I have created react-native app for IOS. I have installed it on different different iPhones. It works fine. If I change my WiFi (named ABC) to another network (named DEF) on my mac and then upload it again on my mobile then it will crash. My Mac and my mobile WiFi network is the same. I have also tested it on mobile data and it's not working. But if I connect to WiFi (named ABC) and same on mobile then it works properly. It works only with one network. Why its not working with another WiFi netoworks and also with mobile data?
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I need to set different proxies for multiple iPhone simulators on the same mac machine, because I need to test an app on multiple simulators at the same time and track their network requests separately.
For the android app, above requirement can be easily met by android emulator + adb tool.
But for the iOS app, iPhone simulator share same network settings of the mac OS, only one proxy can be set.
NOTE: It's the same app running on different simulators. If using same proxy, it's hard to know which simulator the requests come from.
Is there any solution to set different proxies for multiple iPhone simulators?
thanks.
We have a Xamarin app for Android.
We are attempting to show a Webview (in Xamarin).
It works perfectly when the app first starts - whether we are on WiFi or mobile networks.
However, if we are on a WiFi network and switch to the mobile network it fails with the following:
chromium: [WARNING:net_errors_posix.cc(127)] Unknown error Machine is not on the network (64) mapped to net::ERR_FAILED
chromium: [ERROR:socket_posix.cc(96)] CreatePlatformSocket() failed: Machine is not on the network (64)
if we then switch back to the wifi network - it works again.
If we create a native Android app with a webview it works perfectly.
It's only when we use the Xamarin webview that the problem occurs.
Ping still works and so does going to a site via a web browser in Android. It's only through the webview that it fails.
One important note:
We call a native Android aar which performs all sorts of initialisations for an SDK.
Our guess is it is something in there that is causing the problems since, when we remove it, everything works.
What could be out problem?
I have made the simplest app possible to connect to a Mavic Pro (basically the Swift version of this code (which comes from the Aircraft Binding and Activation demo on DJI's website.
My setup is as follows: iPhone running the App is connected via lightning cable to the main USB port on the RC (between the two joysticks on the bottom). The switch on the Mavic is set to "RC" (not Wifi).
When I run the app, the aircraft binding state is unknown and the DJISDKManager.product() returns nil, even though registration of the app completed successfully.
Here are some strange but helpful pieces of information:
With the same setup as above, running the DJI Go App from the same device works perfectly.
Using either the wireless bridge app or the wifi connections works perfectly and I'm able to connect with the aircraft no problem.
Is there some setting I'm missing? I looked at all of DJI's documentation very carefully, and have found no solutions.
The hardware accessory (the remote controller) may be associated with DJI Go now. With your app open, un-plug the lightening cable, and plug it back in. Now it will be associated with your app. With iOS 11 apps sharing hardware devices got a bit challenging.
(but thanks for mentioning DJI Go did work, then we don't have to worry the microUSB in the upper left corner of the RC was activated. Leaving the pigtail connector in will block the USB port you are using.)
I almost had the same problem. Here is the fix that worked for me.
Make sure in your info.plist file you have the following.
DJI-SDK
Also I am assuming that you calling DJISDKManager.startConnectionToProduct() after appRegisteredWithError(_ error: Error?) is called.
Hi I am using the phonegap desktop app to make hybrid iphone apps. I had my app download on my iphone device but it can't connect to my localhost on my laptop becausue they are two different machines. I want to know how to connect to my laptop's local server from my actual iphone device. Don't give me answers if you don't actually know if it works.
Hello I was searching in all topics of the forum about how can i test an app which uses multipeer connectivity framework. Can someone tell me how can i test an app by using an iPhone device and a simulator simultaneously, player one for device and player two on the simulator and vice versa. I already test the app by using two simulators one per mac - user on a mac and its working but it is not convenient to continuously switch users to test an app.
I tried all the alternatives, running once in simulator and one on device at the same time,make second target, nothing happened.
Thanks in advance
If you put your iPhone and your Mac on the same WiFi network they should able to discover each other without any problem.
Yes you can test your app on Device an Simulator simultaneously.
I'm developing an app with Multipeer Connectivity right now and communication between
Iphone and Simulator works fine.
I'm running it on a MacBook Air.
All you have to do is to make sure, that Bluetooth is enabled on your Mac.
You can do this in System Preferences -> Bluetooth.
In addition to testing on WiFi, you can also test your app based on "Multipeer Connectivity framework" on simulator and any IOS device using Bluetooth, As long as simulator and devices are connected in same Personal area network.
For example, on Iphone you can turn on Personal Hotspot (in your phone General settings) to connect your phone with your mac in same personal area network via bluetooth or WiFi and then try testing your app sharing messages between simulator and Iphone using any personal network based on Bluetooth or WiFi.
All the combination will work as long as app using "Mutlipeer connectivity framework" are on same personal area network.