Trying to figure out the most efficient way of sending data between one app (app1) on a device (dev1), to another different app (app2) on another device (dev2). Initially I thought this would be done through some type of web service, however, I was hoping there is something in the iOS SDK. If there is... how exactly can it be done (maybe by using URLS or Bonjour)? I can't find a clear answer when searching the web.
App1 on dev1 generates some sort of data -> app2 on dev2 receives and uses this data for its own purposes.
...The apps are also meant to be used in the same general area, however I worry that bluetooth range might be a problem
If both application is developed by you, then for sharing data I'll suggest the following techniques :
Bonjour
iCloud
Related
I'm trying to write a super-simple iOS app, just for personal use (i.e. it doesn't need to conform to any App Store stuff). I want it to do the following. Assume it's installed on two devices, both of which I own/control.
On device 1, it has a button that, when pressed, will immediately cause a notification to pop up on device 2.
I'm fine with hardcoding specific apple IDs, device IDs, whatever; it's also fine if this only works when the two devices are on the same LAN/Wifi. all I want is for the above to work, in the easiest way possible, and preferably without needing anything to run on a server anywhere.
How simply can this be implemented? I've set up a whole push-notification system once before, but that required some server-side stuff. Hoping to be able to do this without any of that.
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Update: realized I wasn't clear in the original post that I need the notification on Device 2 to pop up whether or not the app is currently open/running on that device.
I think that what you are searching for is multipeer connectivity framework.
The Multipeer Connectivity framework supports the discovery of
services provided by nearby devices and supports communicating with
those services through message-based data, streaming data, and
resources (such as files). In iOS, the framework uses infrastructure
Wi-Fi networks, peer-to-peer Wi-Fi, and Bluetooth personal area
networks for the underlying transport. In macOS and tvOS, it uses
infrastructure Wi-Fi, peer-to-peer Wi-Fi, and Ethernet.
source: https://developer.apple.com/documentation/multipeerconnectivity.
You can also check those tutorials:
https://www.ralfebert.com/ios-app-development/multipeer-connectivity/
https://www.hackingwithswift.com/example-code/networking/how-to-create-a-peer-to-peer-network-using-the-multipeer-connectivity-framework
Send sms to port is a way (the protocol will become SMS): https://developer.apple.com/documentation/foundation/nsportmessage
and Maybe Firebase Remote Config can help you: you can get your data in FCM remote config (key-value) from the app :
https://www.raywenderlich.com/17323848-firebase-remote-config-tutorial-for-ios
https://firebase.google.com/docs/remote-config/get-started?platform=ios
, and you can modify your data whenever you want, and the app can fetch it.
I have similar requirements, and it seems like APNS (Apple Push Notification Service) is required for this because it's one of the only ways to 'activate' an application that is in the background.
As a result, then the question is how to make APNS as painless as possible? It seems like combining Firebase Cloud Messaging (or FCM) (to manage APNS / sending messages), and Firebase Functions (to help manage FCM server-side requirements) is one decent option.
I'm making a framework for iOS that collect data from the phone (GPS, WiFi, etc) and sends to a server and notifies the user on events.
My problem is that if two or more apps use the framework on the same device it will consume the battery and I only need to send the data from one app because the collection continues in the background.
Is there any way to know if these multiple apps are running and notify the app that other app is collection and sending the data?
No. The apps are sandboxed and cannot interact.
The framework will have no way of communicating with the other apps unless it sets-up some sort of networking on the client (not advised).
I wouldn't worry about it.
I'll probably look the problem inside out. When I start receiving info on the server from same ip/mac combination simultaneously I'll return a flag to all but one client on that particular device. When my framework receive that kind of flag, it will stop sending data, because someone else is already doing the same.
PS Your framework sounds like creepy spy thing though :)
I have just delivered a prototype for a big client, everything was fine but I'm now curious to know if the solution/architecture I've chosen was the right one or there's place for improvement in case the project will keep on.
The task was to build two iOS apps: one running on 5 different iPhones, and another running on 2 iPads. Basically the iPhone applications had to communicate information to the iPads, and occasionally they also had to send information between each other (iPhone to iPhone). All the infos where small JSON objects/chunks whose size was small, really small.
The app was not intended to reach the app store, is a working prototype to test out some ideas in a user testing environment.
I discarded bluetooth because we are talking about a peer-to-peer communication, not a one-to-one.
What I did was to use web sockets thanks to SocketIO, through a small Node.js server that was running on my mac. The server was really simple, just receiving the messages from the clients and broadcasting information to the other ones.
What do you think? Is the solution I've chosen ok, or there are better ones?
For example, this morning I've just found out these thread here on SO, and I've discovered I could have used GameKit. What do you think?
Socket.IO is nice because it is fairly simple to implement but it has the downside of requiring a central server. If you wanted to avoid that, you could use the Multipeer Connectivity framework that was introduced in iOS 7.
It will let you create one-to-one communication channels between devices on either the same WiFi network or Bluetooth. Once the channel is created, you can send whole NSData objects (or create streams but it doesn't seem relevant to your use case).
A good read : http://nshipster.com/multipeer-connectivity/
The WiTap sample from Apple demonstrates peer-to-peer networking over Wi-Fi and Bluetooth. Using Bonjour, the application both advertises itself on the local network and displays a list of other instances on the network. Supports infrastructure networks, peer-to-peer Bluetooth, and peer-to-peer Wi-Fi (on compatible hardware).
I have personally tested it and it works fine and well documented.
I think socket.io is the best choice. It is built on top of engine.io (which in turn is built on the fastest websocket implementation: ws) It has oldest to newest fallbacks, so it starts with long polling and works its way up. This guarantees a quick initial connection instead of needing to poll the device for features. You can read more on this here. Best of all, it handles everything seamlessly. You write your code as if websockets are supported on connecting devices and if not it will use other methods behind the scenes.
This post details many of the websocket libraries you could use with your server. Which websocket library to use with Node.js?
I am convinced Bonjour is the best solution:
Apps can also leverage Bonjour to automatically detect other instances
of the app (or other services) on the network.
However I've never used it myself; perhaps someone who has can comment?
There are two applications. How can they share information? Can we use a common database for them? Perhaps we can pass parameters from one application to another?
You cannot directly share any resources; every app is in its own "sandbox" and cannot access the resources of any any other app.
You can send data back and forth between apps a couple of ways, however.
If you want everything to stay on the device then you can implement application:openURL:sourceApplication:annotation: in both apps and provide a custom URL handler for both. The user will experience the device switching between the apps as they launch each other.
If you are willing to use a server and internet connection, then both apps can read and write the same server resource. When each app launches or becomes active, it can check for updated information on the server.
I want to get to know how I can transfer data easily between 2 iPhones, over wifi. I would like to know if I could do that without having a server or database, but within an app (so without using email).
Game Kit has support for Peer-to-Peer-Connectivity and is, despite the name, not only usable for games:
The GKSession class allows your application to create and manage an
ad-hoc Bluetooth or local wireless network, as shown in Figure 1.
Copies of your application running on multiple devices can discover
each other and exchange information, providing a simple and powerful
way to create multiplayer games on iOS. Further, sessions offer all
applications an exciting mechanism to allow users to collaborate with
each other.
You can also check out Bonjour API from Apple. I am not sure if you need a static IP for it to work or it can just work over wifi. Just trying to give a pointer.
Based on your exact usecase, it can work well.
Check it out here, Game center is also there.
http://developer.apple.com/technologies/ios/networking.html