connect什么时候可以给ios健康人的心率写入心率

app苹果iOS类(8)
心跳包的发送,通常有两种技术
方法1:应用层自己实现的心跳包&
由应用程序自己发送心跳包来检测连接是否正常,大致的方法是:服务器在一个 Timer事件中定时 向客户端发送一个短小精悍的数据包,然后启动一个低级别的线程,在该线程中不断检测客户端的回应, 如果在一定时间内没有收到客户端的回应,即认为客户端已经掉线;同样,如果客户端在一定时间内没 有收到服务器的心跳包,则认为连接不可用。
方法2:TCP的KeepAlive保活机制
因为要考虑到一个服务器通常会连接多个客户端,因此由用户在应用层自己实现心跳包,代码较多 且稍显复杂,而利用TCP/IP协议层为内置的KeepAlive功能来实现心跳功能则简单得多。 不论是服务端还是客户端,一方开启KeepAlive功能后,就会自动在规定时间内向对方发送心跳包, 而另一方在收到心跳包后就会自动回复,以告诉对方我仍然在线。 因为开启KeepAlive功能需要消耗额外的宽带和流量,所以TCP协议层默认并不开启KeepAlive功 能,尽管这微不足道,但在按流量计费的环境下增加了费用,另一方面,KeepAlive设置不合理时可能会
因为短暂的网络波动而断开健康的TCP连接。并且,默认的KeepAlive超时需要7,200,000 MilliSeconds, 即2小时,探测次数为5次。对于很多服务端应用程序来说,2小时的空闲时间太长。因此,我们需要手工开启KeepAlive功能并设置合理的KeepAlive参数。
以上转自网络。
&&跳包之所以叫心跳包是因为:它像心跳一样每隔固定时间发一次,以此来告诉服务器,这个客户端还活着。事实上这是为了保持长连接,至于这个包的内容,是没有什么特别规定的,不过一般都是很小的包,或者只包含包头的一个空包。
&&&在TCP的机制里面,本身是存在有心跳包的机制的,也就是TCP的选项:SO_KEEPALIVE。系统默认是设置的2小时的心跳频率。但是它检查不到机器断电、网线拔出、防火墙这些断线。而且逻辑层处理断线可能也不是那么好处理。一般,如果只是用于保活还是可以的。
&&&心跳包一般来说都是在逻辑层发送空的echo包来实现的。下一个定时器,在一定时间间隔下发送一个空包给客户端,然后客户端反馈一个同样的空包回来,服务器如果在一定时间内收不到客户端发送过来的反馈包,那就只有认定说掉线了。
&&&其实,要判定掉线,只需要send或者recv一下,如果结果为零,则为掉线。但是,在长连接下,有可能很长一段时间都没有数据往来。理论上说,这个连接是一直保持连接的,但是实际情况中,如果中间节点出现什么故障是难以知道的。更要命的是,有的节点(防火墙)会自动把一定时间之内没有数据交互的连接给断掉。在这个时候,就需要我们的心跳包了,用于维持长连接,保活。
&&&在获知了断线之后,服务器逻辑可能需要做一些事情,比如断线后的数据清理呀,重新连接呀……当然,这个自然是要由逻辑层根据需求去做了。
&&&总的来说,心跳包主要也就是用于长连接的保活和断线处理。一般的应用下,判定时间在30-40秒比较不错。如果实在要求高,那就在6-9秒。
心跳检测步骤:
1客户端每隔一个时间间隔发生一个探测包给服务器
2客户端发包时启动一个超时定时器
3服务器端接收到检测包,应该回应一个包
4如果客户机收到服务器的应答包,则说明服务器正常,删除超时定时器
5如果客户端的超时定时器超时,依然没有收到应答包,则说明服务器挂了
转自:.cn/s/blog_a459dcf.html
根据上面的介绍我们可以知道对端以一种非优雅的方式断开连接的时候,我们可以设置SO_KEEPALIVE属性使得我们在2小时以后发现对方的TCP连接是否依然存在。
具体操作:
&&& //设置KeepAlive&&& &
&& 1、&BOOL&& bKeepAlive&& =&& TRUE;&&& &
&& &int nRet=::setsockopt(sockClient,SOL_SOCKET,SO_KEEPALIVE,(char*)&bKeepAlive,sizeof(bKeepAlive));&&& &
&& &if(nRet!=0)&& &
&& &{&&& &
&& &&&&&AfxMessageBox(&出错&);&
&& &&& &return&& ;
&& &}&&& &
&& 2、感觉两小时时间太长可以自行设定方法1&
//设置KeepAlive检测时间和次数&&& &
&& &tcp_keepalive&&& inKeepAlive&& =&& {0};&& //输入参数&&& &
&& &unsigned&& long&& ulInLen&& =&& sizeof(tcp_keepalive );&&&&&&& &
&& &tcp_keepalive&&& outKeepAlive&& =&& {0};&& //输出参数&&& &
&& &unsigned&& long&& ulOutLen&& =&& sizeof(tcp_keepalive );&&&&&&& &
&& &unsigned&& long&& ulBytesReturn&& =&& 0;&&& &
&& &//设置socket的keep&& alive为10秒,并且发送次数为3次&&& &
&& &inKeepAlive.onoff&& =&& 1;&&&&& &
&& &inKeepAlive.keepaliveinterval&& =&& 4000;&& //两次KeepAlive探测间的时间间隔&&& &
&& &inKeepAlive.keepalivetime&& =&& 1000;&& //开始首次KeepAlive探测前的TCP空闭时间&&& &
&& &nRet=WSAIoctl(sockClient,&&&&& &
&& &&& &SIO_KEEPALIVE_VALS,&&& &
&& &&& &(LPVOID)&inKeepAlive,&&& &
&& &&& &ulInLen,&&& &
&& &&& &(LPVOID)&outKeepAlive,&&& &
&& &&& &ulOutLen,&&& &
&& &&& &&ulBytesReturn,&&& &
&& &&& &NULL,&&& &
&& &&& &NULL);&&& &
&& &if(SOCKET_ERROR&& ==&& nRet)&&& &
&& &{&&& &
&& &&& &AfxMessageBox(&出错&);
&& &&& &&& &
3、感觉两小时时间太长可以自行设定方法2
因此我们可以得到
& & int& && && && && &&&keepIdle = 6;
& & int& && && && && &&&keepInterval = 5;
& & int& && && && && &&&keepCount = 3;
& & Setsockopt(listenfd, SOL_TCP, TCP_KEEPIDLE, (void *)&keepIdle, sizeof(keepIdle));
& & Setsockopt(listenfd, SOL_TCP,TCP_KEEPINTVL, (void *)&keepInterval, sizeof(keepInterval));
& & Setsockopt(listenfd,SOL_TCP, TCP_KEEPCNT, (void *)&keepCount, sizeof(keepCount));
详见:http://blog.csdn.net/gavin1203/article/details/5290609
对setsockopt的操作,详见:/hateislove214/archive//1869886.html
参考知识库
* 以上用户言论只代表其个人观点,不代表CSDN网站的观点或立场
访问:40977次
积分:1124
积分:1124
排名:千里之外
原创:56篇
转载:84篇
(11)(12)(6)(10)(3)(9)(2)(12)(6)(10)(53)(10)这是我在网上找到的一篇写的很不错的关于在填写Itunes connect上面的英文信息时的指导文章,值得推荐给大家!我是如何提交我的app到itunesConnect?具体步骤如下:1) 用你的苹果开发者账号登录到itunes connect如果是第一次登录,苹果会提醒你一些许可。不管他,直接点击“ Accept Terms ”继续。 2)点击---&My Apps.3) 点击“ +” 添加新的app.(注:如果是版本迭代,也就是说,更新以前的项目,那你直接选择以前的项目进入就OK)4) 选择“ New iOS App”.5) 以下是你进入新的页面后看到的一些信息:&&& a) Company Name: 如果这是第一次,你正在提交的应用程序到iTunes连接,你需要指定您的公司名称。这个名字将与您的应用程序显示在苹果App Store 。Note: 您不能更改本公司名称,因此一定要输入正确的姓名。&&& b) Name: Your app's name as it will appear on the Apple App Store.
Note: This name cannot be longer than 75 bytes. &&& c) Primary language: The primary language you will be using to enter your apps details in iTunes Connect.
&&& d)& Bundle ID: Select the bundle ID you created when generating the app's binary.
The bundle ID is a unique identifier used by iOS and Mac OS X to detect any future updates to your app.& The bundle ID is specific to the app type, and therefore cannot be used for both iOS and MAc apps.&
Note: Your bundle ID must be registered with Apple and unique to your app.
&&& e)& Version Number: Enter your app's Version Number. See
How do I find my app's version number for Apple? for information on finding your version number.
&&& f) SKU Number: A unique ID for your app, which will not be seen by the users. You can enter any value using letters, numbers, hyphens, periods, and underscores.
Note: Do not start with a hyphen, period, or underscore. &&& g) Click Create.6) Add screenshots of your app. &&& Your images must be: &&& - 72 dpi &&& - RGB colors &&& - JPEG, TIFF, or PNG image file& &&& Your images must not Include: &&& - Transparencies &&& - Alpha channels &&& - Mobile device's status bar &&& a) Click on the the device type (4-inch, 3.5-inch and iPad) &&& b) Click Choose File for each format, and upload the following images:3.5-Inch Retina Display Screenshots: 640 x 920, 640 x 960, 960 x 600 or 960 x 640 px
4-Inch Retina Display Screenshots: 640 x
x 600, 1136 x 640 px
iPad Screenshots:1024 x 768, 1024 x 748, 768 x
x 2048 or 1536 x 2008 px
7) Enter the following app information: &&& a) Name: Your app's name as it will appear on the Apple App Store.
&&& b) Description: Write a description that best describes your app.
&&& We recommend elaborating on your app's features and functionality. &&& c) Keywords: Add keywords that describe and are related your app. The keywords assist users to find your app when searching the Apple App Store.&
&&& d) Support URL: A website where your users can find contact information.
&&& e) Marketing URL (optional): A website where your users can find more information about your app.
&&& f) Privacy Policy URL (optional): A link to your company’s privacy policy.&
Note: The Privacy Policy URL is mandatory for all apps that offer auto-renewable or free subscriptions and for apps that are set to Made for Kids.8) Enter the following app information: &&& a) App Icon: Your app's name as it will appear on the Apple App Store.
&&& b) Version: Write a description that best describes your app.
&&& c) Copyright: The owner of the exclusive rights to the app, preceded by the year the rights were obtained (e.g: 2014 Como).
&&& d) Category: Select the category that best describes your app.&
&&& Note: This determines how your app is categorized in the Apple App Store.
&&& e) Sub-category:You can select an additional subcategory (optional).&
&&& f) Rating: Click Edit and then select how often each Apple content description appears in your app.&
&&& Your selections determine the appropriate audience for your app, both in terms of parental and territorial controls.&
&&& g) License Agreement: Click Edit to change your existing licence agreement.&
&&& h) Copyright: The owner of the exclusive rights to the app, preceded by the year the rights were obtained (e.g: 2014 Como).
&&& i) (Optional) Trade Representative Contact Information: To offer your app on the Korean App Store, you must provide additional information. This information will be displayed with your app on the Korean App Store.&
&&& j) Routing App (optional): .geojson files that specify the geographic regions supported by your app. See Apple for more information.9)& Submit the Binary file via the Application loader on a Mac computer. See
How do I upload my app using the Application Loader? for more information and next steps.&
Note: This process takes about 10 minutes.10) Click + by Build and upload your updated build. ?This is only available after your binary file has been uploaded. 11) Select the relevant build.12) Click Done.13) Newsstand: Do not turn this feature on. It is not supported by the Como platform.
14) Enter your app review contact information, where Apple can contact you (or someone within your organization) with issues regarding the review process.
Note: This information is not visible to your app users.15) Select Automatically release this version once it has been approved.16) Click the Pricing tab.17) Select the availability date and price tier for your app: &&& a) Availability Date: The date your app will become available for purchase on the Apple App Store.
&&& Note: If your app is still awaiting Apple's approval, it will only become available after it has been approved.
&&& b)Price tier: This determines both the customer price and your proceeds (Your apps price minus Apple’s commission and applicable taxes). If you choose to charge for your app, you must have a Paid Applications contract with Apple before
you can sell your app. &&& c) Discount for Educational Institutions: Select to offer your app at a discount to educational institutions when they purchase multiple copies at once.
Note: You must sign the Apple Paid Application Agreement before this app will be available to education customers. There you can find the details of the discount.
&&& d) Specific territories: Select the countries and App Stores where your app will be available. Note that by default all countries are chosen.
&&& e) Click Save. 18) Click Submit for Review.19) Select the following:a) No in Export Complianceb) No in Content Rightsc) Yes in Advertising Identifierd) Select Attribute this app installation to a previously served advertisement.
f) No in Previous Purchase Restrictions.g) Click Submit.--------------------------------------- 华丽的分隔线 ---------------------------------------实际使用中有几个需要注意的地方:1) 选择本地化语言那里,我建议是至少要保留English,因为有时候英文原文的意思才准确,本地化之后的语意会有点问题;2) 版本发布那里,一定要选择手动发布此版本,不然审核一旦通过就自动上架了;3) Pricing选项中,注意选择要发行的国家,主要是为了避免坏帐和黑卡等问题;4) 如果用到了IDFA,注意要在审核的时候很明显的区域放置定向广告(顶部放一张图片,点击后可跳到一个正常的网址即可),同时在提交的备注中写明The banner at the top of the game view is an advertising links. 游戏顶部的banner是一个广告链接5) 新版本提交需要一个关于隐私声明的网址,在应用内需要放置一个按钮,可点击查看,是时提交页输入框也需要填写该网址;6) 备注一定要写清楚account info,比如登录的用户各及密码,给的帐号在应用中体验时不要遇到有什么难度的操作,不然也容易被打回;7) 审核过程中,应用内不要出现什么兑换码之类的东西,苹果会认为你可能私下要搞什么充值,比如你们私下通过paypal交易,获得一个码而这个码可以获得相应的物品,这样苹果就会损失那件商品的30%收入;8) 如果游戏提供试玩功能,那试玩功能不要进行什么限制,比如不绑定帐号不给充值这种或者试玩最高只能升到多少级;9) 上传的截图,最好跟游戏内的界面有关,不然也容易被拒(当然也需要看运气了);10) 商品的选择一定要注意,是消耗型(Consumable)还是非消耗型(Non Consumable)的;相关的截图:&
以上就介绍了IOS项目发布时如何填写Itunes Connect的app信息,包括了方面的内容,希望对IOS开发有兴趣的朋友有所帮助。
本文网址链接:/article/detail_161914.html
上一篇: 下一篇:

我要回帖

更多关于 健康心率 的文章

 

随机推荐