My Application is live on app store and working In App Purchase. In App purchase dialog show environment sandbox. When can i get the environment live for in app purchase? Can anybody having same issue.. ?
Thanks
Do you see this in the app, that you have downloaded from the App Store or from your Xcode build? In the second case, it is OK, because when building from Xcode,you'll be sandboxed.
If you download it from App Store, it will be in normal mode.
Finally, I resolve this issue.
Solution: Remove app from device. Restart Device and Downloaded App From App Store.
Problem occurred, I was using the same device for testing. and before downloading app from app
from i forget to restart device.
well, Its working for me now... :)
Related
I'am wondering what will happen if my App which was previously available on the AppStore and has been downloaded by some users, but now I REJECT MY APP and put it down from the AppStore.
My Question is, Will the previous users who have the app on their devices will work or not???
Yes, every user who downloaded the app will be able to keep using it.
There is no way to pull it from there devices.
I've been working on a .prefpane app and it's almost ready for the mac app store. The problem is that the product created from this app is a .prefpane file and not a .app file so as I see it I need to create an app that launches this .prefpane file so I was wondering how to do that?
Hope this makes sense!
Thank you in advance!
Per the Mac App Store Review Guidelines sections 2.15, 2.30, and probably some others, .prefpanes aren't allowed in the App Store.
I have a strange problem with my iPhone app.
I use geolocation and push notification. Everything is ok, but I want to test from scratch on the iPhone (connected to xcode debugger)... and I can't re initialized the iPhone.
I explain: I remove the app from the iPhone, and after re-installing the app (with xcode or with iTunes), I launch the app, but iOS doesn't ask me to approve geolocation and push notification as it does the first time. In fact, it seems to 'remember' my choices.
As I need to debug this (Some users have problem on running app the first time), I'm blocked.
Thanks by advance for yours answers
There's a place in the Settings app to reset Location permissions.
I integrated iAd in my application which got approved by Apple. I downloaded the app (FREE) to my device and ran it. For some reason instead of displaying real world ads it still says "Test Ads". Anyone experience this issue? The app got approved yesterday maybe it is too early to get the ads but I think Apple should not show test ads.
It seems like Apple will always display TEST ads on the machine it was tested on.
Hey, make sure you delete the binary you used in testing off of your phone, and off of iTunes if you distributed that way. The phone will see that the version numbers are the same, and skip some of the code upgrades. Once you reinstall from iTunes, you should be good to go! Congrats on getting the app out into the store.
I have finally gotten my first app to work properly and I'm attempting to send it to the App Store. In my Application Loader, I'm getting this error:
Info.plist does not contain a CFBundleResourceSpecification
I have read on the following SO question that this could be because I am Building on the simulator and then zipping up the app, and sending this instead of building on a proper device.
http://stackoverflow.com/questions/2180201/cant-upload-application-binary-to-the-app-store
However, when I provision a distribution profile, I can't select my IPod Touch under my devices when I have App Store selected. When I switch it to AdHoc I can select it, then I can Build it on the device perfectly, everything works. Has anybody had this issue before?
Any advice would help me here, Thanks!
An App Store build can't be run on a device using Xcode. It's only good for submission.