Connection to Parse from Australia is really slow - connection

We have created an application based on Parse. All our calls to Parse are working quite fast from Ukraine, but when other users in Australia use the application, it appears to be quite slow for them. We have run speed tests on their devices and their results are twice sometimes in three times slower than ours. They checked both being connected by 3g and Wi-Fi. The speed of the calls to Parse are very very slower. Could it be because Parse is in the US and our users are in Australia?

Related

Matching time on iPhones worldwide - synchronizing playing video?

Two Quick questions:
Are the seconds value of the clock/time on all iPhones around the world the same? If not, are they close at least & how close?
Do the seconds value of the clock/time on all iPhones around the world change/increment at the exact same time?
Upon request, I'm editing this post and adding the purpose for asking such questions:
I'm trying to make a corporate app that can play a video on multiple iPhones around the world at the exact same time (or as close as possible, ideally the exact same moment). Could you please guide me on how to do this?
Much thanks in advance!
To answer your actual question per se,
Are the seconds value of the clock/time on all iPhones around the world the same?
The fact is, yes, 99.9999% of iPhone users simply use the "get time from a server" system which is of course built in to any phone now.
(Indeed, this simply applies to any Windows, Mac, Android, iOS, etc etc device.)
Yes, they are all "about the same".
You could rely on it being within a second or two, probably even closer.
You cannot rely on it being closer than that.
It seems that you
I'm trying to make a corporate app that can play a video on multiple iPhones around the world at the exact same time
Synchronization in general and streaming video (is it streaming?) is a well-explored (and rather technical) branch of software engineering. (For example a massive amount of game engineering, which is a huge field, relates to inside-the-frame synchronization.)
This is not something you can learn how to do in five minutes, and it requires a stack of device-cloud stuff. Go ahead and ask new questions about this, or just google to get started! Good luck.
Regarding using push notifications.
With the push notification you would send a time. You would not send a "command to play it".
So say right now it is (example) 09:13:28. You would pick a time in the future by a couple minutes. So let's say 09:14:30.
Then using a push notification you would send that information "09:14:30" (and a video file name) to everyone connected. (You'd be sending a "command" as it were, to play video X at 09:14:30.)
Then every device would in fact play the video at 09:14:30 (simply using the local clock, as asked in your question).
Be aware that sending push notifications is extremely sloppy and slow. It can take any amount of time from 5 seconds to a minute, AND quite often there are delays beyond that (ie ten minutes or the like).
I personally would not even bother starting to experiment with push notifications, for the project you describe.
These days, making apps is entirely about using device-cloud services, such as Firebase. Everything is about "OCC" - occasionally connected computing.
(So, you can't get a job "making apps" anymore - i.e. if you know how to move buttons around on an iPhone screen. You get a job because you can make a total, live, device-cloud system - indeed such as you are making.)
Indeed your example project is the perfect such "demo" project for learning about how to do modern apps.
Simply use Firebase to sync everything up.
You'll essentially put a piece of information on Firebase ("play video X at 09:14:30") and that information will be communicated fairly quickly/reliably to everyone connected.
For the particular task you describe, I personally would use PubNub which is faster than Firebase and basically made for game-like problems precisely like you describe.
http://pubnub.com
If you truly needed performance/reliability better than pubnub, you are really talking major engineering. So, the (buildings of) engineers who make live games at Nintendo, Warcraft etc, would tackle such an issue as "being even faster than PubNub".
So, the answer in brief!
The very short answer then to your question posed is:
Learn to use the various device-cloud services, which are at the heart of all apps today. (Knowing how to make "an Android or iOS app", as such, is of no consequence today.) For your particular problem, you'll want to use PubNub specifically, as it is built for precisely realtime problems such as this. (Firebase more leans towards "OCC" type data problems.)
Really that's it.

How to load bulk data onto iOS device

I have to load a lot of data onto an iOS device with 128GB storage, for use by my app. The data is around 2,000 files of around 40Mb each, total is around 80GB - 100Gb.
I control the iOS device and the load machine/program and the local network they're on, and time is not critically important (if it takes a week to load, that's OK). I can format the data as required to facilitate the load.
I've done some iOS programming, but I'm not sure where to start looking for a solution to this. If you can outline the broad approach to use and which iOS docs to read up on, that's all I need.
Hoping for a solution where I can format the data and write the program, plug the iPad in to the Mac and say 'start loading' and come back when it's done.
We discovered that it is possible to load data one device at a time using iTunes, but that isn't a good answer for us.
We added a 'load data' button into the application. When triggered it loads a configuration file from a hard coded local network address, then retrieves all the data files listed in the configuration file using REST GETs from the local server, storing them into the application /Documents directory.
This is a good approach for us; it is secure, allows multiple devices to load data at the same time, and doesn't need any manual file loading : start the app, press 'load', and wait for it to finish.

How long does it take sending and receiving data using Gamecenter real time multiplayer?

I'm making an iPhone game that runs at 50 fps per second. I'm thinking of implementing multiplayer in my game using Game center. But first I have a question how fast I can send data using gamecenter. I will only send a struct with three floats. Is it possible to send data fast enought to make me receive data every 20ms (1/50)?
It could at best take around 15 milliseconds send data.
The only thing you can depend on when sending stuff across the network from a mobile device is that the connection will be slow and intermittent.
If you assume anything else then you will run into problems.
You should always program for the case where the data takes a "long" time to come through and may not come through at all.
For instance, if you're making a real time multiplayer game then have some way of the opponents character moving in a "best guess" way until the next bit of data comes up. Etc...
Also, your games should be running at 60fps not 50.

NSURLConnection (iOS, Objective-C) seems to be throttling after repeated sequential use

This is an issue that's making me question my own sanity, but I'm posting the question in case it's something real rather than a problem of my own making.
I have an iOS app that is making use of the NSURLConnection class to send a request to a webserver. The object is instantiated and instructed to call back the delegate, which receives the corresponding notifications didReceiveResponse / didReceiveData / didFinishLoading / didFailWithError. Effectively the same code that is posted on Apple's dev page for using the class. The requests are all short POST transmissions with JSON data; the responses are also JSON-formatted, and come back from an Apache Tomcat Java Servlet.
For the most part it all works as advertised. The app sends a series of requests to the server in order to start a job and poll for partial results. Most of the exhanges are short, but sometimes the results can be up to about 100-200Kb maximum when there are partial results available.
The individual pieces of data get handed back by the operating system in chunks of about 10Kb each time, give or take. The transport is essentially instantaneous, as it is talking to a test server on the LAN.
However: after a few dozen polling operations, the rate of transport grinds to a near standstill. The sequence of response/data.../finished works normally: the webserver has delivered its payload, but the iOS app is receiving exactly 2896 bytes, with a periodicity of 20-30 seconds in between chunks. It is the correct data, and waiting about 5 minutes for 130Kb of data does confirm that it's operating correctly.
Nothing I do seems to conveniently work around it. I tried switching to the "async" invocation method with a response block; same result. Talking to a remote website rather than my LAN test deployment gets the same result. Running in simulator or iPhone gets the same result. The server returns content-length and doesn't try to do anything weird like keeping the connection alive.
Changing the frequency of the polling achieves little, unless I crank up the delay in between polling to 50 seconds, then everything works fine, presumably because it only ends up polling once or twice.
A hypothesis that fits this observation is that the NSURLConnection object hangs around long after it has been released, and chews up resources. Once a certain limit is hit, the progress rate grinds to a near halt. If the slowed down connection actually completes, subsequent connections work normally again, presumably because they've been cleaned up.
So does this sound familiar to anyone?

How do I prevent fast forward time cheat in a game without an Internet connection?

I'm developing a mini game that has an Energy System. The maximum energy a player can have at one time is 5. Whenever you execute an action, 1 energy gets deducted. The energy will be replenished by 1 after every 10 minutes.
I can see the easiest way out of this is by querying an external server which will return me a proper time. The problem is that this game is designed for offline play, and it's not meant to query a server every time I launch.
I'm not sure how to go about from here. How should I prevent a fast forward time cheat so that players will not get energy easily?

Resources