides methods to call to tell the library when the app is in the foreground and the background.
On iOS the battery saving strategy is similar. When no app is ranging for iBeacons in the foreground, bluetooth scans are not performed constantly. The exact frequency of background scans is not published, but I have measured it happening once every 15 minutes on a iPhone 4S with iOS 7.1.
Scanning for specific UUIDs has no effect on battery life. At the OS-level, a Bluetooth LE scan looks for any Bluetooth LE device that is advertising regardless of whether it is an iBeacon or whether it has a specific UUID. The filter for specific UUIDs is handled in software at a higher level.
I'm building an application where a mobile phone with an accelerometer is used to control an app on a computer in a similar way you would use a mouse. So I need to send the movement from the phone to the computer over some wireless protocol. I am thinking about using Bluetooth but I am not sure what transfer delay to expect. Another possibility is using 802.11g. What do you think? What delay could I expect given that I don’t hit the bandwidth limit?
I worked with a group at Motorola who linked up an external accelerometer pack to a mobile phone using Bluetooth. This work supported a mobile games development class at USC's GamePipe Laboratory, and the speed was sufficient to control the mobile games developed by the students. You'll need to make sure your handset's Bluetooth stack has the correct profile enabled to allow data communication.
Another advantage of Bluetooth over 802.11g is that the frequency hopping Bluetooth uses will make it less vulnerable to interference by all the other 802.11 devices in the vicinity, which sit on one frequency.
I wouldn't expect the amount of data sent by an accelerometer would give Bluetooth any problems.