Dears, Here are some issues regarding using Teams online sessions through Ms. graph api:
1- We could not launch the virtual classrooms using Firefox browsers, for windows OS user will have the option to use Microsoft edge browser, however for Mac OS user will stuck and will not be able to join unless using the chrome browser
2- After launching the virtual classrooms by the organizer for the first time, teams will ask the user to add a name which is incorrect behavior, however user have the option to sign in but the link is in the bottom and not clear
3- Connecting team app/web is too slow and takes too long time before connecting ( around 3 minutes )
4- "Sign in as trial" message is appearing for the users
5- students can enter any name on join screen, which is not appropriate
6- Video resolution is too bad, too slow, there is a lag around 1.5 minute different between users
7- if organizer mute any student, there is no option to unmute
8- sharing screens by organizer does work properly
9- Organizer could not end the virtual classrooms on teams
10- Organizer does not have the option to prevent sharing screen, open/close camera
when using teams app instead of web:
1- there is no option to sign in when launch the meeting while organizer is logged out from teams app, will only have the option to add a name
2- Participants list is displaying after too long time
3- If there are two different users, one of them is using the app and other one using teams on web, all chat conversations using the web will be sent by name of user on teams app
plus same above issues exist on the app
can you please advice!
Thanks for reaching out with your feedback about Teams for Education. I"m Angela Chin, Lead Program Manager for Teams for Education.
I've passed your feedback back to our engineer team. We're working on many of these and are constantly pushing improvements to the Teams experience.
For hands on support for any distance learning challenges you may be facing with Teams, please join our Remote Learning Community: https://forms.office.com/Pages/ResponsePage.aspx?id=v4j5cvGGr0GRqy180BHbR2c4qMfVhOdCngYnH0quosFUNUw1SjdQQ1FBSEw0WUlPTkcyOEVXUEFMTSQlQCN0PWcu
Members of the Microsoft Education engineering teams are chatting live with educators to take feedback, help with support questions and share tips.
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We develop whitelabelled apps. To comply with apple guidelines, we make our customers create their own apple developer account and then they invite our account to manage theirs (bcs according to apple guidelines it is the content owner that needs to submit the app to the appstore, not the developer of whitelabelled solution).
So far I manage cca 60 accounts (all of them invited one account that I am the Account Holder for). Everything worked fine (other than it makes automation little bit more challenging), until I wasnt able to find one of the teams in the teams list on apple dev portal.
So on appstore connect I saw that I am member of this team with access to dev resources (apple dev portal). But in the apple dev portal this team was not in the list of teams to choose from.
I have left some other teams then, and this team suddenly appeared in the list of teams to choose from.
Conclusion I made is that there is a limit on how many accounts you can manage from one account. I have asked apple if that is true, but it has been several days and no answer (I posted a bug report through their bug reporter, and I also sent this question to them through web form on their site).
Has anyone encountered this limit? if so, do you have information on how big this limit is? And how did you solve this whole situation? Did you create a new apple id that your customers invite to manage their accounts now?
I am kinda lost now, and apple being silent about this (and the fact that I have not found this documented anywhere) isnt really helping.
Yes, there is a team limit of 60 teams per Apple ID. You will need to create a new Apple ID and get your invites on that. (Have currently ~ 5 examples of that, so it's definitely not a bug) And yes, there is no official documentation of that.
We hit the limit the other day. We removed ourselves from some older accounts so I can’t confirm the exact figure, but we have a user that is currently a member of 495 teams, so I expect the limit as of March 2022 is 500 teams.
Beware that App Store Connect is not efficient at all when it comes to this volume, so you’ll be waiting more than ten seconds for some API calls to be made to the backend when you load a page (10s is the time-to-first-byte and the total size of the response is about 100KB, so it’s a backend delay rather than the connection).
I would recommend sharing across multiple accounts long before you hit the limit.
I'm building an educational iOS app and I'm wondering whether it's possible to limit the number of installations per user. I expect elementary schools to be one of my primary customers, however many schools use one Apple ID for all of their iPads, and therefor would only have to pay once for my app regardless of the number of iPads it's being installed on. Does anyone know whether it is possible for me to limit the number of devices it can be installed on based on the subscription fee?
This is not currently possible. A solution for this is to have the subscription tied to an account and require the user to log in. If you do that then you can ensure that only one user is logged in per account.
If you are using a framework that allows you to see the device UUID then you could also tie the subscription to that.
Create a service and ensure that only N number of apps are open at any time for each account. It's essentially what Netflix and other subscription based services do.
In any case, there's no way for the App Store to validate your service subscription before allowing people to download the app.
In an iOS application, When I detect a users improper action (for example posting violent content), I wan't to suspend the user from using my application. The basic idea to implement this feature is to create and save an unique id for each application installs and suspend the usage from server api's.
My question is, how can I implement this feature even if the user re-installs the application, and still pass the Apple's iTunes submission?
I came up with two ways to technically implement this feature, but wondering how Apple would respond.
Store the IDFA (I understand that users can reset the id on their behalf)
Store an app generated udid to the Keychain (which should not be deleted even if the user deletes the app)
I know there are no perfect answers, but would appreciate to discuss this issue with anyone that have tried submitting a similar application, or anyone that is well aware of the Apple's guidelines. Thank you.
Apple will reject apps that inappropriately use the IDFA.
If your app does not use server login (at which point, whatever flags you require could be delivered to the client), keychain storage would be the only real solution.
However, if you don't use server login, you block the device, not the user. Is this your intent?
BTW, without server login, a determined user can still get around keychain storage: Reset keychain on the device
You can block a given account. Most people these days key an account with an email address. Some require a credit card (Facebook fully validates accounts using credit card numbers), others require a bank account (PayPal has to send money somewhere!) and it is growing in popularity to request a phone number (Twitter is getting there). In the end, to really be effective, you have to block something that is difficult to produce.
With email, your users can always create a new account. Check out mailinator.com. Alternatively, all you need is one domain to have as many email addresses as you want -- I use five different email accounts daily, and I use about two dozen more on a monthly basis.
Installation ids are ok but users can always just uninstall/reinstall. And if you do manage to get a device-identifying number (easy to do really, even in the post-UDID era) so that you can block a given device, your users can just get a new device, or hack your app to use some random value, or spoof your API with cURL. I own three iPhones, two iPads, two Samsung tabs, three other Android phones, two Mac Book Pros, a mini, two PCs, and I run three virtual Linux boxes, and one virtual XP box. And what happens when somebody sells a blocked device to a non-abusive user?
So just block the user's account, keep excellent log files, and keep fighting the good fight.
I understand that this might be an inappropriate question, but I really wanna make sure before I start being "involved" in the App Store.
So, lets say I have developed an application for iPhone with XCode adn want to deploy to the App Store. Also, lets say I want to charge the users for the app. In Google Play, google does not allow you to "earn money" through google play if you live in certain countries (Greece is one of them). Is this the same for the App Store either?
I know I must create a Developer's Account in the app store and that it costs 99$ anually. But in order to charge for the application, do I have to live in (lets say) Russia or USA, or can I do it even if I live in Greece?
Thank you for your patience and your time :)
Is this the same for the App Store either?
No, you can earn money from the first app you sell (even if you sell one single copy).
do I have to live in (lets say) Russia or USA, or can I do it even if I live in Greece?
Doesn't matter where you live. You have the ability to specify in which territories you prefer to provide your app, and the sales reports are sent to you separated by territory.
I just tried to create an Apple ID and selected Greece as country and everything went ok.
I've read in some forums problems a while ago (2010) regarding payment with credit card. The problems were solved by sending a wire transfer to Apple and a PDF with the application (however I think this is not necessary at the moment).
You can try to create a developer account (it's free) and if everything goes well you can then buy the license that you need.
Problem:
I'm an app developer and my boss asked me how many times one of our iPhone apps was downloaded
What I tried so far:
Apple statistics:There seem to be only daily or weekly data. Furthermore, there seem to be no way to access download statistics from previous years.
Services like www.appannie.com:
This might work, but I don't really want to give them the email and password of our developer account.
Scraping the data automatically (See: automatically-download-sales-reports-from-itunes-connect):
I don't really want to spend time to set up and maintain such a system unless there is really no other solution.
My Question:
Is there a better way? How do other developer find out how many times their app was downloaded?
Services like www.appannie.com: This might work, but I don't really
want to give them the email and password of our developer account.
i use appAnnie, but i didn't gave them my "email and password of my developer account".
in ItunnesConnect apple site you can create a new account with JUST the privilege to see the reports of a single app, and nothing more
P.S.
This may be very useful in case you want to give access to a client or a developer partner to a single app statistics, as you can create a new appAnnie user with access to just an app.
Apple just updated https://itunesconnect.apple.com site you can adjust the date range in the middle of screen (using the slider) or by adjusting the dates on top left corner after navigating to sale and trends screen to see how many downloads you have had.
Well I use Flurry to track installs and session. But you will have to add the flurry to your project.
And We als use AppFigures to track real downloads, but as you stated you can only retrieve so far back as Apple allows it.
AppFigures will also require you to give them your ItunnesConnect account details.
The iTunes connect app has other selection methods, try it.
https://itunes.apple.com/us/app/itunes-connect-mobile/id376771144?mt=8
Services like www.appannie.com:
This might work, but I don't really want to give them the email and password of our developer account.
That, seems like a very good idea!
Why not hire a sales guy to count the numbers for you? But in all seriousness, I'd go with the scraping option. I believe that's the only viable solution for your problem until Apple comes up with an API.
I use AppFigures.com, As #meronix suggested create a new user with privileges you specify. AppFigures gives you daily reports emailed to you every morning, in addition to Nicely done graphs and an entire dashboard of information. I recommend!
Just for your information there is another services called mopapp, it supports several platform.