It's very general question. I just want to understand if it's technically possible and why? Also to get some idea of what's the good starting point to investigate this topic.
So question is: Is it technically possible
Connect another device with HDMI-out to iPad with HDMI-in to USB-C adapter
Capture HDMI signal from the device
Render video from the device in iPad app
I guess that it was very limited in previous iOS version.
But in iOS 16 there is a DriverKit now.
Can it be used to solve this problem?
Short answer: yes.
Long answer:
Previously, this was possible for members of the MFi programme who designed their own MFi-compliant devices. It continues to be the only way to do it for iPhones and iPads which are not based on the M1 SoC.
On iPadOS 16+, on iPads with M1 (or in future, presumably, better) SoC, you can indeed drive near-arbitrary USB devices using a DriverKit extension. Note that there is currently no video capture API you can implement on iPadOS, so you cannot make the device available to any app through a standard interface - each app that uses the DriverKit driver will need to implement that driver's specific IOService user client API. (And the app providing the driver needs to be installed.)
If your capture device also captures audio, it should already be picked up automatically if it's a USB Audio Class compliant device; if it's not class-compliant, you can make it available as a system wide audio device using AudioDriverKit.
Related
I updated iOS on my phone to 8.3 and I saw this message popup on first boot, but I have not seen it since:
I have been searching all day for information and I can't find a single reference to this message or to Xcode supporting wifi debug.
I am using a macbook pro 2009 model, and I have read that this is not compatible with the new continuity features (as well as airdrop etc). I am wondering if this is part of the wifi debug (and also if BTLE is involved at all). Of course it is all speculation since I cannot find any documentation about this.
Has anybody used wifi debug, or can point me to any documentation?
No, the feature was disabled as it causes serious security flows, for example when debugging you can fake location for any app, access confidential data like your number, udid etc. WiFi can be used now only to sync using iTunes.
It's restricted to USB only. You would need to write a bridge between USB and WiFi. You could in theory connect iPhone to Raspberry Pi, use open source crossplatform libMobileDevice. And mirror all USB requests from your XCode to this device USB.
I see questions surrounding issues such as "Device Unsupported" in many posts on this website and on the internet, so I feel like the problems I am having are not unique.
What perplexes me (and trust me I have searched all day) is that I recently bought a new Macbook Pro computer (surely the BT on this thing is LE), upgraded to Mavericks, and am using Xcode 5. But no matter, what sample code I download, whether from the BT SIG or CSR, etc., I always get the same basic errors (on the iOS Simulator):
Something to the effect of "Device Unsupported" AND
Something about how it can't run because it's not powered on (and I did try to work around by wrapping the central.state call in an if block)
So, are the people like me who are starting to code Bluetooth today just screwed if we don't have LE devices? Did all of the BT code prior to 4.0 fall off the face of the earth or get deprecated?
Is there a simple way to force my code to run in some type of "non-LE" mode?
As for the code I'm using, I downloaded the Quick Start kit from the BT SIG, but nothing works, even simple scan programs that I have found. Ugh, any ideas out there?
My ultimate goal is to write something that will run without errors, load on my iPhone 4, and scan and pair with my car's stereo and grab all of the peripheral advertisements that it is sending out to see what all I can do with (to) the stereo.
Thanks all.
While your computer does have Bluetooth Low Energy/Bluetooth 4.0/Bluetooth Smart (they are all different names for the same thing) capabilities, these are not available to the simulator. A while ago you could add an additional BT4.0 dongle to the Mac and then access that from the simulator, but this is no longer supported - see Does the iPhone simulator in Xcode support Bluetooth Low Energy?
You can develop BT4.0/BLE code in Xcode for OSX with just your computer, but if you want to develop and test iOS code you will need a BLE capable iOS device (iPhone 4S or later, iPad mini/3rd gen/Air or an iPod Touch 5th generation)
Access to non BT4 devices is only via the Apple MFI program, with the exception of a few generic profiles, such as handsfree & A2DP streaming - but these are exposed to your program as audio devices, not as Bluetooth devices.
If you have an iPhone 4S (not iPhone 4) then you can use the LightBlue app from the App Store to see if your car stereo is advertising any BLE services (which it probably isn't).
crawdaddy18, Bluetooth Smart/4.0/LE are fundamentally different technologies then what we'll call Bluetooth Classic (2.0/2.1/EDR/BR...this is the stuff you are referring to with your car audio example). If you want to see what's going on with your car stereo, see what profiles it supports (should be listed in the documentation). Then take a look here:
https://developer.bluetooth.org/TechnologyOverview/Pages/Profiles.aspx#Profiles
This page lists all of the 'classic' profiles. You should find the ones that match your car on the list. You'll then know what functionality your car stereo supports.
Then, it's off to the races with OS documentation to look at the object models for classic Bluetooth. Usually these are either supported by an object model that represents the profile or are wrangled through RFCOM somehow...but each OS is a bit different.
But most of the tools that are out there, including the Application Accelerator, are geared to let you explore LE (Smart) devices out there. If you want to use something like the Application Accelerator to view non-LE devices, you'll have to re-jigger the code to switch the object models that you use in the OS' SDK. The reason that most recent tools you are finding now are geared towards the LE side of things is that that is where the massive growth in appcessories (and the Bluetooth industry) is heading. But there are TONS of sample code out there to help to create an app to scan and connect to classic Bluetooth devices as well.
I am new to iPhone dev't and I am going to work on a project where I have to develop a bluetooth enabled iPhone app to control a vehicle stereo, and DVD player. The vehicle has a physical remote control (IR) and the aim of this project is to replace the IR with a bluetooth enabled iPhone app to control the functions that the IR does. Play, stop, next,previous etc...
The hardware can communicate with AVRCP 1.4 . I don't know every detail but that is what I know.
What knowledge do I need to implement the application?
Thank you.
AVRCP is a Bluetooth 2.1 profile, so you will need to go through the MFI program - even then, if your are not the manufacturer for the audio unit you will probably not be able to get the solution certified as you won't be able to get the Apple chip added to the device.
To clarify my answer - According to this document iOS has support for AVRCP, in conjunction with A2DP to allow external devices (such as a car stereo) to play/pause/skip tracks being played by the iOS device. Controlling an external device from your iOS device is not available to an app
I was wondering, if there is a way to use IPhone as an HID device, with some other device like PS3. I checked out the Bluetooth specification and IOS Devices do support HID Profile. So I thought it would be easy to pair my iPhone using passkey mechanism and should be able to start using my iPhone as keyboard or mouse without much hassle. But I found very soon that this assumption is naive and I need to develop custom solution.
I was initially thinking about using GameKit framework, but I think it only works between two compatible IOS Devices. If I want to extend this capability, then I have to use iPhone External Accessory API .In my analysis, I also found that iPhone will only communicate and pair with devices that are licensed by Apple. (Made for iPhone\iPod program). Does it mean that, if I want to use iPhone with another device, I need to get that device approved by Apple. ( Which will not surprise me one bit). Also if someone could point me to more detailed documentation on this, that will also be helpful.( What is an MFI developer board ??)
I do not want a solution that needs me to jailbreak an iPhone. (or any solution that will disqualify my app by Apple).
So to summarize:
1- Please validate my findings, correct them if they are wrong?
2a- How does External Accessory API Work?
b- Can I use this to connect to third party accessories ? (or is this only for accessory developers).
3- Or is there a better solution without using External Accessory API?
Please provide supportive documentation or link if you can. Thank You.
You are unlikely to get on the External accessory program from apple unless you are a big company ( you can try, but I have read this a number of places) . iPhones use a proprietary Bluetooth interface that and hardware must also implement this interface, so not much chance of getting it to connect to any other hardware directly.
Most apps like this (Remote Mouse) for example, connect to your wifi network, and have another application installed on your computer. The iphone can then talk to this application over the wi-fi network, but not bluetooth. I would suggest that the only way I can see this would be possible to to create the server app that you install on a computer on the wi-fi network that then in turn controls the 3rd party device if there is an API that you can use from the desktop app to control the 3rd party device.
This is just what I have found when I researched about this for making an app for iPhone to control a bluetooth watch. I had to jailbreak in the end to replace the bluetooth stack on the iPhone with one that could connect to any hardware device. Not limited by apple.
I am planning to develop an iPhone application to transfer files/data to/from my Windows Desktop using Bluetooth.
Please let me know whether the programming interface(SDK)is available in iPhone SDK for this purpose.
In Windows Mobile, I can transfer the file either using a FTP profile or writing application on top of Serial Port Profile(RFComm).
Can anybody tell me, whether this can be possible with an iPhone by writing appropriate application. If not, please let me know alternative way to transfer files/data over bluetooth from iPhone to a Windows Desktop PC.
No, FTP or SPP bluetooth profile are not open in iPhone...
If you get into the made for ipod program, you might develop a bluetooth dongle for a computer (it can't use the normal one built into the computer as it needs a custom apple chip for encoding). This is the only method that could do something like what you want over bluetooth and get your app into the app store. You can implement a similar functionality more readily over wifi.
Yes you can. Use the Human Interface Device profile, and have your USB device pretend to be a keyboard. You can then have your app receive text input from the "keyboard". simply encode your data as ASCII encoded hex or base 64 and transmit. Whether or not your app would be allowed in the app store is a different matter.
There are 2 requirements to use iOS BT Classic for data transmission over RFCOMM.
1) You need to be enrolled in Apple MFi program.
2) The BT accessory which will be connected to iPhone needs to have a special HW chip called "MFi Coprocessor".
Both requirements need to be satisfied if you are developing FW for the BT accessory.
The latter one is required when you are coding iOS app.
BTW, you will not be able to communicate with Windows machine unless you have a BT dongle with MFi chip inside - see the second requirement.