Xamarin iOS app build rejected by Apple due to IPv6 - iphone

Facing problem with app submission. Beta app is working fine on iPad and iPhone. Also tested app on IPv6 network according to mentioned in following document. App is working fine.
https://developer.apple.com/library/content/documentation/NetworkingInternetWeb/Conceptual/NetworkingOverview/UnderstandingandPreparingfortheIPv6Transition/UnderstandingandPreparingfortheIPv6Transition.html
But apple app review is Rejecting App Again & Again with following reason:
"We discovered one or more bugs in your app when reviewed on iPad running iOS 11.1.2 on Wi-Fi connected to an IPv6 network."
Did the following:
- NSAppTransportSecurity > NSAllowsArbitraryLoads
- Changed HttpClient implementation to NSURSession for Release>iPhone Developer, Automatic:AdHoc & Automatic:AppStore.
- Having valid sever domain name (not static IP).
Do not have idea how to solve it, need help.

Related

How to connect Iphone with xamarin studio?

I need to connect Iphone with xamarin studio,I connect my phone but it will not display in debugging devices.
Before you can deploy your application to a device, you need to have an active subscription with the Apple Developer Program. Visit the Apple Developer Portal to get registered.
Apple has outlined a set of special guidelines that developers must follow in order to do everything from deploying to a device to shipping to the App Store. These steps ensure that everything you create or use during the development process, including your applications and devices, can be traced back to your Apple Developer account.
...Continued at http://developer.xamarin.com/guides/ios/getting_started/installation/device_provisioning/
Just because you're a Xamarin developer, doesn't mean you're not going to need to occasionally do things in Xcode.
This post should point you in the right direction:
https://apple.stackexchange.com/questions/135382/developer-option-is-not-available-under-settings-menu-why
Sounds like the option has been moved to somewhere other than the XCode Organizer in versions newer than XCode 6. It's apparently now under Window -> Devices in XCode.

Push notification stop working on my live app

I have used push notification in one of my app which is live on appstore and google play market both. It was working fine before some days on both type of devices iPhone and android. But now its working only on android devices . On iPhone Devices push notification is not receiving. We can still send from iPhone to andriod but not able to receive on iPhone.Its working on android to android too.
Just Want to know that does this happen due to any of recent release of ios versions or anything bad happend on server ? Web services code is in Ruby on rails. Please suggest what should I check to fix the problem?
Please help me.
I think it is not a problem related to your Server or recent release of ios versions. It might be the problem with the certificate as mentioned by Eran. The Apple Push Notification Service (APNS) certificate, lasts for one year and must be renewed annually. You can create a new certificate or renew your older certificate.
Make sure your APN certificate hasn't expired (you can check it in the Apple provisioning portal).

My app gets rejected from Apple because it crashes on iPhone 5

Apple has rejected my app due to the following reasons:
1) We found that your app crashed on iPhone 5 running iOS 6.0.1, which is not in compliance with the App Store Review Guidelines.
2) Your app crashed on launch on both Wi-Fi and cellular networks.
I'm running Xcode version 4.3.2, which isn't compatible with iPhone 5 i think, so i'm suggesting that my app rejected because i tested it in old Xcode version which doesn't support iPhone 5 architecture, right?
for the second reason Apple rejected my app i think because even my app doesn't use internet connection through the code i have to check the availability of internet connection on launch by taking advantage of Reachability library, right?
note that i tested my app on both simulator and actual devices all running iOS 5.1.1 and lower not iOS 6
any help? thanks on advance !
Simple:
Build, Debug, and Test using a more recent version of Xcode, using the Simulator and Devices (with iOS 6)
Remove the issues cited, and any other crashing issues
Re-Submit
Reachability is not necessary. Your app will need to to handle errors gracefully (not crash/explode/leak/fall into a weird state).

After iOS 5.0.1 upgrade, Test iAds unavailable on iPad 2

Both versions of my first App "Puffer's Train challenge" are currently sitting in the Apple queue "In Review". Saturday night I upgraded my iPhone 4 from 5.0 to 5.0.1 and also installed 5.0.1 on a new iPad 2.
Built & installed Lite versions of my app with iAds onto both devices. 5.0.1 initially caused both to crash. I was able to resolve that quickly (bad order of framework calls on my part) However! I spent the REST of Sunday trying to chase down any reason that test iAds are being served up to my iPhone (using wireless connection only to compare apples-to-apples), but the same code and the same calls fail with the error message "No inventory available" on my connected "wireless only" iPad 2.
App is built using xcode 4.2 for iphoneos, not universal, so I verified that the iAd framework call: ADBannerContentSizeIdentifierPortrait is returning 320x50 as it should. I "think" this rules out any problem that would be caused by different sized iAd requests.
Has anyone else experienced this same issue with Apple's test Ads using an iPad 2 device upgraded to 5.0.1? If so, I'd love to know that so I can stop (or at least slow down) pulling my hair out!
ps. Google's AdMob ads with which I replace iAds when not available, work Just Fine!
Because you're doing a Build & Install you're not using the Live (read: App Store) version of your app. This is why you're seeing Test Ads instead of actual Live ads.
Any time I've ever install an app to a device with Xcode I'm greeted with Test Ads from Apple. I believe this is because Apple intelligently looks at your app (either the version numbers or the provisioning file baked into the app) and knows that it's a developer build.
Now, if you're seeing Test Ads from the version of your app you've downloaded from the App Store then that's an entirely different problem. I've seen this as well but it doesn't sound like your problem.

In app purchases iPhone simulator why disabled?

Just a quick question, do you see any reason why Apple has disabled many things on the iPhone simulator like:
testing In app purchases
testing most services of Game Center
wifi connection
How do you live with those three?
If you want to quickly debug/run your app on simulator that requires the in app purchase, do you just change some places in the source code to say the app that the purchase is done?
If you want to quicky test your application (on simulator), how it works without the Internet connection, do you turn your airport off? Do you have any ways how to check how application works when the connection is fast/slow/very slow (even on a real device)?
Regards
It seems that Apple finally allowed testing In-App purchases in the Simulator starting from iOS 5. At least, in iOS 5 Beta 6 it worked for me.
PS. I haven't found an official proof link though...
Check out this post by David Linsin.
From iTunes Connect Developers Guide:
... the Store Kit APIs are not available when testing in the iPhone simulator.
Now testing in-app purchases in simulator is enabled.
Device has UDID but simulator has no UDID.
please Follow below link . It will Clear your doubt.
http://troybrant.net/blog/2010/01/in-app-purchases-a-full-walkthrough/.
IF you need to do in-app purchases app , You must have followings.
App Id (UDID) ..(provisioning)
iTunesConnect.
Create Product identifiers from iTunesConnect.
StoreKit frameworks.
StoreKit Framework communicate between your device and App store. Not b/w iOS Simulator and AppStore.