Submitting paid package to Cydia Store - iphone

I'd like to submit my app to the Cydia Store. It's going to be a paid package. Since I've never done other than free/opensource development, can somebody please explain how to do integration of my app with Cydia? Specifically, I'm curious if I have to check if the installed app instance is legit (DRM checking) (and if so, how to do it), or how handle the payment and purchase (or, did I misunderstood, but is there any standard options in Cydia to automate the purchase?).

There are numerous links tutorials available for that.
A nice one is
http://iphonepackers.info/How%20To%20Make%20Paid%20App%20Cydia.htm
Edit: broken link above ... Google cache version (currently) at
http://webcache.googleusercontent.com/search?q=cache:aU9Q-zFRHeoJ:iphonepackers.info/autosilent/How%2520To%2520Make%2520Paid%2520App%2520Cydia.htm+iphonepackers+how+to+make+paid+cydia+app&cd=1&hl=en&ct=clnk&gl=us
This might be also helpful
http://en.wikipedia.org/wiki/Cydia_%28application%29

For questions about the Cydia Store system, a reliable source of answers is simply "contact your favorite default repository manager" - they've helped lots of developers figure this out, and you'll need to talk to one of them anyway to get your Cydia Store package published.
For people who haven't published packages on default repositories in Cydia before, these are your options:
BigBoss (managed by Optimo)
ModMyi (managed by Kyle and Tyler)
MacCiti (managed by MacCiti)
(If you aren't sure which to pick, find your favorite package author and ask for a recommendation.)

Related

What if I don't submit my application to google marketplace?

Through reading the the flow of registration and development for google marketplace apps, a funny idea came to my mind: after finishing the tests(continuously install and test) for my app(base on web application), can I avoid to submit(never click "Submit for approval") the app to google marketplace so that I could use it privately(may be longtime or forever)? Anyone tried this approach?
You don't have to install or publish your applications from/to the marketplace. You can sideload your app and use it for as long as you want. You could even submit it to an alternative marketplace.
Yes you can just avoid submitting (this is the "old way" of having in-house apps on the More menu).
There is now though a new, better way if you want to add functionality for your own Google Apps domain. It's called the Google Apps Extensions Console and it gives you the ability to share ownership with other developers on your domain and more. Check it out.

Is it possible to embed one iPhone app into another?

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

iPhone chat functionality

i want to implement a chat functionality between two iOS devices.Please suggest me some libraries for the same.I went for XMPP but code is not available for that on repository.
Thanks,
You visit tutorial by RayWenderlich. Part1 and Part2. In this tutorial he has explained how to use webservice and PushNotification for chat kind of functionality.
You can also check Scringo. It's SDK offers chat between your app users.
Have you considered using push notifications?
You could use a service like Urban Airship so you don't have to roll your own push server, and they provide a pretty comprehensive iOS Framework which you could use to take advantage of their services.
You would of course still need some way of tracking who was talking with who so there would need to be some work on your part to build the necessary intermediary software/API, although this should be a pretty trivial task since all you'd need to do is keep a record of each of the device tokens in the conversation.
XMPP is still alive.. A newer version also came up...
You can download Version 2 directly here
To download Version 3 you have to download and install Mercurial repository and download it running this hg clone on the Mac Terminal...

libraries / services to assist with iOS wireless app distribution

Can anyone recommend any libraries/utilities they use to assist in distributing iOS adhoc/enterprise applications over the air, so users can install without needing a PC/iTunes?
There's a few hosted services around (eg. https://testflightapp.com/ - though that is not free for enterprise apps), but I'm sure in the past I saw a non-hosted service (ie. something I could install on my own server) and came with a client side library that was easy to hook into the app to notify the user when updates were available and allow them to easily install them. Unfortunately it seems I didn't bookmark it and a bunch of googling and searching on stack overflow hasn't found it.
You need to create your own manifest and bundle it with the app package (the IPA from Build and Archive). There are a lot of guides on the web. e.g. this to automate OTA distribution using Heroku from Héctor Ramos or Mike Nachbaur's write up.
That said, I suspect using TestFlight.app is a lot easier than rolling your own - have you looked at the cost benefit of paying TestFlight vs developing and maintaining your own system. Much better to write production code rather than save the cost of the TestFlight subscription surely...
I finally found the one I believe I was thinking of when I wrote the question, it's called "Hockey":
http://hockeykit.net/
https://github.com/TheRealKerni/HockeyKit
If there are other similar solutions out there, please do add your own answer!

Passing data to my app upon install

Is there a way to pass data to my app upon install from a link to the appstore. Perhaps through a query string or something of that nature.
I am looking for some way to allow the user to purchase a license and pass that license to the app install as easily as possible.
Any information and limitation information as well would be very much appreciated.
The App Store will not pass any query strings after the installation. There are really not much analytics other than how many people bought your app, and currently no real way to figure out where they came from.
As for the reasoning behind it too, another limitation may be App Store rules in general. It sounds like your licensing issue may be better solved through In App Purchases.