Is there a way to increase the resolution of the remote app? Not sure if the low resolution is a result of intended restrictions for the remote or just poor internet speed. It's mostly that I have some GUI text elements which are hard to read because of it.
At the moment, I'm using the remote app on a 9.7" iPad Pro running iOS 11.4.1
Unfortunately, there isn't a way of increasing the resolution of the of the remote app.
Related
Is it possible to run iOS Apps DIRECTLY on Mac OS? What about Windows? Or do you always have to use a virtual machine? I searched around and all I found was people saying you need to use a virtual machine. Reason for this: I want to automate behavior on an app on my iphone, and I think that will be much faster on my PC.
The iOS SDK accesses the hardware of the iPhone/iPad. It's very specific hardware which is not available on any other device.
The CPU is different, the display, device buttons, sensors and phone specific stuff...
The simulator simulates all this hardware, still it needs a different compile and can not execute the iOS bundle as it does not simulate the Arm CPU architecture.
That said, it does not make much sense to do automated test on another platform than the target platform, as the app might have slightly different errors and behavior.
I'm trying to analyze how much memory, battery and cpu usage is taken by each app that is currently running on my iOS device. I don't mind if this can be done programmatically or otherwise. I have XCode up and running and I realize it can be used to check the CPU/memory of apps I install and run on my device.
Just to be clear, I do not want the total CPU/memory usage, but rather per app for all apps that are currently running.
Is this possible in iOS 8.1, in any way, without jailbreaking my device?
Edit: I just tried out Instruments in XCode and I realize to use it, you need to be testing an app. Is it possible to use Instruments to get this system info, without testing a new app? Can I get this info from the terminal for example? Thanks.
I'm developing an external device, this device has a large amount of data to be sent via Bluetooth to the iphone / ipad, but sends a very slow speed is only about 60kbps.
The device sends data to the PC speed is 256kbps, I think not because of device problems.
Who knows the iOS Bluetooth maximum speed is?
Information:
Use external accessory framework,
Bluetooth 2.0 + EDR
Thanks,
I know this is a bit late, but based on all the work I've been doing, the iDevice's are generally slower than PC/Android over Bluetooth. This is due to internal restrictions of the device, but also depending on how you're doing your data transfer (packet sizes, frequencies, latencies, packet overhead, buffer sizes, etc...), that could slow you down as well.
Another issue is that depending on the BT module you're using, I've seen HUGE variations (factor of 10) in how much data they can pass to iOS devices (even though they can all push to Androids at 300kbps).
When communicating with an iOS device, there is some additional overhead during packet handling and the protocols used, and if the BT firmware developer doesn't handle this correctly, you'll see performance implications. These numbers also change device to device and iOS version to iOS version.
To give you some concrete numbers, with one of my BT modules, here were my results (the highest I've seen so far):
iPad Mini running iOS 7.0.4 - 18,500-20,500 bytes/s
iPhone 5S running iOS 7.0.4 - 14,000-15,000 bytes/s
iPod Touch running iOS 7.0.4 - 16,000-17 000 bytes/s
iPod Touch running iOS 6.1.3 - 19,000-20,000 bytes/s
The last test there shows you that the iOS version itself can also have a large impact. Note, these were all done with the same BT module, 3-4 runs per test.
Edit: I added a bit more context here: http://www.sureshjoshi.com/embedded/bluetooth-classic-apple-french/
I'm learning iOS development and I need to know what hardware I need to test my apps.
Is the iPhone/iPad simulator in Xcode sufficient? Or do I need the hardware? I have an iPad 2, and an iPhone 3G. The iPad 2 is one generation old, while my iPhone 3G is three generations old.
My first project is a basic card game with networking, based on a tutorial.
Opinion: Considering the number of questions I see of the form "this works great on the simulator but not on my device" I'd say that having hardware for testing is necessary. I don't think you need every possible device but certainly ones that cover the features that your app uses.
It depends on features you need.
Example of things you can't test in the simulator:
Push notifications
Performance of an OpenGL game (usually you need a wide set of device to test OpenGL)
The simulator can be used for development, but the simulator is not relevant for efficiency. It is very recommended to testing on a real device too. Some of the services can not be developed on the simulator:
the push notifications
in-app purchase
iCloud services
And you know, that the iPhone 3G is not able to be updated for the lastest iOS (your iPad is able).
The first answer is YES, you need hardware as there are differences between the behaviour of the simulator and the devices. They won't always act the same as the simulator is a bit more forgiving than the device.
For example the simulator will find files (images/sounds/models etc.) even if the case is different between the request and the file name, the device will not find them. And there are more.
An other point is whether to buy/have devices to hold different iOS versions. I don't have them all as this is too expensive for me but I can say that this is a problem. No matter how much you will try to consider the differences between the devices you will always miss something and your app might not work or crash on this device.
Still you can consider this question by looking at the apps that you are going to work on. I would say that if your apps don't use the device hardware (camera for example) and don't have features that might cause problems on different devices you will be able to start with out the devices.
Bottom line is that if you want to deploy good working apps, in most cases it will be better if you could test your apps on a variety of devices.
It's not a requirement to have a equipment to test, but certainly very important. You can test FPS of your app, even not containing hand-made OpenGL. All features that you use on your app, like view effects, are tested for sure on a device. Since simulator uses your mac memory, you won't see any side effects from memory shortage. I believe your best chance is to have a iPhone 4 and your iPad 2.
I've got a newbie question about phoneGap and creating apps for iOs.
If my phoneGap app runs in device emulator in xCode and everything is ok, can I be sure that it will work the same way on a real iOS device when I publish it in the appstore?
The XCode simulator does what the name suggest - 'simulates'. It is not identical to the actual hardware, for a number of reasons. Here are just a few of them:
Performance - your computer has much more memory and processing power available than the phone itself. Your app may run fine on the simulator, but quite slow on the device. This is why it's a good idea to run on the device itself, especially if you're doing stuff which could use up a lot of memory.
Missing features - the simulator doesn't allow certain things to be tested, like in app purchase or media/asset management. And obviously you're missing things like the camera, the accelerometers, compass, etc. You can from iOS 5 simulate certain things like the GPS, but nowhere near everything.
Visuals - the simulator runs at your monitor resolution, whereas the phone itself has a much higher DPI display. Things that look readable or fine on the simulator can on device look very different.
If you're not testing your app on an actual device before releasing it to the app store you're doing a disservice to your users - this is Apple's point of view, and one shared by most developers. It's not necessarily what you might want to here, but unfortunately the simulator really is just that - a simulator. You wouldn't want to be in a plane piloted by somebody who had only trained on a simulator. And you probably wouldn't want to use an app that had only been run on the iOS simulator.
Here's what Apple have to say about it in their own documentation:
Although you can do much of your debugging and testing of an iOS application using iOS Simulator, simulation cannot completely match the results of running your application on the target devices; you must test your application on actual devices to ensure that it runs as intended and to tune it for performance on actual hardware.