How does the Huawei AppGallery calculate the number of app installs? - huawei-mobile-services

The reason for my question is that our app's "installs" appears to be severely overinflated. Can anyone tell me the factors that they take into consideration to arrive at this number?
I'm trying to figure out the composition of this number. Is there perhaps cross-platform interplay?

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Best way to build a proximity app within 200 meter range of the user?

I am using Swift to develop a personal app for my family and have been researching methods of what toolset to use to build an app that allows a user to see other people using the same app in a vicinity of around 0 - 200meters.
I was looking at bluetooth and also trying to work out how Tinder finds other users. Do they just use GPS? If so how would one best implement that.
What would be the most effective way to determine another users location within 200 meters?
Note: 1 user would search the surrounding area for any devices that are on the app - Then it would tell the user their location. So it is doing both, finding the distance between the two locations and how you should get to that location. Obviously as this is for personal use, security issues arent much of a concern.
As you may have expected, you have many options of different approaches that will all accomplish your goal. I suggest you start by taking a look at a couple open-source projects:
PeerKit
LocationChat
Both of these libraries demonstrate a way to transfer a payload of data between devices. In addition, both projects provide very helpful example apps.
Assuming you choose to use PeerKit, each device could be responsible for obtaining its own location (via CoreLocation) and then broadcasting it to other devices (via PeerKit). Then the receiving device will be able to calculate the distance between itself and its nearby peers.
Note: At the time of writing, I have not contributed to either of the projects suggested above.

iPhone app distribution in a club

I am a member of a gliding club with 150 members, and we want to have our own iPhone app. Requiring a member login, the app would be usable only by members of the club, and it would be used by an estimated 20-30 people.
Is it even possible to disribute such an app to non-jailbroken iPhones? According to my research:
It wouldn't be accepted on the App Store due to "limited audience".
Even if we were able and willing to pay $300 for the enterprise distribution model, Apple would likely not accept us as a company.
Ad hoc distribution would be fine for us except for the expiration time associated with apps distributed in the manner.
Are we at a dead end?
Thanks.
Edit: In case anyone is wondering why I didn't just ask Apple directly: I did, and their answer was, "We are unable to advise you with respect to the Apple Developer Program that best fits your needs."
I'm not 100% on your question.
But depending on your requirement, pretty much everything you need can be achieved as a web app, with the correct coding behind it i.e. CACHE MANIFEST you could make the app function similar to the a native app, available offline and can be saved to any iOS device through the browser.
Give me a shout if you need more information.
Hope it helps
Gary
You could always try to make the app a little more "global"? Perhaps offer some free stuff for Joe Bloggs to use, but tucked away you have your real motive... that way you can get it released legitimately.
I've seen some real disasters in the app store that shouldn't have made it, and I'm sure Apples screening isn't as intense as we might think. (example: that flash light application, when pressing a sequence of buttons it would enable free tethering).
Best of luck!
Yup. You seem to have all the options laid out pretty clearly, and there's no other way to do it. Except developing for android, and just distributing the application freely and without arbitrary restrictions.
Sorry.
Ad-hoc distribution would give you about 90 days expiration time, i think, whereas enterprise would give you a year. Though gaining enterprise status in the eyes of apple is easier said than done.
Even if we were able and willing to pay $300 for the enterprise distribution model, Apple would likely not accept us as a company.
You don't have to be a company to apply for the enterprise account, you just need to be an organisation with a DUNS number.

iPhone indoor location based app

I am researching how to create an app for my work that allows clients to download the app (preferably via the app store) and using some sort of wifi triangulation/fingerprints be able to determine their location for essentially an interactive tour.
Now, my question specifically is what is the best route to take for the iPhone? None of the clients will be expected to have jail broken iPhones.
To my understanding this requires the use of the wifi data which is a private api therefore not meeting the app store requirements. The biggest question I have is how does American Museum of Natural History get away with using the same technology, but still available on the app store?
if you're unfamiliar with American Museum of Natural History interactive tour app, see here:
http://itunes.apple.com/us/app/amnh-explorer/id381227123?mt=8
Thank you for any clarification you can provide.
I'm one of the developers of the AMNH Explorer app you're referencing.
Explorer uses the Cisco "Mobility Services Engine" (MSE) behind the scenes to determine its location. This is part of their Cisco wifi installation. The network itself listens for devices in the museum and estimates their position via Wifi triangulation. We do a bit of work in the app to "ask" the MSE for our current location.
Doing this work on the network side was (and still is) the only available option for iOS since, as you've found, the wifi scanning functions are considered to be private APIs.
If you'd like to build your own system and mobile app for doing something similar, you might start with the MSE.
Alternatively, we've built the same tech from Explorer into a new platform called Meridian which provides location-based services on both iOS and Android. Definitely get in touch with us via the website if you're interested in building on that.
Update 6/1/2017
Thought I would update this old answer - AMNH is no longer using the Wifi-based system I describe above, as of a few years ago. They now use an installation of a few hundred battery-powered Bluetooth Beacons (also provided by Meridian). The device (iOS or Android) scans for nearby beacons and, based on their known locations and RSSI values, triangulates a position. You can read more about it in this article.
Navizon offers an indoor positioning solution that works for iOS as well as any other platform. You can check it out here:
http://www.navizon.com/product-navizon-indoor-triangulation-system
It works by triangulating the WiFi signals transmitted by the device. Since it doesn't require an app to run on the phone, it bypasses the iOS limitations and can locate any other WiFi device for that matter.
Google recently launched an API called Maps Geolocation API. You can use it for indoor tracking of devices, which essentially can be used to achieve something similar to what AMNH's app does.
I would do this using Augmented Reality. There is a system sort of in place for this, the idea being that you place physical markers that have virtual information associated with them. I believe the system I saw was a type of bar code. When a user holds up the phone with the app, the app uses the camera to read the code and then display information. This could easily be used to make a virtual tour type app distributable through the app store and not even require a WIFI or 3/4G connection. This assumes that you simply load your information and store it locally with your app. Then to update it you simply push an update through the app store. Another solution is to use a SOAP/REST service and provide the information in that way, and this does not use private API's, though it does require some form of internet connection. For this you can see a question I asked about this topic a little bit ago:
SOAP/XML Tutorials Question
In addition, you could load a map of your tour location, and based on what code is scanned you can locate the user on the map and give suggested routes based on interests etc.
I found this tutorial recently on augmented reality, I haven't gone through it, but if its anything like the rest of Ray's tutorials, it will be extremely helpful.
http://www.raywenderlich.com/3997/introduction-to-augmented-reality-on-the-iphone
I'll stick around to clarify any questions or other concerns you may have with your app.
To augment the original answer for devs who were using Cisco MSE for indoor location - now they have an iOS and Android SDK which enables you to do indoor location using the MSE. A simulator can be used as well to develop the app without implementing the infrastructure to start with : https://developer.cisco.com/site/cmx-mobility-services/downloads/
For indoor location you can use Bluetooth LE beacons since it's a very accessible technology nowadays, there are several methods:
Trilateration: it uses 3 beacons, but with the noise and attenuation of Bluetooth signals, it gets quite difficult to determine the exact position and also it's not easy to use more than 3 beacons to increase accuracy.
Levenberg Marquadt method: used to solve non-linear squares problems showed good results on indoor positioning.
Dead Reckoning method: using the motion co-processor of the device, giving an initial position you can calculate the moving path of the device. Not that easy to implement anyway.
I wrote a post on the topic, you can find more info here: http://bits.citrusbyte.com/indoor-positioning-with-beacons/
And you can use this iOS app for your own indoor positioning experiments: https://github.com/citrusbyte/beacons-positioning
I doubt the American Museum is actually using private APIS; you'll probably find the routers that have been setup serve different responses to each other, so the app can detect it's position in the museum.
If you are looking for a cheaper to way to do the same task, you could have signs with QR codes, and use an open source library to let users scan these barcodes as they move through the museum, and update the onscreen content accordingly. On an even more low tech level, you can just tag each area with unique numbers, and distinguish that way.

Detect other iPhones/iPads in the vicinity

I am thinking about a web app to detect the presence of the other iPads/iPhones. This is purely theoretical at the moment, i have no idea how to do this.
My question is what is my best technology/language method of doing this?
Is it going to be bluetooth or gps? How does the App Bump work?
Thanks for any suggestions posted...
Bump's FAQs: http://bu.mp/faq
According to their FAQs, when your phone has the Bump app up and ready, the app listens to the accelerometer for a sharp stop (your hand with your phone in it stopping when it hits the other person's hand with their phone in it), at this point, exact date time information as well as GPS position and characteristics of the bump are sent off to Bump's servers to compare other information from other bump users to see what other bump account shares most of that information. Bluetooth is not used in any capacity to make this happen, not for the transfer or the recognition of who to transfer to.
Your website may have to do the same thing. Have every instance report to your server, and then report back from the server where other people are.
Of course this goes without saying that I'm sure you were thinking about privacy settings and other layers of personal security.
Options I'd explore:
Bonjour discovery. In principle devices that can see each other via Bonjour could actually be in different continents, but usually it means 'same wireless network' and therefore at least 'same building'.
Game kit. Actually, this either uses Bluetooth or the local network, so is probably going to have similar results to Bonjour discovery but in less code.
I wouldn't try location services like Core Location (actually I would, but only if the above don't work), as the results probably aren't going to be fine enough. Especially indoors: the Maps app on my phone places me in a circle of about 50 metres radius with my actual location being on the outer edge of said circle. Someone on the next street with similar resolution could, as far as the app is concerned, be adjacent to me.

Which mobile programming environment do you recommend for a startup to target? [closed]

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There's a lot of mobile platforms out there at the moment; iPhone, Android, WebOS, Symbian. If creating a startup for mobile development (i.e. as a commercial endeavour, not a hobby), which mobile platform is worth focusing on?
First, ignore technology to start and instead look at the business model for each platform. Ask if the platform itself has a reliable means of producing revenue long term. If so, then ask if the platform presents a business model that allows a developer to make money. If your not sure about such stuff ask someone with business experience.Beyond an initial flurry of interest, nifty tech can't sustain a platform if the economic underpinnings are not there. Even if a platform prospers, it doesn't mean that small developers will.
As near as I can tell, Android isn't actually a platform but more like a loose standard. Each phone vendor can customize it to a high degree so there doesn't seem to be a means by which you can write a single app and know it will run on all Android phones. That will cause major market fragmentation so even if Android takes off big time that doesn't mean that every developer, especially small developers, will be able to sell to the entire installed base.
Long term, open platforms (like contemporary PCs) present major problems for small developers. There is no intellectual property protection so developers who don't have large institutional customers they can sue can't prevent piracy. Security will become a major issues as black hats target people's phones. There will be a huge number of crappy or actually fraudulent apps cranked out that make end users leery of buying software from a vendor they don't recognize. This means small developers will have a hard time breaking into the market.
One of my professors in college told me something that has proven true in my 20+ years in the computer industry: The major strength of every design is also its critical weakness and vice versa. The very things that make open platforms attractive to developers and customers are also the same things that will cause them major problems. The very things that turn developers off about closed platforms are the things that provide the greatest benefit to developers long term. Having a closed platform's vendor vet every app slows down acceptance and limits choice but improves overall quality, security and consumer trust. And so on...
Career wise, there is a difference in paths between running your own business and learning an API so that others will hire you. In the former, you should develop for the platform that has the best business model and the one you would most like to use as a consumer. For the latter, you should develop for the platform with the most buzz. Even if it flops, no one will find it odd that experience is on your resume. Just rough rules of thumb.
I've written and launched two mobile apps on the iphone over the last year and both have had success in economic terms. One app is free and tied to a web service and it has a significant impact on the popularity and number of users for the web service. The second app is a paid app - and I can tell you that it is producing some actual revenue, enough that if I was a solo developer it'd be paying my bills.
That said I think that if you're launching a company for mobile products you don't want to put all your eggs in one basket. So either support multiple platforms or aim to have multiple products on your main platform.
I think there is big potential in Android but at the moment it is totally unproven as a platform where you can actually make money (please point out some info on this if you have any I am really curious about the economic potential of Android).
Blackberry is also interesting since pretty much everyone I know who's under 25 has one, but it is a platform where selling apps doesn't seem to have caught on that well. I've discussed it with some heavy blackberry users and apps are not something they really care that much about. So you'd want to try to find out some numbers regarding Blackberry app sales.
In the end it depends on your target market/product.
Are you building an enterprise targeted mobile app? - Build for Blackberry first and perhaps iPhone next.
Do you want to launch one consumer focused mobile app with a large feature set and perhaps some web service integration? - target a few platforms and make it available to as many users as possible.
Are you trying to build a series of small purpose built apps? - Definitely start with iPhone and get some revenue first.
My 2 cents.
Not Iphone.
Because of Apple and this strange policy of application approuval. You could not afford to close your entreprise only because apple has decided that your application is "not ok"
Edit : For sure, the AppStore has a huge potential client base. But it's also the only "mobile market place" from where you can be removed.
If you are having a hard time deciding, why not just develop for all of them at the same time!
PhoneGap is a utility that lets you build apps that run on several different platforms. It's great, and the guys at Nitobi are very willing to help you out.
I suspect at the moment you would get the largest pool of potential customers if you developed for the IPhone. Apple do have some issues with their control freakery but, hey, people use their AppStore.
Personally I am going to develop for Android because I absolutely love the design of their OS for mobile systems. Just brilliant. I also suspect that Android will increase in market share rapidly over the next few years. It's also Java instead of objective C so I would think easier to port to other environments as required. I'm doing development for fun though so if I make no money then who cares. If you actually need to make the development pay for itself then I guess IPhone is probably the way to go while keeping a close eye on Android.
The thing about the AppStore for the IPhone to keep in mind is that, not only do people use it, they also PAY for things from it. Android still doesn't let you sell to any country so even if they were to technically have more users - those users might not be able to pay for your stuff even if they wanted to. This is being worked on by google and will change but it does limit the amount of money your app could currently make.
It depends on your target audience. Business users will most likely use BlackBerrys or Windows Mobile (at least in my experience). Consumers (at least those willing to pay for software) will more likely use IPhones.
It depends on the application somewhat, but if you are serious about a startup it makes the most sense to start with the iPhone. The frameworks allow for the most "wow" factor with products, and there is simply a huge lead in number of units, and number of users used to running many different applications.
You may also want to consider other platforms (my vote for second to go after would be Android, and then Palm in third although that depends heavily on what your application is).
But something to consider is, you may want to start by doing one platform really well and if your application idea is well received, branch out. It's a lot of effort to develop for multiple platforms and each platform has various unique features you want to spend time taking full advantage of. I would also advise against using any of the cross-platform frameworks for the same reason, because when you target all you cannot really target one.
Depending on what you want to do, I think you should look at web toolkits. Web apps, a.k.a. Widgets run natively on Symbian, and through Opera on many other platforms. It should be simple to port to Palm WebOS if that catches on.
You can't do everything in a Widget, but you'd be surprised what is possible.
Based on my limited experience with seeing what devices are used on subways, trains, in airports, etc - I'd suggest either Blackberry or iPhone.
But more importantly, pick a platform you like and are excited about.
If you are not enthusiastic about the platform and you are doing it solely for the money then it will show. you might as well just make hamburgers or sell lotto and cigarettes.
Take this with a pinch of salt but this pie chart seems to suggest that Symbian is the most widely used:
http://en.wikipedia.org/wiki/Smartphone
Or Java ?
Java is used on Blackberry's and will run on Symbian.
I wouldn't have said this 6 months ago. But I'd go with Android.
It'll be significantly more work porting in the long run. As more and more screens sizes and device profiles are coming out, but I think it's got the weakest developer market with the highest long-term potential earning power. The iPhone market is flooded, so, even if you get your app published to their catalogue, it's still almost impossible to get any kind of exposure.
Android, on the other hand, has huge growth potential and a pretty poorly followed market-place.
Verizon's massive push on the 'Droid' should open that particular device to a huge marketplace. It remains to be seen, however, if and how they'll allow 3rd parties to publish apps to their catalog.
Depending on your timeline, you might also consider Flash as a cross-platform option. Here's a list of heavy-hitter companies working to make mobile Flash happen in the near future (includes Google, RIM, Nokia, Sony Ericcson, Palm, Motorola, Samsung, etc.):
http://www.openscreenproject.org/partners/current_partners.html
...a video of some of their CEOs...
http://www.openscreenproject.org/about/
...and how to apply for some of the $10MM that Adobe's seeding into the market:
http://www.openscreenproject.org/developers/get_started.html
In summary, I'd suggest going for a cross-platform approach.
Symbian has by far the biggest number of users and has the largest choice for programming languages.
Symbian and Maemo will be running Qt in the near future, as well as supporting open python, open C, java etc etc etc.... (they also both have the Qt libraries available now)
I wouldn't put too many eggs in the iPhone basket. Your application would have to be monumentally good to be found and paid for by a significant number of people in the 100,000 items in their app store.
Android, don't really know anything about it. It seems like it could be a popular platform, its at least a real multi-tasking environment (unlike iPhone from app dev point of view).
Palm Web OS is insignificant at this time.
Perhaps the best solution in fact is to make your application web-based then you can just develop small apps which hook in to the web service?
Mono sounds interesting to me
Mono on Android - androidMono
Mono on Iphone
Like phonegap there is appcelerator titanium