MultipeerConnectivity | Xamarin.iOS Multipeer Connectivity Example : Discovery & Chat | iOS library
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Xamarin.iOS Multipeer Connectivity Example: Discovery & Chat.
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QUESTION
Currently trying to get MultiPeerConnectivity to work. The current problem is with the session host. The view controller that joins the session works correctly, as in it shows the name of the host and lets me try to connect, however instead of appearing a dialogue to accept or deny on the host device, nothing happens, and after a few seconds of waiting, the device trying to join the session times out and shows that the host declined. I don't get what I might be doing wrong, the relevant part of the code below.
View Controller joining the session:
...ANSWER
Answered 2020-Jul-02 at 23:09This worked for me:
Downgrade from using SceneDelegate and don't use UIScene.
Completely remove the “Application Scene Manifest” entry from Info.plist
Remove the SceneDelegate class, and remove the scene-related methods in AppDelegate
Add 'var window: UIWindow?' to your AppDelegate class.
Your app under iOS 13 it will have the same life cycle as iOS 12. And Multipeer connectivity should work as it is originally designed.
QUESTION
This is a follow up to my previous question here however this question should be able to stand alone. I get the following error when I try to import tensorflow while there exists a file containing from tensorflow import keras
.
ANSWER
Answered 2020-Jun-07 at 08:59Allright so this is a bug. I reproduced your issue using the python
docker
container, only installing the latest tensorflow
. What fixed it, was renaming code.py
to test.py
(or anything else for that matter). This means this this is for sure a tensorflow
issue. During import tensorflow
, python
will for some reason also import your code.py
. Will you file an issue or should I?
QUESTION
I am trying to build a basic application to send messages between nearby iOS devices with Multipeer Connectivity Framework. I have tried many tutorials but it seems in Xcode 11 browsing nearby devices and accepting requests does not work as it did before.
Here is my view controller & delegate methods:
...ANSWER
Answered 2019-Oct-26 at 21:48It seems MCAdvertiserAssistant
and MCBrowserViewController
are not updated for latest versions of iOS & Swift, hence they're not working properly.
I solved it by using MCNearbyServiceAdvertiser
instead of MCAdvertiserAssistant
and MCNearbyServiceBrowser
instead of MCBrowserViewController
. Note that by using these classes, you'll need to perform basic operations yourself such as listing founded devices, showing and handling invitation alert.. etc.
You can use these classes as below.
Definition:
QUESTION
I noticed that under certain circumstances Progress.fractionCompleted
exceeds 1.0 or even resets back to 0. I first noticed it while using the MultipeerConnectivity framework, where I built a progress tree with Progress instances returned from MCSession.sendResource
.
The code below reproduces the strange behavior. Simply copy paste.
...ANSWER
Answered 2019-Nov-23 at 19:15In an attempt to remove sources of doubt, I've gone through various exercises such as adding a delay before each change in a child progress, twiddling various numbers, and even translating the whole thing into Objective-C to make sure this isn't some sort of Swift numerics issue:
QUESTION
As far as I understood correctly it should be possible to connect to non iOS- and non MFi-devices via Classic Bluetooth, as long as the supported Bluetooth-Profiles (as described in https://support.apple.com/HT204387) are used.
However, I have no idea how to use these profiles (especially PAN) and did not find any examples or documentation that are using them. Related Questions in the Apple Developer Forums are stale and unanswered for many many years...
When my understanding is correct then
- CoreBluetooth.framework is only for BLE
- ExternalAccessory.framework is only for devices with MFi
- MultipeerConnectivity.framework is only for iOS devices
- BluetoothManager.framework is private - so can't be used in a public app (at least the BeeTee example does list the device...)
Are there any more options? Did I miss something?
...ANSWER
Answered 2019-Sep-24 at 16:11Your understanding is almost correct until iOS 13, which added GATT over BR/EDR ("Classic"). There's also L2CAP since iOS 11.
There is no app access to other Bluetooth profiles. The device supports them, but there is no SDK.
QUESTION
I am sending data between devices, that is an JSON encoded custom class I have created that conforms to Codable.
...ANSWER
Answered 2019-Sep-06 at 22:18JSON does not encode types. It just encodes data. It's up to you to decide how to map that data to types in your system. If you need to tell the other side what the type is, you'll need to encode that in the JSON.
If you're only working with Cocoa devices (iOS/macOS), you may want to use NSSecureCoding
and NSKeyedArchiver
rather than JSON. This format does send type information, and is designed for sending full objects (rather than just data) between programs. For an example project, see https://www.objc.io/issues/8-quadcopter/the-quadcopter-client-app/.
QUESTION
I am trying to send data between 2 classes via MultipeerConnectivity. I am trying to do this via delegate methods.
I have defined this protocol:
...ANSWER
Answered 2019-Aug-14 at 12:01protocol AssetDelegate {
func changeThisName(data: Data)
}
class A: AssetDelegate {
func goToClassB(){
var b = B()
b.assetDelegate = self // <-- I don't see this line in your code
}
}
class B {
var assetDelegate: AssetDelegate?
func passDataToA(){
self.assetDelegate?.changeThisName(whatEverDataHere)
}
}
QUESTION
I'm trying to write the browser/discovery side for a Multipeer Connectivity app in Objective-C++. I think I can advertise, as far as I can tell anyways since I can see it using Discovery (https://itunes.apple.com/us/app/discovery-dns-sd-browser/id1381004916?mt=12). But my browser doesn't see anything. What am I doing wrong?
...ANSWER
Answered 2019-Apr-16 at 05:58I (finally) figured it out. MultipeerConnectivity needs a run loop. This is not in the documentation.
I assumed that the MultipeerConnectivity API created the threads and/or loops it needed upon the method call [browser startBrowsingForPeers]
. It does not.
Nowhere in this code is a run loop started. Also, interestingly enough, using a NSThread directly doesn't start a run loop, even though it's implied that it will:
Your application neither creates or explicitly manages NSRunLoop objects. Each NSThread object—including the application’s main thread—has an NSRunLoop object automatically created for it as needed. If you need to access the current thread’s run loop, you do so with the class method currentRunLoop.
What will create a run loop (and start it) is CFRunLoopRun()
:
The current thread’s run loop runs in the default mode (see Default Run Loop Mode) until the run loop is stopped with CFRunLoopStop or all the sources and timers are removed from the default run loop mode.
What will stop it, then, is CFRunLoopStop(CFRunLoopRef rl)
:
This function forces rl to stop running and return control to the function that called CFRunLoopRun or CFRunLoopRunInMode for the current run loop activation.
Of course, CFRunLoopStop
takes a CFRunLoopRef
as an argument. You can get that by using CFRunLoopGetCurrent
, just remember it's a reference and may expire at any time. I think you can be pretty sure that the run loop won't die while you're in the callback that's running in the run loop. But I wouldn't count on it sticking around afterwards. In fact, in this case, the whole point is to kill it at this point; so I expect it to go away.
QUESTION
Below is my code I'm following an online tutorial but I'm getting the above error.
...ANSWER
Answered 2019-Mar-14 at 12:08Selector() : It receives string/ string-literal as a parameter. It was used previously and #selector
is upgraded definition.
#selector : You are trying to pass a string in #selector
whereas it takes Objective-C type function reference. Correct example is:
QUESTION
I am making a turn-based multiplayer game using the Multipeer Connectivity framework.
When a peer disconnects for whatever reason, I want that player to be replaced by an AI. This way the game can continue for the rest of the players.
To do this, I obviously need to detect when a player has disconnected. I know that I can do this by implementing session(_ :peer:didChange:)
in the MCSessionDelegate
:
ANSWER
Answered 2019-Feb-23 at 09:54Well, at the end of the day the network layer is involved and there can be some delays.
You won't have any influence on the method session(_ :peer:didChange:)
.
In my opinion you can only send one regular ping and if this does return longer than expected, the app assumes that the connection is dead. Of course, this can lead to false positives. So the app thinks the connection is dead, but the connection to the client is still active. The app must then be able to handle this.
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