Is it possible to embed one iPhone app into another? - iphone

Is it possible to incorporate one iPhone app into another in order to redistribute it?
We're going to publish few apps owned by other developers and need to create some pre-rolls with our branding and some other similar features. The original developer could build the app for us, but won't provide us with a source code.
Sorry if the question sounds stupid, we haven't very big experience in the field, just need to clarify some things
Thank you!

No you can't. You are only allowed to execute your own app, you can't embed an other app in your bundle.

It is not possible to embed an app into another app, or better, you could do that, but Apple would reject it and anyway you would not be able to launch it on a non jailbroken device.
More to the point of your specific case, if you have only the binaries you could try and modify the resource files (i.e., .nib and .strings files) to modify the UI to some extent. Of course, you would then need to regenerate the signature for the app (and hope that everything works ok).

It's just a thought, but maybe you could include the other developers apps as static libraries. The advantages would be that the other devs wouldn't have to surrender their sources, you wouldn't face any code signing and bundle id related issues and including static libraries is perfectly safe.
The only disadvantage would be that the devs would still need to deliver the content seperately and they need to learn how to build a static library. An entry point for each app / each library to call it would also be needed, maybe even a small interface to allow the container app to learn about the individual apps status, to cancel them etc.
As I said, this is just an idea, there may be issues with that approach that I do fail to see right now. But maybe others can comment on this...
You might want to check out this link to learn a bit about building static objective c libraries.

Check apples Custom URL scheme, it might find useful for you. Just help=> http://iosdevelopertips.com/cocoa/launching-your-own-application-via-a-custom-url-scheme.html

Related

What is a container app in iPhone?

Our client wants us to make a container app, but I am not exactly sure what he means by this. I have to extend the functionality of his existing app but he does not wish to share his code with me.. so he says I should make a container app... I know it something similar to making in app purchases but can any one elaborate ?
Note: you should definitely clarify this with your client instead of this community.
I guess your client wants to have an App-in-App structure that you find in various iOS applications in the AppStore. E.g. the three20 framework offers a launcher that is similar to the Springboard of the iPhone/iPad/iPod where you can put multiple apps (which aren't necessarily independent apps).

External Static(.a) Libraries in iPhone projects

Over the last few months I've come across various chatter of external/private libraries not being allowed in iPhone apps.[Just to be clear, this is not something thats going to come, its something I was wrongly under the impression that already exists.]
I was looking at the WunderRadio source: http://www.wunderradio.com/code.html
and I noticed they have 3+ .a files in there project.
libcCommon.a liblibmms.a and libffmpegLib.a are the ones I'm looking at.
Have I been misinformed about the use of this kinda of libraries in iPhone projects? Will Apple accept and approve projects that are using them? If so what is it thats not allowed? Is it just use of Apples own private and undocumented libraries, but you are allowed to include your own?
Many Thanks,
-Code
Static libraries have always been allowed for iOS development and there is no sign that position is going to change at any point (why would it?). Dynamic libraries are not allowed and will result in the rejection of your app.
I think they'd be crazy to do that.
There are so many 3rd party libraries out there that it would pretty much kill the developer crowd they've got now. Imagine if you had to write every library over, from scratch? That's nuts...
Of course, I have no proof one way or another. I just think they'd be insane to try and do that.
.a files are called static libraries. When you build your code, they essentially get compiled in at build time. These are definitely allowed by Apple. In fact, XCode provides a template for a "Cocoa Touch Static Library" when creating a new project.
.dylib files on the other hand are dynamic libraries and are not allowed by Apple. They are separate code files that can be shared by multiple applications as their code gets brought in to your app at run time.
Saurik (the guy who created Cydia) solved this issue by creating Mobile Substrate for jailbroken iPhones. It allows devs to create dynamic libraries in order to alter the functionality of existing Apple classes.
Hope this clears the issue up.

Some questions about the App Store review guidelines?

I've made some iphone webapps before, using jQTouch and iUI but now i want to try out making a native Apps for iPhone. As i first step i thought of trying to port one of my webapps using Phonegap. So far it works well, but i'm a little concerned about some things in the Apple Review Guidelines and wanted to see if anyone have prior experience and could answer som questions.
2.5 Apps that use non-public APIs will be rejected
2.6 Apps that read or write data outside its designated container area will be rejected
I'm not really sure what this means. I don't think they concern me but if anyone could give me som more info about it it would be nice.
2.7 Apps that download code in any way or form will be rejected
This one is more tricky. Do they consider HTML code? What my app does is to load content into DIV-tags using jQuery.load()-function, that means much of the work in the app is performed on my server. Will it be "safer" if i generate JSON or XML of the data and process it with JavaScript inside the app instead of loading the formated HTML-code?
2.12 Apps that are not very useful or do not provide any lasting entertainment value may be rejected
This one together with the quote:
If your App looks like it was cobbled together in a few days, or you're trying to get your first practice App into the store to impress your friends, please brace yourself for rejection. We have lots of serious developers who don't want their quality Apps to be surrounded by amateur hour.
Made me wonder what they consider a useful app and what lasting entertainment means. This is my first app and i dont aim for a broad audience, this is mostly a way to get to know the XCode, iPhone-development and the App Store review process before. However, the App will be really useful for me and a bunch of my friends.
2.6 Don't specifically try to access files outside your app's Bundle or Documents directory and you should be fine.
2.7 Somewhere, it explicitly says you can download and use HTML/CSS/Javascript as long as you are running it inside an iOS UIWebView container. But don't try to download, say, Lua source code at runtime and interpret it.
2.12 Don't waste the App store reviewer's time if you are just trying to "get to know" the app development or store distribution process. Read about it instead. Submit something only if you think there are people (not just your Mom) who will really want to download your app and not delete it after trying it out. Maybe at least a dozen to hundred someones. If not, distribute some Ad Hoc deployments to your buddys instead.

New iPhone Dev policy...how does Apple enforce this?

Apple doesn't want anyone to create iPhone apps outside of the Xcode/Objective-C environment. How can they actually enforce this?
If the non Xcode IDE, for example Unity, compiles to an iPhone executable, how will Apple know which dev environment you used to create the app? Can they have Xcode compile some sort of signature into the executable that no one knows about?
For tools such as unity, corona, flash, and other platforms used to 'generate' iphone apps, Apple may be able to 'decompile' and examine your app (look at patterns of generated functions, etc). From this, they might be able to guess that your app was generated with such a tool.
In the limit, this is impossible. Consider the following: I write some script code to generate a bunch of objective-c code. Then I manually import the objective-c files into xcode and build the app. How would apple be able to distinguish the script-generated code from human-written code? Maybe I just tend to write code that happens to look machine-generated. There's no way for apple to determine whether the code was "originally written in objective-c, c, c++ or javascript" or not, yet this would still, technically, violate the agreement. That's why the 3.3.1 part of the agreement is nonsense.
Most automated systems do things a particular way, which isn't hard to detect. If you've ever looked at the PHP or JavaScript code Adobe Dreamweaver generates, for example, you know how easy it is to find stuff like this.
Apple is doing this to prevent people from using Adobe's Flash development framework. It should also be noted that Apple's decision to limit Application Frameworks like this is causing the DOJ/FTC or some government agency to start an informal inquiry into monopolistic practices.
From this article:
"According to the Post's Hollywood source, Apple's ban of Adobe's Flash technology on the iPhone and iPad is what prompted the government to poke around. "
They really don't have an issue up until now with other frameworks because Adobe didn't have one based with the Flash environment. Now that there is one, Apple is going to restrict anything that talks/looks/smells/acts like an Adobe Flash app on the iPhone. In my opinion, they won't do anything to other frameworks, but they'll enforce the rule just for Adobe. Which brings up the whole monopolistic practices thing.
I believe that many of these translator tools have some kind of common runtime function library which take care of the portions that could not be translated 1:1. Those function could then be pretty constant regardless of your application. That way there would be no real need to decompile the app. but instead just look for usage of those function signatures.
FWIW I find the whole idea of limiting user's choice of tools is a bad move.

Is it possible to mass update multiple iPhone applications?

I'm not all that familiar with Apple's iPhone development system, but I'm trying to figure out if theres a way for developers who create custom iPhone apps to update their apps on a mass scale. For example, would a company who publishes hundreds of apps have to resubmit every app they've made manually if they find a minor bug that affects all their apps (assuming they have used a template)? Or is it possible to somehow use or build a custom program that can make this process easier, by automatically generating or updating apps? I don't believe Apple has an API or anything, but it just seems like it would be a nightmare for these developers to fix bugs, and thought maybe I was missing something.
Thanks in advance for your help!
Apple provides no way to automate this. In theory you could write a program to simulate a browser to login and upload new binaries for you, but I'm not sure Apple would like that very much, and it would be a lot of work.
In addition, one might argue that if the apps are similar enough to warrant this automation, it should probably be one app instead of many. But that may be an over generalization without knowing your use case.
There's the Application Loader
http://itunesconnect.apple.com/apploader/ApplicationLoader_1.2.dmg
(requires login)
It doesn't do bulk uploads, but it does provide a maybe more accessible interface.
Isn't there that separate application that you can use to talk to iTunesConnect? (Though I still don't think it's possible to do mass updates.)