Re: Surely someone knows this ?! Jens knew
Re: Surely someone knows this ?! Jens knew
- Subject: Re: Surely someone knows this ?! Jens knew
- From: J P May <email@hidden>
- Date: Wed, 31 Mar 2010 14:40:52 +0200
On Tue, Mar 30, 2010 at 10:51 PM, J P May <email@hidden> wrote:
if you want to try it yourself, just bring up a gamekit client and server in
xcode, choose the unreliable mode, and install it on two iphones. keep
making the message bigger 1 byte, 2, 3, and see when you reckon the byte
size of the message is big enough it is slowing it down.
In your tests, how many bytes did you reach before performance was degraded?
"tests" is perhaps too grandiose, click over to XCode and build a
gamekit, compile to that old iPod and see what you think. here's all
the code, [self.s sendDataToAllPeers:d
withDataMode:GKSendDataUnreliable error:nil]; i couldn't get any
change with up to "tens of bytes" -- BEARING IN MIND that bluetooth
is wildly messy, the device(s) you use change things wildly,
obviously we don't have a radio cage, etc., so the answer to any
rough experiment with bluetooth on anything is "maybe!"
{THUS, if I was just having really bad bluetooth reception that day,
my trial was meaningless - maybe on a perfect bluetooth day you would
instantly see "Good Lord, it's true, the frequency goes way down when
you change from 1 to 2 bytes!!"}
Indeed in a perfect theoretical world, you could find out exactly how
big the message size is in bluetooth, by doing that "experiment!"
Of course, you could just look up "game kit message size" in the
documentation, but Jens, thank God, has explained why this is not the
case
Best wishes,
Hamish
Take it easy !
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