Can I start using Flutter even though my app is already on Playstore? - ios

I already uploaded my android app (written in Java) on Playstore, and now I want to upload it on Appstore as well. In order to save time, I decided to use a cross-platform, but I realized that I should have began to develop with Flutter since the beginning.
Is possible to start developing my app on Flutter even though it is already on Playstore? Or do I have to use another cross-platform like Kotlin multiplatform?

yeah sure you can start with flutter, you need to clarify these things :
package name should be the same as on Play Store.
you have to choose your old key alias and passwords.

For cross-platform you have to build a new app for the app store
You have java code that does not directly compile in flutter but you can use your logic and architecture which you build earlier you have to build new app for app store
But make sure you have to use your older package name and key store so you can override your java app(Live on play store) into a flutter app.

You can rewrite your app in Flutter and upload it to the Play Store to replace the current one. It’s just a matter of making sure to sign the built applications with the same key as it proves to Play Store that you are in control of both, and you’re making the switch willingly. Also, your new app will have to have a version greater than the one already available in the Play Store, as downgrades are not allowed.

Related

Flutter. Applying a different configuration for Testflight and the App Store

The task is to use different API URLs inside the Flutter application for the app installed through the Testflight and for the app installed through the App Store.
Libraries like: store_checker and detect_testflight
do not give 100% results, and I cannot be sure that they will not stop correctly detecting the installation source after the next update.
I also cannot rely on the kReleaseMode constant, since there is no way to create a build that compiled in debug mode and uploads it on a Testflight. This can only be done in release mode.
Using custom configuration files and setting up the .gitattributes file also seems like a perversion, and is not suitable because, besides the local repositories of many developers, bitbucket is used, in which I cannot add my merge driver. Also, there is no guarantee that other developers will use this driver.
Tell me a simple and concise way to implement this? Didn't Apple come up with the idea that developers would need to use different settings for builds in Testflight and in App Store?

Is it possible to create a IOS app that can download plugins and extension later?

we have a ios app that provides the platform for many similar games. When you install this app. This app already contains binaries of x number of games.
Now we are having size issue. So just wanted to know is it possible to create a ios app that can get installed and after that as per user selection can download the games binaries separately and then run. Like a app that can download games as plugins or extensions.
I work on game side part so i dont know anything about ios apps. but so far my understanding is -> when you create the ios executable then while compiling you should have all the code present (app + all the games it will run).
It is not possible to download a native executable and run it -- that is not a capability provided by app extensions.
One loophole you might consider: it is perfectly permissible to download and run javascript, or anything else that runs in a UIWebView or WKWebView, which are both sandboxed from your iOS App's process, and have access to OpenGLES 2.0 in the form of WebGL. There are also apps which have been accepted in the App Store which can run code in interpreted languages like Python.

Iversion equivalent for titanium

I need a way to check the app store for the latest update of the app.
One way of doing this is to make an api call to see what the latest version is and force the user to download it. However this is reliant on an internet connection; a better way is to sync the app with the app store. There is a native module called iversion, does anyone know of a titanium equivalent.
https://github.com/nicklockwood/iVersion
Inspired by Harpy project the benCoding.iOS.Tools module allows you to query the AppStore and return the latest version. Check README for further details.

Automatically update iOS binary (IPA) from the app with objective-c codes

I am creating a free iOS applications. I want to make clients to be able to download new version of my application from setting page of my app by pressing a button named download new version.
I had see this accepted answer that looks good for me:
https://stackoverflow.com/a/23561783/1939409
Actually I am wondering whether this solution only works for ad-hoc apps or I can use BetaBuilder to create a IPA for my final apps that should install on non jailbreak devices too?
Also is there a way that I call this URL from my app with objective-c codes so that app itself download the IPA file and install it on the device?
You can update app by providing link of app's new version only if you have generated ad-hoc or enterprise distribution build. Also your app can not download the new version on its own. You need to open browser with new version link and rest of the process will be handled by iOS.

how to add one or more plugins to an existing app

My company want to make an application which like a bookshelf can load more books when the application finished, they want the application to be able to load more plugins without destroying the already installed code: when the app has been purchased and downloaded from the app store, the user can buy plugins in the app store and install them into the app.
Can anyone tell me how this could be achieved? Thank you very much.
Implementing A Plugin System in C or C++
Xcode & iOS - Create Plugins?
How can I combine multiple iPhone applications in to one application?
Objective-C Plugin Architecture Security (Mac, not iPhone)
Objective-C and designing a plugin mechanism
https://developer.apple.com/library/archive/documentation/CoreFoundation/Conceptual/CFPlugIns/CFPlugIns.html
You have to choose right platform for creating plugins and then you need to link installed plugins to correct app
I don't think you'll be able to check that before installing plugins the app has to be installed
Second way will be using in-app purchase and downloading plugins to program data directory
I think the second way is more usable and more valid, because in AppStore cannot be sold application which is not standalone, and depends on another app.

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