I was just wondering if it was possible to make 'direct' payments in swift (Stripe/Apple Pay), from 1 person to another, where the owner get's a specific percentage of the total, as a markup for the service? pretty much like how Fiverr works, etc.
Would I have to store all of the card information encrypted & salted server-side, or what are the safest options then?
And also, where can I find a tutorial that shows you exactly how to do this?
I would suggest having a read of Stripes documentation before posting.
However it would sound like you want to use Stripe Connect, which would allow you to build a "market place" type solution you are describing.
Note their are a few different ways to implement stripe connect - and you should read up / contact their support before deciding on the best way forward.
Related
New to AdMob and trying to understand compliance as it relates to providing and deleting collected user data to a user upon request from purely programming standpoint.
In my research, it appears that there is an API for the user to at least delete the data. https://developers.google.com/analytics/devguides/config/userdeletion/v3/ being the most helpful so far though not specifically particularly helpful in code examples. This would probably be accomplished either by the developer using the client ID manually or via the developer's app -> user deletion API.
Assuming one of the two approaches is the proper way the industry is currently handling this, how is this typically handled in Swift (ideally via SwiftUI not UIKit but I can follow along either way)? Please note I am not asking how to set up AdMob in general, or how to use UMP to provide GDPR consent, or what anything related to legal/compliance beyond programming.
If there is some other, more preferred option, please let me know that as well.
Thus far I have researched the differences in client ID and user ID from an end user perspective. Code-wise, I am unsure where to start until understanding which approach to take as dictated by the answers above. I have also looked into exposing the client ID vs various items that might be used as a generic device ID but am unsure how best to obtain this as well.
Thanks!
I see that many iOS games nowadays don't hardcode their store, and items, description, price etc. are loaded from an external server.
What would be the easiest way to implement this? I am a game programmer with very little experience in server side programming. (Have done hobby PHP scripts a long time ago)
Please let me know what libraries can ease the effort on server side / client side. I would like something that is easy to manage. How do they announce offers like 50% off on certain items etc. whenever they want? Doesn't every in-app purchase manipulation need to get approval from Apple?
Also I would want to maximize security, and prevent the game store getting hacked as much as possible.
You are correct that this has to go through Apple's IAP. You'll want to read about this at https://developer.apple.com/appstore/in-app-purchase/index.html. You setup the IAP items in iTunesConnect (iTC). Your in-app store lists only items that you've setup in iTC, though you can choose not to list every item in ITC. To make your store dynamic, the easiest way is probably to use a UIWebView and then have your store be a series of webpages. This lets you update it on your server easily.
You might check out http://stackmob.com which makes it relatively easy to do just the store part of your in-game store without having all the server admin aspect of it (and associated security). Also, http://urbanairship.com provides hosting for IAP items.
Does anyone know how to test the callback for In-App Currency Offers that were just released by facebook other than completing the offers themselves? As I need to see if my modifications are correct before I use them on a live app.
Facebook does not provide a code sample or even a clear explanation on how to test.
Unfortunately, there is no option for sending a test callback or anything like that - especially maddening because TrialPay does (or at least used to) offer this functionality for non-Facebook integrations of their product.
There are free offers & surveys, which are somewhat unreliable in their own right, but may be preferable to actually spending money - kinda depends on how much you value your time. Sure, this is less than ideal, but it's what we've got.
I've done quite a bit of searching for a CMS platform or robust framework that will perhaps facilitate the management of signup and subscriptions right of the box with a Twilio tie in.
Thus far I've only been successful at finding how many startups have been funded by the Twilio fund, who's building the nextgen voice enabled app, and various other things of that nature vs any real meat. Seems that there's a dearth of meaningful information without applying a plethora of negative google filters to reduce matches and even then it's still not giving anything real meaningful wrt my search.
So, I'm hoping that someone may have a better eye on the lay of the Twilio landscape as far as already existent systems go that can handle the bulk of needs that exist for a "regular" CMS esque site that needs to also handle subscriptions and e-commerce related tasks.
Hitherto I've just planned to build something out myself, but I wanted to do a sanity check before I spend a lot of time that could perhaps be obviated.
My suggestion would be to find a CMS that does everything you want (except the twilio links), on the platform you want, and then just add the Twilio stuff in. Twilio is simple to use, and should be simple to add-on to most open source CMS's. It'll probably be the easiest part of the project....
I understand that apple no longer allows me to send "device data" to third-party services. As a result of this, Flurry and presumably every other analytics company no longer collects OS/hardware version data. However, this data is very valuable to anyone trying to target development toward the people who are actually using the apps.
I can imagine a few different ways to collect this data.
1) Send a custom event indicating the hardware/os version to Flurry. This, of course, is in direct violation of the agreement with Apple. However, I suspect plenty of people are doing this, and just not getting busted. Still, not an ideal solution. Even if Apple didn't notice that we were sending this data, I'd rather not have the possibility of the app getting pulled hanging over my head.
2) Use an analytics package which allows me to collect data on my own server. Localytics is one company which seems to offer this. However, I don't think they offer this with their free plan. Is anyone aware of any free (or cheap) analytics tools which will allow me to send data to my own server?
3) Roll my own solution. This could either be an entire replacement for Flurry, or I could continue to use flurry, but send only the device data to my own server. This is a little clunky. I'd much rather have all my analytics data in one place. And would much rather not have to deal with building my own tool if I don't have to
So, is anyone else collecting device data? Are you using one of the above techniques? Or maybe something different I hadn't thought of?
Hi maybe "Testflight Live" could help you.
As far as I know Testflight is allowed by Apple.
https://testflightapp.com/sdk/live/
I've heard of people using UIWebViews to connect to a webpage with a counter. The counter is incremented each time a page is accessed, and the pages are separated by feature/UIView. This way the developer can tell which features get the most usage.
As far as device data, you most likely are looking at rolling your own tracking mechanism, probably going through a server like Google App Engine that's set up to receive your data.
I made this an answer so I could continue to check back, because I'd like to know some more info as well. I voted up your question and favorited it
Good luck, sir