I would like to get the total size of my app or the sandbox size. Is there any official way to get this? Thanks.
If you just want to know app size without any kind of coding then there is a way. As Apple applies their own logic to give only supported assets to the device which downloads your app, app size varies between devices.
Follow below steps:
Archive and upload your latest build to AppStore
Login to https://itunesconnect.apple.com
Go to your app's "Activity" tab and wait until its finished "Processing"
Then click on your latest uploaded build number and find App Store File Sizes link
Then you are able to see estimated app size on different devices like below
And if you only want to see app size on particular device then you can see that in TestFlight App, undar App Details menu
Related
I've always used my app's onboarding pages for screenshots for the previous versions and nothing was wrong. But this time apple rejected it and said the issue was:
Guideline 2.3.3 - Performance - Accurate Metadata
We noticed that your screenshots do not sufficiently reflect your app in use.
Specifically, your screenshots do not display the actual app in use.
Next Steps
To resolve this issue, please revise your screenshots to ensure that they accurately reflect the app in use on the supported devices. For iPhone, you need a set of 5.5-inch display screenshots and for iPad, you need a set for 12.9-inch display. This set will be scaled appropriately down to other device sizes when viewed on the App Store in each territory.
Note that 6.5-inch display assets for iPhone XS Max are optional, and can scale down to iPhone XR, iPhone XS, and iPhone X. Screenshots that include features like rounded corners or sensor housing should only be used for the 6.5-inch or 5.8-inch display.
Resources
For resources on creating great screenshots for the App Store, you may want to review the App Store Product Page information available on the Apple developer portal.
Please ensure you have made any screenshot modifications using Media Manager. You should confirm your app looks and behaves identically in all languages and on all supported devices. Learn how to use Media Manager to add custom screenshots for each display size and localization.
Please see attached screenshots for details.
Since your App Store Connect status is Metadata Rejected, we do NOT require a new binary. To revise the metadata, visit App Store Connect to select your app and revise the desired metadata values. Once you’ve completed all changes, reply to this message in Resolution Center and we will continue the review.
What is my best option to get my app approved? My app doesn't support iPad but they seem to be demanding for iPad screenshots too.
I have faced same rejection from apple.
In my case I was added so many pages/screen in application but not added screenshot in apple store.
So I added all other screenshot then my application got approved.
If you don't want your application available for ipad then don't add screenshot in ipad or you can do as follow :
In XCode Target -> General -> Deployment Info -> Devices should be set to iPhone.
Following description, they have given but I don't know what was the exact issue.
Apr 11, 2018 at 11:18 PM
From Apple
2. 3 Performance: Accurate Metadata
Guideline 2.3.3 - Performance - Accurate Metadata
We noticed that your screenshots under 12.9 size do not sufficiently reflect your app in use as only one was submitted.
Please see attached screenshots for details.
Next Steps
To resolve this issue, please revise your screenshots to ensure that they accurately reflect the app in use on the supported devices. For iPhone, you need a set of 5.5-inch display screenshots and for iPad, you need a set for 12.9-inch display. This set will be scaled appropriately down to other device sizes when viewed on the App Store in each territory.
Resources
For resources on creating great screenshots for the App Store, you may want to review the App Store Product Page information available on the Apple developer portal.
Please ensure you have made any screenshot modifications using Media Manager. You should confirm your app looks and behaves identically in all languages and on all supported devices. Learn how to use Media Manager to add custom screenshots for each display size and localization.
Since your iTunes Connect status is Metadata Rejected, we do NOT require a new binary. To revise the metadata, visit iTunes Connect to select your app and revise the desired metadata values. Once you’ve completed all changes, reply to this message in Resolution Center and we will continue the review.
NOTE: Please be sure to make any metadata changes to all app localizations by selecting each specific localization and making appropriate changes.
do not sufficiently reflect your app in use as only one was submitted.
You need more screenshots. I suggest three or four, more if it's a larger app.
When submitting an app to Apple, i noticed that even though the App bundle is 60 MB, the actual app that shows up on itunes is 54 MB. However, when making the Ad Hoc build, the ipa is only 30 MB.
My understanding is that this is due to DRM that Apple has: https://developer.apple.com/library/ios/qa/qa1795/_index.html
However, is there a better way to bypass this DRM that Apple puts?
Apple just came up with a solution where if you add all your resources (images, videos, etc) to the so called Assets catalog file AND configure each file according to the device type being used THEN you can dramatically reduce app size.
Think about it! You have 3 copies of every image: img.png img#2x.png and img#3x.png
Then why would you need to have the non-retina set of images on a retina device?
And this answers why you see lower app size when you build. xCode does this automatically, but you can fine tune in assets catalog. Here is how:
https://developer.apple.com/library/mac/recipes/xcode_help-image_catalog-1.0/chapters/CustomizingImageSetsforSizeClasses.html#//apple_ref/doc/uid/TP40013303-CH10-SW1
Oh yeah, not only app size reduces! Apple made seamless integration to make the AppStore downloadable app be smaller. By making a custom build for every kind of device. Just use the Assets :)
iOS app build size drastically, when i build and testflight its 9Mb, but when it was approved by Apple in Apple store its showing 14Mb, Can any one tell/help me, How can this is possible? Just wanted to understand the scene behind it.
NOTE : There is no change in the resource files in both the builds.
Here is a question that had been bothering me. The other day I checked my wife's phone and pinterest app was eating up 2 GB of space while the actual app in the appstore is 26.8 MB. I know there must be user / log / crash data that is dumped in its apps document directory but that got me thinking how many other apps on her phone had large amount of user data stored compared to what the app size is in appstore.
So here are my questions of how to do all this using objectiveC
Sample Xcode iHasApp display's all the available apps installed on a device. Is there a way I check how much space they are taking in GB/MB etc?
Is there a way I can go query that app build size in appstore and tell the user hey its only X MB in appstore?
I know I can get to all the app installed on a device is there a way I can check when was an app last launched or used by a user?
Can I check how much space photo / video and music is taking up?
What I am trying do in the end is to see if I can make an app that shows user what they got installed on their device and make some informed decisions themselves.
So far all I am able to find is how to check total used and free space on a device and get a list of all apps installed.
Sample Xcode iHasApp display's all the available apps installed on a device. Is there a way I check how much space they are taking in GB/MB etc?
No. The APIs being used by iHasApp can only be used to check whether selected applications are present -- basically, all you get to ask "is ThisApp installed?", and you can build up a partial list of installed applications by running that check for a large number of common applications.
There is no way to get launch or disk usage information for other applications. I'm not sure last launch is even tracked at all by the device.
With this in mind, most of your other questions are irrelevant. It is not possible to do what you're after from an iOS application.