core-motion

Can I require an iPhone 5S for my app?

删除回忆录丶 提交于 2019-11-30 17:31:34
I'm writing an app which requires the M7 Motion co-processor chip in the iPhone 5S. Since this chip isn't in any other iPhone, the app will only function properly on an iPhone 5S. Is there any way to require that a user has an iPhone 5S before downloading my app? Sort of like how you can make an app iPad specific? I am looking for a way to select the iPhone hardware requirement. Not the iOS version requirement. I spoke with Apple and the correct answer is at this time NO. You can not specify via Required device capabilities or otherwise that an iPhone 5S is required for a specific app. You can

Can I require an iPhone 5S for my app?

柔情痞子 提交于 2019-11-30 16:50:20
问题 I'm writing an app which requires the M7 Motion co-processor chip in the iPhone 5S. Since this chip isn't in any other iPhone, the app will only function properly on an iPhone 5S. Is there any way to require that a user has an iPhone 5S before downloading my app? Sort of like how you can make an app iPad specific? I am looking for a way to select the iPhone hardware requirement. Not the iOS version requirement. 回答1: I spoke with Apple and the correct answer is at this time NO. You can not

In IOS 11, DeviceMotion in background stopped working

依然范特西╮ 提交于 2019-11-30 13:33:06
My app reports and records location, altitude, rotation and accelerometer data (DeviceMotion) while in the background. This works fine on ios 10.3.3. On IOS 11, I no longer have access motion data while the device is locked. Altitude data and location data is still streaming to the console, though. Has something changed in IOS 11 that prevents me from accessing motion data or am I doing trying to access it in a way that Apple now blocks like OperationQueue.main Here is how I'm starting motion updates. If the phone is unlocked, all works fine. If I locking the phone, no more updates.: let

Technique World tracking performance is being affected by resource constraints

不羁岁月 提交于 2019-11-30 13:01:38
问题 While running an ARKit session with world tracking enabled, the Xcode console shows log messages about (I presume: reduced) tracking performance , even though the AR Session is in Normal tracking state, I am using the device in a well-lit office room with plenty of "features" to detect, and The device moves only subtly. TLDR: I want to understand what can be causing them, what impact they have, and how to prevent them, or (re)act on them when they do occur— NB. not simply hide the error.

update frequency set for deviceMotionUpdateInterval it's the actual frequency?

馋奶兔 提交于 2019-11-30 05:28:07
问题 analyzing the deviceMotion.timestamp i saw that the the update frequency set in DeviceMotion is not the actual frequency of update. I implemented an app in order to test, below what I saw! update frequency actual frequency average time between two calls 1/10.000000 10.232265 0.097730 1/20.000000 19.533729 0.051194 1/30.000000 30.696613 0.032577 1/40.000000 42.975122 0.023269 1/50.000000 53.711000 0.018618 1/60.000000 53.719106 0.018615 1/70.000000 71.627016 0.013961 1/80.000000 71.627263 0

In IOS 11, DeviceMotion in background stopped working

。_饼干妹妹 提交于 2019-11-29 19:10:48
问题 My app reports and records location, altitude, rotation and accelerometer data (DeviceMotion) while in the background. This works fine on ios 10.3.3. On IOS 11, I no longer have access motion data while the device is locked. Altitude data and location data is still streaming to the console, though. Has something changed in IOS 11 that prevents me from accessing motion data or am I doing trying to access it in a way that Apple now blocks like OperationQueue.main Here is how I'm starting motion

CoreMotion - magneticField is always 0

倾然丶 夕夏残阳落幕 提交于 2019-11-29 15:21:30
I'm trying to use magnetometer: [myMotionMngr startDeviceMotionUpdatesToQueue: [NSOperationQueue currentQueue] withHandler:^(CMDeviceMotion *motion, NSError *error) { printf("%f\t%f\t%f\n", motion.magneticField.field.x, motion.magneticField.field.y, motion.magneticField.field.z); CMMagneticFieldCalibrationAccuracy acc = motion.magneticField.accuracy; }]; And the filed (x,y,z) is always 0. motion.magneticField.accuracy is always CMMagneticFieldCalibrationAccuracyUncalibrated . According to docs it means that my device has got no magnetometer, however it is no true cause I'm testing on iPad2

Motion Manager is not working in Swift

蓝咒 提交于 2019-11-29 13:24:29
I am try to use motion manager in Swift but the log inside my update block never prints. var motionManager: CMMotionManager = CMMotionManager() motionManager.accelerometerUpdateInterval = 0.01 println(motionManager.deviceMotionAvailable) // print true println(motionManager.deviceMotionActive) // print false motionManager.startDeviceMotionUpdatesToQueue(NSOperationQueue.currentQueue(), withHandler:{ deviceManager, error in println("Test") // no print }) println(motionManager.deviceMotionActive) // print false My Objective-C implementation works fine. Does anyone know why my update block isn't

iphone - core motion (relative rotation)

本小妞迷上赌 提交于 2019-11-29 07:33:06
Is there a way to obtain a relative rotation from core motion? What I need is: how much it rotated in one axis and which direction (+ sign = anti-clockwise, - = clockwise, according to the right-hand rule). I have found the property rotationRate, but I am now sure how I would extract the angle out of it, as this is giving me radians per second. I have done all kind of stuff on the last days but nothing is giving me stable values. I have tried to do a timed sample of core motion data, using a NSTimer and calculate the difference between two samples, so I would have how much it rotated since the

Actual frequency of device motion updates lower than expected, but scales up with setting

我怕爱的太早我们不能终老 提交于 2019-11-29 03:48:30
I am porting an app that I originally wrote using the accelerometer for IOS 3, to incorporate the new IOS 4 motion capabilities. While capturing motion, the application does little else - no graphics updates for example. I'm doing the following to set up motion updates, as a replacement for my previous use of the accelerometer. I do realize that I could rebuild to do my own polling using NSTimer or something, and may pursue that yet. [motionManager setDeviceMotionUpdateInterval:updateInterval]; CMDeviceMotionHandler motionHandler = ^(CMDeviceMotion *motion, NSError *error) { [self