One the items that caught my eyes in Apple's WWDC demos was the gaming extension that was layered onto the Apple TV box. Games enabled with Airplay can now mirror and even display separate content on the TV. Think of it as your iPhone and iPad as the controller but also as the gaming machine beaming the game onto your HD TV screen. Demos also showed four iPhone users playing concurrently on the same TV screen, competing with each other. Apple is not making a lot of noise about this yet – as iOS 6 is not out. But the implications can be huge. Graphics and computing power on the iPad and iPhone are respectable to say the least. Kids and adults alike are moving off of Nintendos and Playstation Portables (ok, fewer of those) onto iPod Touch, iPhones, iPads because the games are there and can do more than what they do on the platforms. The Kindle Fire and other Android devices are successful in this domain. But the Android horde lacks the bridge to the big screen that Apple TV brings to the fore with a $100 entry fee (beyond Samsung TV's built-in connectivity). Apple TV Airplay-enabled Game Center will use the iOS device as controller with the accelerometer and also as a second 'private' screen for the player using it. This is like having a Nintendo Dual Screen device where the game screen is 40", 50", 60" big. The local screen, on the iOS device, acts as the private control view. XBOX is built into the Windows Phone platform. But Microsoft did nothing to make it interesting beyond messaging for gamers. There are no mobile, GPS or context-enabled extensions for the XBOX games you love. You cannot use the phone as controller either. Who knows, maybe now the creativity will strike and this will happen. And nobody knows how the next iPhone or Apple TV will take this even further. Fun stuff.
Say what you will, this is pretty cool – at least at the idea level: a specialized, HTML5 web browser for mobile devices that provides special hooks for HTML5 apps granting them access to native device features. Pretty nifty, right? Naturally the people who control the platform, kinda get to decide what can and cannot run, maybe get a cut of the action for the business that they are generating for you and for the work that they invested in making and marketing the app.
In exchange for openness, you get cool features (especially for games) and capabilities you otherwise will not be able to provide. Tradeoffs tradeoffs. Still, pretty darn cool.
An app we were building for the iPad was recently approved by the client. Being a more capable organization, the client wanted us to build the app for them using their Apple developer and app store credentials for submission. To do that they sent us the three necessary files:
- Public Key (Distribution)
- Private Key (Distribution)
- Mobile Provisioning Profile (Distribution > AppStore)
I also modified the app's bundle identifier to reflect the identifier specified by the client.
I merrily added the keys and certificate to the OS X key chain. Yet Xcode was unable to build using these updated credentials. The error that was reported was:
"Profile does not match any valid certificate/private key pair in the default keychain"
After digging around I pinged my friend Glenn Martin from Intrepid Development to see if he knew what was wrong. Glenn actually knew what went wrong: apparently OS X 10.6.8 imports keys to the System key chain instead of the Login key chain. Xcode only looks at the Login key chain. All the was necessary to fix the issue was to drag and drop the key in the Keychain Access application from the System key chain to the Login one. Mindless fix to a truly frustrating problem.
Hope it helps you.