Watched this talk about setting up an android thing device. But ios devices don't support Nearby Connections so how are we supposed to setup this for ios?
You can just download the Android Things Setup Utility from the console and still go through the setup, so no need to use an Android Device for that.
This page tells you how to do the setup without a phone.
Related
Can you build for iOS with react-native on Windows?
Or does it require xcode?
If so, any work arounds?
I dont want to work on a mac... or a mac vm.
I think the app you create with react-native will work with iOS but you might just have to develop it without an iOS SDK. (essentially, you can't really see the app in a virtual iOS device whilst developing).
However, i think if you develop the app for android using android studio SDK with react native, the app should also work with iOS as well. It's just that you won't really be able to see the app in development on a virtual iOS device.
Another option is to use expo when using react native. Essentially, it displays your app on your iphone so you can technically do app development whilst viewing the app on an iOS device, but I don't think its that great as you can only see it on your phone, whilst I prefer to use a virtual device on my laptop.
You can view documentation for expo in the react native docs here:
https://facebook.github.io/react-native/docs/getting-started
I'd recommend you to just develop the app for android using the android SDK from Android studio. This also works with expo or react native CLI. Although you may have to develop the app in a virtual android device, I think the app also works with an iOS device (it may just look a little bit different e.g. a button in android will look different to a button on iOS)
Here's a tutorial that really helped me with learning React-Native:
https://www.youtube.com/watch?v=NuZOwsmzcro
Just follow the steps and make sure you install an android SDK. Then once you get to around "9:25", instead of starting up an iOS emulator from an iOS SDK, start up the android one from android SDK, then hit the button "a" to choose android and you're all set!
The short answer is NO. iOS apps need to build on a Mac. However, if you have a cheap old Mac, or even a Mac cloud account, you can effectively do the equivalent while (almost) never touching the Mac. Of course, this assumes that it has been setup up once, and builds via Xcode or Xcode command line. Once that is done, you can automate it so that you're working and testing only on the PC.
For example, I once took over a React Native project where the previous developer did something similar. Because it was a generic interface, he coded on his PC, then tested via the Android emulator without ever testing for iOS. At that point you can simply push code to GitHub (manually, or with something like Fastlane or a user script). Separately, you have a script on that old Mac or online Mac-as-a-service that checks periodically and builds when the code changes. There were some times when the Mac needed special attention, but for the most part, it worked solely on one machine.
Namely, you can not run IOS Simulator on windows. But you can access a virtual IOS machine and run Simulator from windows virtually as a solution..
When I start the XCode device simulator for any given device type (using iOS 12.1), I see many of the default Apps shipped with the iOS. However, I am missing the Home.app for controlling the Apple Home Kit services.
Searching through the web I find plenty of tutorials how to set up Apple Home Kit or how to install individual apps, but I did not find any hint how to get the original Apple Home.app running inside the device simulator.
Can anybody help me out?
You can't, Home App relies on Bluetooth, BLE and other technologies that are not emulated in the iOS emulator.
Xcode simulator does not support Bluetooth, its means we need to use physical ios device for run and test BLE app.
I'd like to test apps on device in the same way like on simulator - app runs on real device but I see screen on mac and I can interact with it using mouse. Im just tired of putting phone to my hand all the time. Developing on windows phone allows it, so It would be nice to have it here. Thank you
John Holdsworth on Remote Xcode plugin:
“Remote is a plugin for Xcode that allows you to control an iPhone
from a window on your Mac during development.”
I just found this. You can control device via mac.
Is there any way through which a flash content can be run on iOS devices?
I am getting two different view.
The link below says that it is possible that we can develop some flash application and run it on iOS devices.
http://www.adobe.com/inspire/2012/12/ios-apps-flash-cs6.html
But on the Apple website link it says running flash applications is not possible on iOS devices.
Can someone clarify if it is possible to run the flash applications on iOS?
You cannot run flash natively on iOS devices. Adobe does, however, provide a tool to run software built with flash on iOS devices.
This works in a similar way to Cordova/ Phonegap in that it takes your code and crosscompiles it into iOS code using other plugins and librarys.
As shown here:
http://www.infoworld.com/article/2623251/mobile-development/escape-the-ios-sdk--building-iphone--and-android--apps-via-flash.html
Safari on Mac OS will support Flash
Safari on iOS won’t support Flash.
We will need to write a native iOS app to deliver the functionality
I want people to be able to start my iOS app on their device, and anyone nearby running my app (probably bluetooth only for now) would automatically connect with each other. I've read about and used GKPeerPickerController, but I don't want the user to have to think about which device they want to connect with.
I'm just not understanding how to handle the connectivity without using GKPeerPickerController.
I am targeting iOS 5.0 with this app. Thanks!
This page goes into more detail on how this is possible, although the focus is more on using just bluetooth: http://www.iphonedevsdk.com/forum/iphone-sdk-development/40710-gamekit-api.html