Determine my customer's iOS Versions - iphone

I am trying to decide if I should keep support for iOS 4.x in the next build of my app or drop it an only support iOS 5 & 6 going forward. Does Apple report back to the developer the iOS version for each app sold so I can get an idea of the demand for my app from older devices? I have scoured iTunesConnect but I do not see it there.
I would rather not maintain the support going back that far, but if the user community and demand it there, it may make financial sense to do so.
Thanks!

Apple doesn't report this back to you via iTunes connect. You need to integrate this into your app via third parties like google analytics, flurry, or any other platform.
It's also very easy to report the version with [[UIDevice currentDevice] systemVersion] if you can roll your own analytics system.

As Jessedc mentioned you can use [[UIDevice currentDevice] systemVersion], however, you don't have to roll your own analytics system. Several of the analytics platforms out there (Google's analytics, Flurry, etc) allow you to technically submit this information via custom events but be aware the user agreements might prohibit you from doing it.
Note that you if want accurate statistics, an I'm assuming you do, you need to carefully determine when to submit or resubmit the information to your analytics platform, otherwise, you can end with very inaccurate data.

Related

Conversion tracking for Mac App Store

Google and Facebook offer SDK for conversion tracking on iOS (from online ads to app installs):
Google: https://developers.google.com/app-conversion-tracking/
Facebook: https://developers.facebook.com/docs/ads-for-apps/mobile-app-ads
However, I could not find equivalent SDKs for the Mac App Store.
Are there equivalent SDKs for the Mac AppStore?
If not, what's the best way to measure conversion rate for installs from the Mac App Store?
The approach that most people use for this is to place a tracking pixel into their app.
On the first run of the app (note this is not the same as install as someone might install but never run the app), the tracking pixel fires and you can then just count the fires of that pixel.
Attribution (i.e. what caused that install) is difficult as usual - there are third parties who exist who can act as an intermediary that can do this, e.g. HasOffers or Kochava are two that spring to mind.
N.B. for Android installs from the Play Store, this "just works" with AdWords.
At present Apple doesn't provide conversion tracking. Later this year it will. It's unclear to me how you think an SDK would be involved; it won't be.
For anyone else researching this (there are surprisingly few results for this topic on Google) you should focus on tracking conversions with App Store by Apple. Make sure to use UTMs to see which campaigns are performing.

How to determine if iOS version supports auto-renewing purchases?

Am I being particular dense today? I'm working on an app that needs to offer legacy subscriptions to old iOS versions and auto-renewing subscriptions to newer iOS versions.
Normally I would check using a respondsToSelector test for something appropriate in the classes I want to use, but I can't see anything in the storekit that has changed that would allow me to do the test.
So how should I check to see if the device supports auto-renewing subs? I know I could check the explicit iOS version number, but I'd really prefer not to do that.
Is there a more sensible check I can do?
Why not just check for the iOS version that you need? How hard is that?
Hey Roger I was in a local meetup group for iOS developers and the topic of auto-renewing of subscriptions came up.
1 It is meant for "Magazines", which I would assume works only with Newsstand Apps
2 and it is ONLY meant for "Established" publications.
Which implies a printed version, and not just any ole' publication. This must be a nationally syndicated thing, something you would find on every major news stand in the country.
From what I gather in the conversation, Apple does not mean for the auto-renewal feature to open any new monetization channels for app developers (not yet at least), but rather the feature was created to extend the existing business model of print publications to the iPhone iPad digital media. Perhaps sometime in the future, this feature will be extended to all apps in the app store. Here's hoping.

How to create or setup private app store for iPhone/iPad applications

Team,
I would like to know how to set up appstore for its enterprise program, with only iOS applications. To be more clear on my question, I run a business and I have applications created for my business which will be used only by customers to whom I give privileges. I don't want to put these business apps into apple's app store, where anyone can browse and install the application.
Is it possible to maintain a store for my business alone where only those who I provide access to, can be able to browse and install the applications?.
Yes you can.
Thats what companies with products like Afaria and Appearean to name a few do.
In a word: no. You can't deliver apps publicly (outside your own enterprise) to non-jailbroken phones, except via the app-store.
Maybe TestFlight comes close to what you think?
The target device(s) get a link with which they get to your TestFlight site. When they visit it the first time, they'll have to register their device via a profile and then get a testflight app from which they can download your app as often as they want.
Con: No payment possible.
cheers
Finn
Looking for the same thing and found this https://developer.apple.com/programs/volume/b2b/. Its for Business 2 business distriubtion
You might be interested in the iOS Developer Enterprise Program, although it doesn't fit your description exactly.
You can't.
Deployment of iOS apps to any non-employee's stock OS devices, on 100 or more devices, or for a longer duration than past your Ad Hoc Distribution certificate expiration date, requires submitting your App to the iOS App store, and distributing it from there if approved by Apple. This is true for all individual, company or enterprise developers.
For employees of D&B rated corporations, or for fewer than 100 devices for only some number of months, there are other options.

Analytics for iPhone apps

I was wondering what are some good analytics plugins for the iPhone SDK?
Would it be wise to use Google Analytics and have that hook up to the app?
What are my options? Any particular strategies?
Thanks
Flurry recently released an updated SDK in mid-June for 4.0 that complies with SDK EULA changes. It now no longer sends device names and OS/firmware versions.
Implementation is as simple as a line of code in your app delegate's didFinishLaunchingWithOptions, and you can optionally tag specific events as well and add location tracking.
According to Apple : "Device Data may not be provided or disclosed to a third party without Apple’s prior written consent. Accordingly, the use of third party software in Your Application to collect and send Device Data to a third party for processing or analysis is expressly prohibited…"
Here is a Tutorial ,If you want to integrate Google Analytics inside your application.
I haven't updated myself with the very very latest developer terms and conditions, but the last set I read (attached to the iPhone SDK 4) stated that you weren't allowed to send device data to 3rd parties for analysis or collection. So be careful when considering your choice.
I heard rumours that apps containing Flurry Analytics are being rejected from the App Store. This would seem to tie in with the small outburst Steve Jobs had during the All Things D interview, when he slated Flurry for collecting iPhone 4 and iPad data before the devices were released.
However, contradictory to that rumour - my own apps contain Flurry Analytics and they have had a few updates approved since iOS4 was released to the public. So perhaps the rumour doesn't hold any water? I Also heard that Flurry had updated their SDK and removed the code that collects device data.
Just to be clear, only device data was prohibited from being sent to 3rd parties. App usage, and other data may be collected and sent to third parties. Device data would boil down to things like hardware model numbers, UDIDs and software version information, etc.
So just be careful in considering your analytics choices. If you want to see device data, you'll have to collect it and store it yourself using a private web service or some other method.

iPhone app without AppStore

We have an industrial app that currently runs on a very expensive ruggedized PDA.
Since most of the engineers we sell to have iPhones we are considering moving to the much nicer newer platform.
A couple of questions:
Is it possible to sell iPhone apps with out the app store? Apple taking a 40% cut of a 99c iFart app is one thing but this is a $3000 engineering calculation app. We have also heard of the hassles some people have had getting apps approved.
Can we sell an iPod touch (I understand selling an iPhone without a contract is trickier) with pre-packaged software.
ps. Sorry for the anonymous posting, the company is a little nervous about our relationship with the PDA maker.
There are basically three different official iPhone application distribution methods that I am aware of:
- App store
With this method anyone with an iPhone can have access to the application. You can distribute an unlimited number of applications like this. Apple gets a 30% cut. Of course Apple must approve your applicaion.
- Ad hoc
You can distribute applications using ad hoc without going through the app store, but you are limited to a maximum of 100 devices. With this method you can distribute you application from a web site, email, etc.
- Enterprise
The method is for internal distribution in companies with more than 500 employees. Apple does not provide any more public detail that I could find on this method.
It doesn't sound like any of these methods meet your criteria unless you have fewer than 100 customers and don't plan to exceed that number. It sounds like from the question your customers are not internal to your company.
I would advise contacting Apple. They might be able to work out some kind of custom distribution deal.
Enterprise developer program allows in house distribution, avoiding the appstore. It's $299 vs $99 and doesn't include AppStore distribution.
For companies with 500 or more employees who are creating proprietary in-house applications for iPhone and iPod touch.
Apple also has a B2B Program, which sound like you are aiming for. It allows you to sell your apps directly to other businesses. You can find out more here: https://developer.apple.com/programs/volume/b2b/
Spotify has a free app you can download, but to use it you have to have a Premium account. So you don't have to sell your app for $3000 to go thru the app store.
You can give the app for free in Appstore, but it will require an online activation. The online activation will cost 3000$. If apple would not accept the app, you can try to create a very limited version (without activation) and get it accepted in appstore. Then release un update for it, which will enable online activation system.
It's a pity - the iPhone/iPod touch could make a really nice platform for automation/interface stuff.
I was working on an embedded industrial platform recently - a 16bit micro, 64K memory, a serial port and a 120x128 2 grey level screen for $1000/unit and $10,000 for the appalling OS/devkit.
I can't see how apple could possibly care if you purchase iPod touches, jailbroke them, installed your app and sold them to customers.
For a $3k app, the $220 for an iPod Touch is less than 10% of the sales price.
Testflight. Google it. Basically you get an account with testflight. Put your app on testflight. You send your customer an email and they click it on their iphone. It sends testflight an email with your customers device ID. Testflight sends you an email saying "a New customer requested your app" and their device ID. You add their device ID to your provisioning chain and rebuild your App. Upload it to testflight, they get a notification that it's ready, and they can install it. Somewhere in there be sure to get your money :)
Native app, no. However, you can create it as a Web App that's specialized for the iPhone, in which case you circumvent the app store altogether.
You could consider a HTML5 app on Safari which offers many of the features of an app like offline access, local storage, canvas for rich graphics etc. No distribution issues and no commission. Depends what you need - access to camera, compass I think is not possible. (Also: works on Android)
Edit:
Here's a great intro -
http://sixrevisions.com/web-development/html5-iphone-app/
How to Make an HTML5 iPhone App
Build a version of Tetris that is "for the most part, it’s going to be a pitch-perfect imitation"
Full Screen
Offline Cache
Persistent storage
If your app is pretty expensive, you probably have few customers and they receive personal support, so what you could do is the following:
Have each customer get their own Apple developer license ($99/year). Your support can talk them through the process, or you can probably do it for them. Give them a discount/credit for the $99 they pay to Apple.
Compile your apps logic into a library, and make a thin shell that loads code from the library.
Give the customer the XCode project for this shell, and the binaries for your code :-). Write a little OS X app that triggers the download of XCode, the compilation, and installation, so they can "compile" and deploy "the app they are developing" (a.k.a. your app) to their devices. Or, do it as a service for them.
Don't forget to get your lawyers involved. I'm sure there are ways to look at it in which this is legal, and interpretations in which this violates some license. There is probably a way to make this waterproof, e.g. by calling your customers "developers" and yourself "consultants" in the contract or something. Helping a customer compile their app is not prohibited :-)
If you do this, deployment is not going to be so smooth as if you go the official way, but you'll save a lot of money. For a $3000 app, instead of 30% you'll give Apple 3.33%. I haven't done this, and I don't know anybody who has, and can't even recommend it, but I also can't see why it wouldn't work. So it might be worth a try.
I wish. Short answer, no.
There is some kind of a hack, whereby you isntall your app in a ad hoc manner, but you can only have 100 devices. Painful road if you ask me.
The way to do this would be to give the app for free in iOs store.
But charge $3000 for an activation code or subscription fee purchased from your website.
You will need to give the free app some basic functionality of some kind, however. Apple won't approve the app if it doesn't do anything without the activation code.
If it was me I would do one of the follow:
1) Submit it to Apple and sell it for free. They then enter a license code bought from you to access the full feature set. Include a welcome page, about us, contact page for unlicensed functionality. As Apple won't approve it if it does nothing.
2) Get the companies you're selling to to open an Enterprise account with Apple. Then you build the IPA and sign it using their credentials and send them the IPA.
Good luck.
This article summarizes all the answers to this question and discusses Apple's B2B, iOS developer enterprise program, adhoc distribution and testflight.
http://mobiledan.net/2012/03/02/5-options-for-distributing-ios-apps-to-a-limited-audience-legally/
All of the solutions (except the test-oriented solutions, which are limited), however, force you to get Apple's approval before publishing and updating. This process can take time and can leave your users stranded when you have a critical bug that needs a quick update.
If this is a deal breaker for you, you might want to try developing the app for Android, which also has advantages and drawbacks, but in your specific case, gives you more flexibility.
In Android, you can email an APK file, a user clicks it, and the app gets installed on the device.
In iOS, every devices that is not a member of the "enterprise program", "b2b" program or is provisioned for testing, cannot install the app.
You have to jailbreak the iPhone to put an app on it not from the app store.