Is there any way to transfer data over GSM without SIM? [closed] - android

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I want to exchange some data between two android phones. I realize I can do this over WiFi and Bluetooth but their range is much limited as compared to GSM. I'm wondering if I could do this directly using the GSM module.
As far as I know a SIM's function is not to provide transmission but only identification. It allows phone to authenticate with a provider and decrypt the signals sent on that network. The hardware to transmit and receive signals is there in the phone. So if a phone is not registered on the network it would still receive the signals going around it (though for the sake of efficiency it may choose not to do so if unregistered) but not understand it since it can't decrypt it.
Now in light of above, two phones that are in range of one another could directly transmit and receive with each other if programmed to do so. And the range of transmission would be quite good.
Is it possible to program an android phone to transmit data over GSM without a SIM?
Note: I realize what is being asked here may not be implementable straightaway using standard Android SDK. But this is for experimentation and DIY projects so I'm okay working with rooted phone and performing hacks.

No. It is not possible. The Radio Access Network technology, GSM or CDMA is only one part of cellular technologies. There are two main parts in cellular technologies: the Access Network (BTS or, NodeB (UMTS), RNC (UMTS), and RAN technology) and the Core Network, where, in GPRS and UMTS, there are components like Service GPRS Support Node (SGSN) and Gateway GPRS Support Node (GGSN), among other functional components.
In order to send data, first, a cell phone needs to establish a Packet Data Protocol (PDP) context, which involves data stored in the SGSN and the GGSN. For this the IMSI, stored in the SIM, and TMSI are necessary. If the device cannot establish a PDP context, it won't be able to send data.
You can read more in about UMTS Network Architecture Specifications in http://www.3gpp.org/ftp/Specs/html-info/23002.htm
In LTE, it's the same case.

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Why does using pyshark giving me inappropriate results with BLE PCAP [closed]

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I have limited experience with pyshark/scapy, such as capture Bluetooth low energy from sniffer devices. I have unsuccessfully searched for a solution. Any thoughts or suggestions on how to achieve this are welcome. Thanks in advance.
Setup:
I have two sniffer devices which are the Ubertooth one and nrf51-DK. A smartwatch with BLE 4.1 and Android smartphone. The platform is ubuntu 14.04.
Goal:
My goal is to capture the communication between the smartwatch and phone, during the operation of an app(for example: album or browser). All I need is the packet length, source, and destination address.
Current Status:
Initially, I started with nrf51-DK. It doesn't capture from the pairing process, so I bought the Ubertooth device, It shows the paring process, but it doesn't show any other useful components of communication between the two devices. But, there is something called "unknown", seen in the image below.
Wireshark with no Source and Destination in Unknown info
Questions:
1. Is it possible to capture at least 90% of the transmission between the smartwatch and smartphone?
The Wireshark didn't display any address(Source and Destination). Am I still able to decode "Unknow" by using pyshark/scapy?
Notes:
For question 1, I've looked around and found the following:
"This feature causes the MAC address within the advertising packets to be replaced with a random value that changes at timing intervals determined by the manufacturer. Any malicious device(s), placed at intervals along your travel route, would not be able to determine that the series of different, randomly generated MAC addresses received from your device actually relates to the same physical device. It actually looks like a series of different devices, thus, it will not be possible to track you using the advertised MAC address"
so I'm not really sure that the Ubertooth-one or other sniffer devices are able to capture 90% of the transmission.
For question 2, I have saved the PCAP file and trying using pyshark and scapy to display the source and destination address in python, but it doesn't contain an address:
cap = pyshark.FileCapture('Test_1.pcap')
print(cap[2].ip.src)
OUTPUT:
pyshark.tshark.tshar.TsharkNotFoundException: Tshark not found. Try adding its location to the configuration file.
I guess the version of my Wireshark is lower than the pyshark requirement. (current: 1.12.1). But, I have to use the older version of the Wireshark for my sniffer device. Therefore, I'm not really sure if the older version Wireshark cause the problem or the way I'm using pyshark is wrong.
question 2 update:
apt install tshark
I wanted to know if it is good practice to do so, and if not, what would be the best way to achieve this?
As long as the sniffer catches the CONNECT_IND packet (previously called CONNECT_REQ), it will be able to follow the whole connection. Naturally, some packets might be missed if the signal isn't good enough. If a channel map or connection parameter update takes place, it's vital that the sniffer gets this packet (otherwise it will lose sync with the connection).
The Bluetooth Device Address is not sent in every packet. It is only sent in the CONNECT_IND packet (and the advertisement packet).
The problem you have with Wireshark is probably because you decode it using the wrong plugin/decoding format. See the documentation for your sniffer.

Can we connect more than 10 devices with wi-fi hot-spot in Android [closed]

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I am working on project push to talk over wifi hotspot or wifi direct in real time, but I am unable to connect more than 10 devices through one hotspot as android given this limitation.
but I want to connect 40 - 50 devices, so can anyone tell me that how can I connect with multiple devices, So that one message can be delivered on all 50 devices in real time from one device without any router or additional hardware.
USING HOTSPOT IN THE HOUSE WITH MORE THAN 10 DEVICES
I've been searching for an answer to that for a little while. I found something that works with a little money what I end up using was some old devices that I had laying around the house. What you need is two items you need a repeater, and also an old router. if you have to use a repeater alone, it uses it in bridge mode so therefore it will not be assigning new IP addresses. The IP address are assigned by the phone in that case, so therefore you will reach its limit. on top of that, the repeater itself will take away one of the spots on your phone as one of the 10 devices. but I did is the following. I use the repeater which has a ethernet out. connected my phone to the repeater. Then I plugged in my old router into the repeater routers WAN port and connected it with a CAT5 cable to the repeater. Placed the old router into DHCP mode bring it with a new network name. Then connected all the devices to the old router, and none of them show up on the repeater or on the phones hotspot. Basically you're creating a subnet I guess. Works great and honestly for low bandwidth devices it runs fine, the speed test was almost the same as off of the repeater itself. If anything, use the high priorioty/bandwidth devices onto the hotspot directly, and then use the repeater/router for the low bandwidth stuff (smart speakers/plugs/lights)
also another tip I can say. Right now my wireless carrier gives me unlimited hotspot to all of my phones. I have multiple phones that come in and out of the house. So what I have done is place all the phones with the same exact SSID for the hotspot, and also the same exact password. So therefore the Wi-Fi repeater will join so whichever phone is in the house. Personally this has been a great replacement for internet in my house since my demand for internet is not that high. And if you have unlimited internet I guess you can use this even as a replacement for home internet. also this way it distributes the Hotspot data usage to all the different phone.
That seems like a tall order considering the limitations are more to do with the WiFi components than the OS. The only possible approach I see would be to dynamically connect/disconnect the WiFi connections and cycle through each of your 50 connections. Doing that in a timely fashion and without killing the battery in the process will probably be quite challenging.

Is Bluetooth a viable option for a multiplayer turn based game? [closed]

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So I'm currently developing a multiplayer turn-based card game. I'm done all the core game logic and UI, and just trying to figure out the best method of trying to make it multiplayer, with it connecting thru multiple phones. Right now, it seems my only option is Bluetooth, which from what I've researched is a very poor option, especially due to the fact that there's no support for it in emulators. So I'm wondering if there are any alternatives. The alternatives needs the following:
The ability to have what is essentially a "Game Lobby" where players can join "Rooms" (Similar to the ones of many other multiplayer games such as Call of Duty)
Supports API level 8 and above
Connects up to a maximum of 6 players
Does not require the Internet in order the play (This is the most important one)
Does not require any payment in my part (No servers)
Preferably easy to test on emulators
I've also considered direct-WIFI, but it requires API 14, which makes the game unavailable to over half the Android market.
Also, if there isn't any other option, is there an SDK or tutorial for multiplayer Bluetooth turn-based games? And is it even possible to have the ability to have "Game Lobbies" using bluetooth without the devices being paired?
Using Bluetooth fits your list of requirements, and I don't see any other way short of wifi which you ruled out.
As far as I know the Bluetooth communications must be implemented using a client-server model. For example one player must start the game, he will host your Game Lobby, and the other players can connect to it. The host probably also want to play, so you have to implement it in a way that the main "game engine" can communicate with two kinds of players: remote over Bluetooth, and local (the host himself). This is probably a bit tricky but doable.
I'm not sure if there is a limit on the number of active Bluetooth connections. 3 devices at the same time worked fine for me on a pretty old phone (API version 4). However, battery ran out much faster.
About the pairing... The devices I worked with (not phones) were using Bluetooth in server mode, and I had to pair with all of them to use. By the same logic, I think the players will all have to pair with the server (the phone that starts the game).
Given your requirements, I'd say your options are Bluetooth and Wi-Fi Direct. Neither should be easy/supported by emulators (never tried Wi-Fi Direct).
It should be noted that bluetooth needs a master device, that connects up to 7 remote devices. Wi-Fi direct is to my knowledgeable a more decentralized approach (what if the master decides to leave the game?).
Both approaches allow to retrieve discoverable devices. Might be worth considering a hybrid approach, where all devices with Android 4 use Wi-Fi Direct. Older devices also use Wi-Fi direct by connecting, via Bluetooth, to a newer phone that relays the packets.

zigbee hardware in mobile phone [closed]

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Is it required for a mobile phone to have a dedicated Zigbee chip in order to be a Zigbee node (coordinator/router/endnode) ?
If yes, then, I guess there should be a driver module for it as well ?
I don't know about the exact HW structure of mobile phones; in laptop we have a wlan card with its own antenna and driver; how about mobile phone ? there are separate wifi, gps and bluetooth chips with separate driver modules for each, and all sharing the same antenna ?
Thanks
Yes, even though several wireless technologies (WIFI, Bluetooth, ZigBee) can work in the same 2,4 GHz frecuency, you still need a transceiver (transmiter and receiver chip) which supports specifically this technology. In the case of ZigBee, you need an IEEE-802.15.4-compliant transceiver chip.
The idea of including a ZigBee module in one phone is quite interesting. However, I am afraid that you will not find many phones like this. May this change in the future? I have no clue.
Could you give us please more information about your Project? On these kind of projects you usually do not need your phone to be part of the ZigBee network. The coordinator could be connected to one normal PC, and you can provide access to the ZigBee network through an web application. From this application you can serve all data gathered in the network, see the status of the nodes and even send commands.
Another possibility, is to create a network bridge between two technologies, so you can plug a ZigBee chip to your phone through USB, WIFI, Bluetooth, Android port, ... But in this case, unless you find a final product, you will have to assemble some chips and write some code.
At this point in time for ZigBee support the hardware will require a separate IEEE 802.15.4 transceiver chip (802.15.4 is the underlying protocol that ZigBee uses). The most common frequency for operating ZigBee is the 2.4GHz band common to WiFi and Bluetooth, so in theory one chip and antenna could provide unified WiFi + Bluetooth + 802.15.4... but to the best of my knowledge there is nothing on the market (yet). There are however unified Bluetooth+Wifi chips (eg RaLink RT3592BC8). GPS always uses a separate antenna/chip because it operates on a different frequency band.
I've answered a similar question here:
https://stackoverflow.com/a/16985211/1752548
It's about using an SDIO Zigbee card in an android device. I haven't managed to make them work yet, but it looks promising.
Hope it helps

Mobile Device identification using Nmap [closed]

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I am attempting to identify a mobile device on a LAN using Nmap, more specifically an Android smartphone. Both my laptop and the target (android smartphone) are connected to the same access point. I can ping the device etc. When I run a standard Nmap scan against the smartphone it says all 1000 ports are closed, which is odd considering I am browsing the web on the phone while the scan is running. With no ports being open, device discovery is very difficult.
Is anyone aware of an efficient way to identify a smartphone on a network? Or can anyone explain this kind of behaviour from the mobile device?
Thanks in advance
In my experience with nmap, i had to limit packet send rate to discover some devices. You can do so with the option
--max-rate : Send packets no faster than per second
For example:
nmap --max-rate 100 192.168.0.2
Using that speed, nmap finds my smartphone even though its 1000 ports are closed. If i set it to 500 packets per second, it doesn`t find it.
nmap is only going to find ports that are open and waiting for connections - ports that have services running on them. You could use Handset Detection but it'll need your device to visit a web page as it requires http headers for device detection (disclaimer : my startup).
Amethon do something like this (guessing from their blurb), perhaps by watching a traffic stream from mirrored switch port. Not sure what their product costs, but they might be able to help out with questions or give you an approach.
Hope that helps a bit.
you could make a script where the arguments received are the current subnet you want to explore and the subnet mask... just like nmap... but pinging all the host on the current network instead of looking for open ports.. this only will tell you if the host is up... but not if it's a smartphone... maybe nessus could help you since it's more complete...
You could use the following nmap -p1-65535 -O
-p will specify to scan ports 1-65535 and -O will check for the Operating system running on the device.
Hope this helps!

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