I am trying to start a GKSession between a simulator and ipad. But i think they are not even connecting because i try to list the clients and servers respectively. Nothing is displayed on both the device and the simulator. I was trying this Ray Wenderlich's tutorial http://www.raywenderlich.com/12735/how-to-make-a-simple-playing-card-game-with-multiplayer-and-bluetooth-part-1 and even the 2nd part of the tutorial. Well I tried downloading their project and tried running it. It does not list the clients and severs so i am assuming that it is not connecting at all.
And i was thinking maybe its because i am using it on iOS6.0.1? Do you reckon its the version issue?
I am not posting any code here because i was just trying to follow the tutorial above. And ofcourse there are no other error.. they are running perfectly fine, its just that the clients and server is not listed.
Any help would be highly appreciated.
I need to answer this, it was because i was trying to run this code in my organization's network environment (the network has restrictions). so when i tried at the home network it did work perfectly fine.
Related
For Past 4 week i observer when i run my Xcode application on simulator on first time simulator launch it consume around 500MB internet data.
This is not project specific issue. Every time when i shutdown and start the mac and run Xcode as soon as simulator open it will consume same amount of Data.
Can any one help me What is the issue?? or any background service run??
Xcode version: 11.6 (11E708)
simulator: 13.6
OSX: 10.15.6
Please help me unnecessary every time my Internet Data is consume i have to fix this
This issue is still persist after updating to xcode 11.7
Thanks For #Rado for suggesting the https://apple.stackexchange.com/.
After posting the question on https://apple.stackexchange.com/ i fond the answer.
Orginal Answer: Xcode simulator constantly download something
Answer:
rename the file com.apple.nsurlsessiond(Dont delete) in
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/System/Library/UserEventPlugins/com.apple.nsurlsessiond.plugin/
to something -com.apple.nsurlsessiond
and also the file nsurlsessiond(Dont delete) in
/Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/Library/Developer/CoreSimulator/Profiles/Runtimes/iOS.simruntime/Contents/Resources/RuntimeRoot/usr/libexec/
to something -nsurlsessiond
Apps with admob works perfectly also no problem with safari
If you don't need an internet connection for testing you application, you could simply disable the network.
You could run wireshark and see what it is actually doing, or at least see where it is connecting to.
I used tripmode firewall don't give simulator internet access only give when you need it.
Works fine but when you forget to turn it off and start the simulator next time, you feel horrible :(
I have an Electron app in the Mac AppStore that is essentially just a wrapper around a hosted web app. A few months ago one specific thing has stopped working in this app. I'm using redux-offline to sync changes to the server and this is just not happening any more.
It's working when running it outside of Electron - in any modern browser.
All other requests are working fine.
It's working when debugging it locally.
It's working when running the built version locally.
BUT it fails in the published Mac App Store version. I'm not catching any errors in my logs (server-side or client-side). I just upgraded to the latest Electron (electron#4.1.4, electron-packager#13.1.1) hoping it would solve it - to no avail. I don't even know how to properly debug it since it's only failing in the published version.
Any ideas? On causes, solutions or ways to debug it?
Seems like your application closes by itself. Check all of app.quit executions. For me issue was that app.requestSingleInstanceLock() returns the wrong value for Mac Store build. Please check this issue, if the problem is related to app.requestSingleInstanceLock().
I started the IOT Foundation service following the steps in Jeff Sloyer's tutorial on using a Raspberry Pi, Python, etc. I start the IOT service, and I get the page to Launch Dashboard. However, when I do this, it just spins.
I found the similar question where someone else hit a launch dashboard problem on a MAC where they got it working on another platform, so I tried it from Windows. Windows is working fine. But, I can't get the dashboard from my Mac, which is the laptop I want to work on. The similar question had no resolution, and wouldn't let me add a comment to it, hence a new question.
There was a defect which has now been fixed and the IoT dashboard should work on safari browsers.
Part 1 - Description of the problem
I have the DK2 and I am working on a VR project. This project uses FirefoxNightly. I've downloaded it and installed the WebVR Enabler Add-On
Got this from http://mozvr.com/downloads/
I have also downloaded and installed the latest SDK and Runtime for Windows from https://developer.oculus.com/downloads/
I am also getting this on the Oculus Configuration Utility (while the oculus is plugged in):
However, I have gone on another computer with windows.. installed everything just like on this windows computer and it clearly shows the Oculus Rift connected properly but the head tracking still not working.
EDIT: I just tried connecting the oculus rift to this "second" pc ( dell laptop ) and now it doesn't even recognize the oculus rift. Still no head tracking.
EDIT 2: I tried installing everything on a third PC without success. I'm getting "service unavailable" on the Oculus Configuration Utility
My display mode is set as shown in the image.
Part 2 - Questions
What am I doing wrong? Is there a step I forgot to do? The weird thing is, I have the same project running on Mac without having any problems. Yes, on windows I can see the screen through the oculus rift but head detection is just not present.
Part 3 - list of possible fixes that did not work
This reddit post talks about the firewall issue however I tried the oculus rift with the firewall disactivated without success.
This reddit post talks about a possible fix by reinstalling everything and updating certain drivers.. however I have followed this fix step by step without success.
This oculus forum post talks about the issue and one person proposes a fix that worked for him/her. I followed the fix without success.
Part 4 - System info
If you require specific translations let me know. It is in French.
Part 5 - List of things I have tried that have been thought of
I have reinstalled everything. SDK (is not even needed in fact), runtime, firefoxnightly, webvr add-on multiple times
I have rebooted my computer multiple times
I have tried the different Rift Display Mode
Basic demos from mozvr.com and other webvr based projects work fine but head tracking does not work.
My Oculus is not broken (maybe for windows), it works fine for the Mac.
I've tried using different HDMI cables and Different minUSB-USB cables without success.
Part 6 - Quotes from the forum
First post
This sounds like the same issue a lot of us are having with the 0.5
and 0.6 versions. It's not something wrong with the cables, but with
the Runtime itself. Direct-mode works flawlessly and in Extended mode
the rift still displays a picture, altho without any tracking etc from
the runtime. Hoping it'll be fixed in the next update.
I've seen head tracking break in Firefox Nightly sometimes but I can usually solve it by restarting the browser once or twice, assuming that the hardware and Oculus side of things is working correctly.
Today, most games made for the Oculus Rift are based on specific versions of the Oculus Rift. I found this GUI desktop application that seems to solve most of those problems.
The idea is to install all Oculus Rift Runtime versions and then use the GUI to switch between each version.
The link above is to a reddit post that talks about how to install the application and the different runtimes.
You must install the runtimes from oldest to newest otherwise you'll run into some difficulties, like I unfortunately did. If I'm not mistaken runtime version 0.8 is very buggy and I never really got it to work.
Good luck.
This is what I did to get the Oculus DK2 working on my Windows 10 Laptop:
Create a windows restore point before you start this.
Download oculus_runtime_rev_1_sdk_0.4.4_win.exe from the Oculus downloads page.
Run the installer. Do not restart your computer when prompted.
Go to C:\Program Files (x86)\Oculus\Service folder, right click on OVRServer_x86.exe and go to properties.
In the compatibility tab, check Windows 8 mode, and Run As Administrator.
Run OVRServer_x86.exe
That's it.
The Good News
You should now be able to run direct to rift games. The HELIX rollercoaster app works well. So does the 6000 Moons demo. Most others do not. Depending on the game, you may need to go to your windows display settings, and fiddle with the screen resolution and rotation of the Oculus display.
The Bad News
Your computer may not restart. When I did the above, and later restarted, the computer hung on the windows loading page. I had to go into advanced start mode and load a system restore point. Definitely not the best user experience, but at least I got something working.
I am currently trying to develop a Windows Phone 7 app and corresponding REST Web API project. I have been encountering problems with the emulator talking to the API. After testing with JQuery and Fiddler I came to find that the emulator is losing internet connectivity with my system.
I am wondering if anyone else has seen this issue and can recommend something. At this moment the only fix I have been able to find is to restart my entire machine which is not something that makes development either fun or efficient. If anyone can recommend anything I would greatly appreciate it.
Fiddler creates a proxy when running. Gotta reset the Internet Options of the host machine and it usually goes back to working