Does Apple Reject applications that use a lot of bandwidth? [closed] - iphone

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I've heard reports that Apple will reject applications that use excessive amounts of bandwidth. The number that I've heard is a maximum of 1MB/minute of bandwidth usage. Although I've seen this number on various boards, I haven't been able to find an explicit statement from Apple's guidelines that speak to this.
I'm looking to stream video to an application and want to know what the maximum encoding rate of the videos should be.
Does anyone know what the exact number is? Is it documented somewhere?

There is no published limit, I believe Apple leaves themselves some room to make a judgement about individual apps.
Keep in mind that you'll probably need to limit the bandwidth you use over cell anyways, since Edge is rather slow. There is no limit on WiFi.

I do not know of any specification regarding this topic. But yes, Apple will reject Applications which use a lot of bandwidth. You can restrict your application to WiFi only, then bandwidth usage is not a problem to Apple anymore. They have contracts with the mobile network operators to restrict the bandwith within their networks.

1 mb/minute tested over five minutes seems to be the test.
Please see this other question for advice on this:
iPhone app rejected for "transferring excessive volumes of data"
This is also confirmed by Brian Stormont:
http://blog.stormyprods.com/2009/04/avoiding-iphone-app-rejection-from.html

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What resources are allocated to a medium sized business's cloud implementation? [closed]

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Jump to the accepted answer to see why the question doesn't actually have a distinct answer. And (LFMM) remember not to google too specifically when you don't know what you're looking for.
When a business purchases 200 licenses and is using the enterprise Salesforce CRM, what resources are allocated to that instance, and what operations within Salesforce are handled outside those dedicated resources?
Edit:
This can be helpful to know for interacting with an instance in numerous circumstances, least of which is their APIs.
This is actually a pretty difficult question to answer. Just by doing a little googling the only thing I am sure of is that record limits are the only thing tied to the amount of user licenses an organization buys. - Page 10
All orgs are still bound by the specified limits
The key here is cpu time is used as a limit. Does an organization with 1k license have a better CPU than an org with 20 users? I can't find documentation to support that, but you would have to imagine some resources would scale. But then you also look at Memory usage and that's the same across the board regardless of users.
You might want to search more on salesforce multi-tenancy. Here are some links to browse
https://developer.salesforce.com/page/Multi_Tenant_Architecture
https://www.youtube.com/watch?v=jrKA3cJmoms

Why should developer care whether ios device was jailbroken [closed]

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According to statistics I've found here jailbreak-statistics-2013 only 5% of devices are jailbroken. So why do iOS developers care about detecting jailbreaks?
People who jailbreak weren't going to pay anyway, but can generate rather good word of mouth, right?
As an enterprise developer I have a different set of challenges to safeguard with jailbroken devices such as sensitive data or passwords that should not be stored on the device or baked into code.
Regarding your comment about jailbreakers not "paying" for an app that's usually a fringe situation amongst that 5% that even try to take advantage of cracking an app. Most jailbreakers, including myself, do so for added functionality Apple doesn't provide out of the box.
I think nobody develops thinking in JailBroken devices, honestly.
I don't care, and never knew anybody who did.
A practical concern (besides trying to discourage theft) is that there are additional support costs when people with jailbroken devices submit bug reports or ask for help. A jailbroken device can have problems that don't happen with a stock device, and these problems can be very hard to track down when the device configuration is unknown.

Name of iPhone app [closed]

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I hope this is not outside the scope of the this forum.
I was just wondering if anyone knows of any rules or guidelines for namming your iPhone app. Particulary I want mine to start with the letter 'i' as in iAwesomeApp (for example). But I thought maybe Apple wouldn't allow it because it is too close to their own marketing scheme i.e. it is too close to iTunes, iPod, iPhone etc.
What do we think?
There are plenty if i apps but you need to stay clear of any other Apple brands like
Pod / Pad
MacBook etc
You probably want something short for your display name so to avoid the ... in the middle if it's too long.
Just look at the iTunesApp store. There are many, many apps that start with "i" for the same reasons, so I think it must be fine. There isn't anything I've read in the guidelines that disallows it.
Steer clear of any registered trademarks. You can get away with putting trademarks in your keywords sometimes, but Apple can and will reject your app for that as well so I would avoid it if possible.

Find the number of downloads for a particular app in apple appstore [closed]

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I need to do a market research on specific type of apps. so is there a way for me to know the download count of the app / any app.
Is there a way to find the number of downloads for a particular app in the iTunes App Store.
There is no way to know unless the particular company reveals the info. The best you can do is find a few companies that are sharing and then extrapolate based on app ranking (which is available publicly). The best you'll get is a ball park estimate.
Updated answer now that xyo.net has been bought and shut down.
appannie.com and similarweb.com are the best options now. Thanks #rinogo for the original suggestion!
Outdated answer:
Site is still buggy, but this is by far the best that I've found. Not sure if it's accurate, but at least they give you numbers that you can guess off of! They have numbers for Android, iOS (iPhone and iPad) and even Windows!
xyo.net
found a paper at: http://papers.ssrn.com/sol3/papers.cfm?abstract_id=1924044 that suggests a formula to calculate the downloads:
d_iPad=13,516*rank^(-0.903)
d_iPhone=52,958*rank^(-0.944)
I think developers can do this for their own apps via iTunes Connect but this doesn't help you if you are looking for stats on other peoples apps.
148Apps also have some aggregate AppStore metrics on their web site that could be useful to you but, again, doesn't really give a low-level breakdown of numbers.
You could also scrape some stats from the RSS feeds generated by the iTunes Store RSS Generator but, again, this just gets currently popular apps rather than actual download numbers.

Is XMPP fast enough for MMO-like collaboration? [closed]

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I'm looking to create an architecture for my dissertation that will combine IM features (chat messages + rosters) with collaboration (file transfer, simultaneous editing and collaborative drawing).
The clients will be a mixture of iPhone (and possibly Android) and desktop apps.
The list of technologies I've looked at is almost too long to mention, but I've narrowed it down to the MQ-like RedDwarf/Project Darkstar or XMPP with an OpenFire server.
The problem is, XMPP seems ideal for the IM functions but the overhead of XML seems to me like it might be an issue when communicating the touches on a screen involved in drawing over, say a 3G connection. Conversely, the binary messages of RedDwarf (or ZeroMQ/RabbitMQ etc) seem very fast but lack some of the higher level features of XMPP.
The question for me is, has anyone had experience using XMPP in this way (I'm aware Google Wave use(d) Google's variant of XMPP so perhaps it is), and is it efficient enough to send hundreds of small messages from a mobile device?
XMPP is fast, but parsing xml does take some more cpu power than a binary format. However it is much easier to user/debug than binary protocols.
Your server is not going to be limited unless there are thousands of devices communicating at the same time, so the bottleneck will probably be your mobile device parsing and creating xml stanzas.
XMPP can also be a drain on your mobile battery life if there are lots of friends connecting/disconnecting (resulting in presence updates to be processed). That might also be something to consider.
I'd suspect that the 3G would be a greater cause of latency than XMPP.
And use of compression greatly reduces the overhead of XML.